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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: New Upgrades Mod [Amethyst Edition] for ERA
Thread: New Upgrades Mod [Amethyst Edition] for ERA This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
Plamen4o0o
Plamen4o0o

Tavern Dweller
posted July 18, 2020 07:30 PM
Edited by Plamen4o0o at 08:23, 19 Jul 2020.

Why the dwelling aren't appearing on any of the maps you're playing is a mystery to me. Some always appear on the random maps I've played. Double-check to make sure the option is still selected. (I've sometimes forgotten to save after checking an option, or I've accidentally hit load instead of save and wiped out all my changes.)

There is also another possibility. Did you remember to check *Replace Objects During Wogification*? Its at the top of the "New
Advanture Objects" section of the Objects and Artifacts tab. (Level Eight Dwellings" is at the bottom of the same section.) And yes, I did make that mistake the first time I used ERA-Wog. I was playing along, wondering where all the Wog objects were. When I went back and checked my settings, sure enough, that option was unchecked, which meant that none of my Wog settings regarding objects were being implemented.

Finally, check the first tab to see if you've selected under the WoGify section of the first tab. I've found that sometimes the "WoGify all maps but ASK before WoGifying" setting doesn't work. I think that is related to the problem that the setting that displays wogification messages often fails to fire. This could mean that you won't get the message asking if you want to wogify. Or maybe the two problems are unrelated, but clearly, something is amiss in that area. So if you have the ask option enabled, pick a different one.

At least, it sounds as if you overcame the crashing problem, so you're making headway.


Thanks and i will try to do my best with these Wog-options to find how properly to play that mod

Update: And another think to view - yesterday after all i played a random map with some changes in wog-option ( new utopias ) and when i go to attack that new Magic Utopia i found there 217k Medusa it was 3th month of playing...and how is supposed to kill them? Yes 217k Medusas was there and they was unbeateble
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VMaiko
VMaiko


Known Hero
posted July 19, 2020 04:33 PM

It's forbidden in my mod to use this option, it is very unstable.


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Plamen4o0o
Plamen4o0o

Tavern Dweller
posted July 20, 2020 12:09 PM

and another i think bug...when you check "Level 8 dwellings" and "Level 8 dwellings function like normal" (at same time to be active) the game always crash when try to start random map.
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VMaiko
VMaiko


Known Hero
posted July 20, 2020 02:15 PM

Plamen4o0o said:
and another i think bug...when you check "Level 8 dwellings" and "Level 8 dwellings function like normal" (at same time to be active) the game always crash when try to start random map.


The problem when you generate a random map is something else, something totally fixed in the version I'm developing.

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fanofheroes
fanofheroes


Known Hero
posted July 20, 2020 03:51 PM

I noticed a minor bug:

I have ticked off the "price for units cheaper on the 7th day" and this doesn't apply to the Death Knights in necropolis inside the castle.  The other 3rd tier units in necro are correctly half the price on the 7th day except this one.  I'll check the other races to see if there are any more like that as well.

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Undeadgamer62
Undeadgamer62


Hired Hero
posted July 20, 2020 04:25 PM

VMaiko said:
Plamen4o0o said:
and another i think bug...when you check "Level 8 dwellings" and "Level 8 dwellings function like normal" (at same time to be active) the game always crash when try to start random map.


The problem when you generate a random map is something else, something totally fixed in the version I'm developing.

This is an interesting. I have both options checked and do not have that kind of crash. However, I do have a crash when I enable Battle Queue (since the ERA script update that followed the release of the most recent gaming build). It's not exactly the same. The crash happens on random maps but at the end of the first turn rather than right away. Given the time, though, It's not likely this mod is at fault. I mention it just in case it is somehow connected with what you're currently working on.

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mrryu2312
mrryu2312

Tavern Dweller
posted July 23, 2020 05:17 PM

Hi, I just got the new update and it seems there is no more Champion aka the lv7 creature in the 4th form?

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Undeadgamer62
Undeadgamer62


Hired Hero
posted July 23, 2020 06:31 PM

mrryu2312 said:
Hi, I just got the new update and it seems there is no more Champion aka the lv7 creature in the 4th form?

The most recent update changed the system. The fourth update creatures now appear only in separate dwellings (so you need to have level 8 dwellings enabled) and not in town anymore.

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mrryu2312
mrryu2312

Tavern Dweller
posted July 24, 2020 12:20 PM

Undeadgamer62 said:
mrryu2312 said:
Hi, I just got the new update and it seems there is no more Champion aka the lv7 creature in the 4th form?

The most recent update changed the system. The fourth update creatures now appear only in separate dwellings (so you need to have level 8 dwellings enabled) and not in town anymore.


Do you mean enable the hard-coded option: Level 8 dwellings function as normal in WoGify options?
And where can I upgrade the creature to 4th upgrade outside the town? the Hill Fort? If that's true so there would be in some maps that do not contain the Hill fort, there is no way to get 4th upgraded creatures?

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Fanofheroes
Fanofheroes


Known Hero
posted July 24, 2020 02:40 PM

mrryu2312 said:
Undeadgamer62 said:
mrryu2312 said:
Hi, I just got the new update and it seems there is no more Champion aka the lv7 creature in the 4th form?

The most recent update changed the system. The fourth update creatures now appear only in separate dwellings (so you need to have level 8 dwellings enabled) and not in town anymore.


Do you mean enable the hard-coded option: Level 8 dwellings function as normal in WoGify options?
And where can I upgrade the creature to 4th upgrade outside the town? the Hill Fort? If that's true so there would be in some maps that do not contain the Hill fort, there is no way to get 4th upgraded creatures?


My guess is yes. Or just wait for the update.  I think he mentioned giving those units a separate dwelling.

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Undeadgamer62
Undeadgamer62


Hired Hero
posted July 24, 2020 04:25 PM

mrryu2312 said:
Undeadgamer62 said:
mrryu2312 said:
Hi, I just got the new update and it seems there is no more Champion aka the lv7 creature in the 4th form?

The most recent update changed the system. The fourth update creatures now appear only in separate dwellings (so you need to have level 8 dwellings enabled) and not in town anymore.


Do you mean enable the hard-coded option: Level 8 dwellings function as normal in WoGify options?
And where can I upgrade the creature to 4th upgrade outside the town? the Hill Fort? If that's true so there would be in some maps that do not contain the Hill fort, there is no way to get 4th upgraded creatures?

There are two settings: one permits the creation of level 8 dwellings during wogification (necessary), and the other makes them function like regular dwellings (highly recommended, otherwise supply is very limited).

Sadly, I don't think there's a way to upgrade the creatures you buy in town to fourth level. Hill forts are at best erratic in that regard. Occasionally, I've gotten that upgrade option, but usually not. And, as you say, they are quite rare, anyway. I can go through a dozen games and see one maybe once.

Based on the earlier conversation, the way fourth level creatures are available is not a flaw but an intended feature. VMaiko wanted the fourth upgrades to work the way advanced creatures are available in regular WOG--in limited supply and through separate dwellings only.

There is a WOG setting that permits creature dwelling in general to offer training for a fee to whatever level creature they represent. I'm not sure if that works with the 3U mod, though. In any case, I've never tried because the implementation is flawed, perhaps as a result of limitations in the way the AI operates. With that setting active, the AI gets to upgrade at those dwellings for free. The potential to be confronted by AI super armies is thus much increased. I've never wanted to take the risk.

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mrryu2312
mrryu2312

Tavern Dweller
posted July 24, 2020 07:33 PM

Wow that's very clear. Considering them as the most precious creatures (like Azure, Dracolich you mean?) will make the adventure more meaningful when suddenly encountering it.
Thank you for the very clear answer, I was just a bit confused when the last update didn't give me those creatures anymore, kinda like them haha.

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Undeadgamer62
Undeadgamer62


Hired Hero
posted July 24, 2020 10:30 PM

mrryu2312 said:
Wow that's very clear. Considering them as the most precious creatures (like Azure, Dracolich you mean?) will make the adventure more meaningful when suddenly encountering it.
Thank you for the very clear answer, I was just a bit confused when the last update didn't give me those creatures anymore, kinda like them haha.

I'm glad the response was helpful.

It's still possible to use the really high-level creatures effectively if you have a dwelling fairly close to one of your towns (and have some with at least advanced earth magic and the town portal spell). What I usually do is leave one open slot in my army (usually by omitting the weakest unit). When I capture an appropriate dwelling, I recruit all the available creatures. (This strategy works better if you have enabled the setting that dwellings accumulate creatures. If you do that, you don't have to come back every week just to make sure you get every possible recruit.)

The last game I played, I ended up with 20 azure dragons in my army.

Even better is if you can find more than one dwelling of the same kind. You can end up accumulating a force just as large as if yu could recruit them from a town dwelling.

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VMaiko
VMaiko


Known Hero
posted July 25, 2020 08:07 PM

Great Update to version v2.0! All the information in the first post of the thread.

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Undeadgamer62
Undeadgamer62


Hired Hero
posted July 25, 2020 09:00 PM

VMaiko said:
Great Update to version v2.0! All the information in the first post of the thread.

It sounds great, but before I jump into the upgrade, I have a couple quick questions:

First, ERA 3 is still in beta, right? Are their aspects of the current ERA-WOG experience that are no longer available through ERA 3 at this time?

Second, I'm not sure what "creatures that no longer appear in RMG" means? Could you please explain?

Third, I'm not sure whether part of what I'm seeing is a change back to something that used to be true or just old language left over in the post. Are gorynyches and dark tiamats once again coming from the same dwelling? Is the only way to recruit dark tiamats now to convert them from gorynyches at the hill fort? This part isn't entirely clear.

Thanks for any info you can provide.

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VMaiko
VMaiko


Known Hero
posted July 25, 2020 09:08 PM
Edited by VMaiko at 21:09, 25 Jul 2020.

Yes, ERA 3 is Beta, but Beta Playable, any bug that you find report it in ERA 3 thread please.
About creatures in RMG, If you have played in my previous mod with Typhon you may have seen the Third Upgrades Creatures on the map, at the moment they will not appear, but they can appear as an allied upgraded creature in a neutral battle.

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Undeadgamer62
Undeadgamer62


Hired Hero
posted July 25, 2020 10:03 PM

VMaiko said:
Yes, ERA 3 is Beta, but Beta Playable, any bug that you find report it in ERA 3 thread please.
About creatures in RMG, If you have played in my previous mod with Typhon you may have seen the Third Upgrades Creatures on the map, at the moment they will not appear, but they can appear as an allied upgraded creature in a neutral battle.

Thanks as always for the quick response.

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fanofheroes
fanofheroes


Known Hero
posted July 25, 2020 10:28 PM

Yay thank you!

One quick question: How can we access the creature editor in MCrEdit.exe? I couldn't find it in the update

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VMaiko
VMaiko


Known Hero
posted July 25, 2020 10:35 PM

fanofheroes said:
Yay thank you!

One quick question: How can we access the creature editor in MCrEdit.exe? I couldn't find it in the update


There is no more, this is Amethyst, the creature editor was from Typhon, in the next update I will add the Amethyst editor which, although less intuitive, has more advanced modifications.

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fanofheroes
fanofheroes


Known Hero
posted July 25, 2020 10:46 PM

VMaiko said:
fanofheroes said:
Yay thank you!

One quick question: How can we access the creature editor in MCrEdit.exe? I couldn't find it in the update


There is no more, this is Amethyst, the creature editor was from Typhon, in the next update I will add the Amethyst editor which, although less intuitive, has more advanced modifications.


Thank you for the reply  

It amazes me how you guys put these together.  Truly making Heroes so much more fun to play

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