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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 30 pages long: 1 10 ... 13 14 15 16 17 ... 20 30 · «PREV / NEXT»
Khadras
Khadras


Famous Hero
posted September 24, 2020 06:06 AM
Edited by Khadras at 06:07, 24 Sep 2020.

VMaiko said:
Khadras, "Upgrade All" It's a Salamandre's mod, unfortunately no one else can modify that mod other than himself, so I can't do anything about it, I've already wanted a lot before you asked me to be able to adapt it but it's not possible.


Yes, you’re right. Only Salamandre can modify it. But what abaut Emerald Tower script?

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fanofheroes
fanofheroes


Famous Hero
posted October 10, 2020 05:12 PM

VMaiko,


I've been trying to learn how the Amethyst CFG file editor works, and I'm starting to get the hang of it. Making creatures is similar to making artifacts in the sense you make a .cfg file in the creatures folder for the unit.  

Is there a link to see an index of all the commands (like you showed  for emerald) I can give in the .cfg?  While looking at the A-CFG file editor I cannot see a spot to add the creature .def, combat stats, or discription.

You weren't kidding when you said that this is better than Typhon!

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VMaiko
VMaiko


Known Hero
posted October 11, 2020 07:05 AM

fanofheroes, I'm happy you like amethyst there is no index to explain everything you need to know because everything you see in the cfg editor is what you can do. However, here is a link for a guide on how to add creatures in Amethyst, unlike Typhon, you need to edit the essential creature files (zcrtrait.txt, cranim.txt, etc.). Amethyst is for advanced modders.
Unfortunately a casual player will not be able to modify or create creatures at will, it is a price that must be paid for more creature creation options.

The next version of my mod will be release soon. I only have a little conflict in the generation of the new adv objects. Countless improvements and new creatures are coming soon.

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fanofheroes
fanofheroes


Famous Hero
posted October 11, 2020 10:32 AM
Edited by fanofheroes at 10:53, 11 Oct 2020.

VMaiko said:
fanofheroes, I'm happy you like amethyst there is no index to explain everything you need to know because everything you see in the cfg editor is what you can do. However, here is a link for a guide on how to add creatures in Amethyst, unlike Typhon, you need to edit the essential creature files (zcrtrait.txt, cranim.txt, etc.). Amethyst is for advanced modders.
Unfortunately a casual player will not be able to modify or create creatures at will, it is a price that must be paid for more creature creation options.

The next version of my mod will be release soon. I only have a little conflict in the generation of the new adv objects. Countless improvements and new creatures are coming soon.


I just found the cre.txt pac hahaha I really do appreciate your work!! (as do many others I'm sure) Thanks again!

One quick question: after reading the guide you've provided, do i need to make my own .pac/.snd file in the data folder, when adding creature's sound and battle def, or should I just add them to AmeCre.pac/.snd?


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VMaiko
VMaiko


Known Hero
posted October 11, 2020 08:08 PM

fanofheroes said:
VMaiko said:
fanofheroes
One quick question: after reading the guide you've provided, do i need to make my own .pac/.snd file in the data folder, when adding creature's sound and battle def, or should I just add them to AmeCre.pac/.snd?



Yes, you have to do that, to modify and create new creatures it is recommended that you make a new folder with Data folder and EraPlugins folder, you will practically be making your own mod, do not forget that within Data folder you must create Creature folder where you will store your .cfg of the creatures. Don't forget CreTXT.pac where you will store the texts of creatures / objects that you have modified.

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TR4SPY
TR4SPY

Tavern Dweller
2b || !2b
posted October 11, 2020 09:13 PM
Edited by TR4SPY at 21:19, 11 Oct 2020.

I don't know if somebody asked or not but how is multiplayer looking with that mod updated with Amethyst or Era 3, you think it is possible to get TCP/IP multiplayer with working mods ?

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VMaiko
VMaiko


Known Hero
posted October 12, 2020 12:20 AM
Edited by VMaiko at 01:56, 12 Oct 2020.

TR4SPY said:
I don't know if somebody asked or not but how is multiplayer looking with that mod updated with Amethyst or Era 3, you think it is possible to get TCP/IP multiplayer with working mods ?


I've never played multiplayer so I can't help you much with it, but I've been told that it works if you use hamachi.


-------------------------------------------------------

Updated to v2.2.0 "Crystal Update", changelog in main thread.

Some clarifications to avoid repetitive bug reports.

*"Neutral Town and Creature Banks Growth" is not optimized with my mod, so play around with that script at your own risk.

*"Emerald Tower" does not have support with the new creatures at the moment, it is planned to support it in the next update.


*It was reported to me that the problem with high-level creatures (level 8) and the others third Creatures not getting experience correctly is an ERA 3 problem. So I can't take care of the problem.

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fanofheroes
fanofheroes


Famous Hero
posted October 12, 2020 05:08 PM
Edited by fanofheroes at 13:17, 14 Oct 2020.

VMaiko said:
fanofheroes said:
VMaiko said:
fanofheroes
One quick question: after reading the guide you've provided, do i need to make my own .pac/.snd file in the data folder, when adding creature's sound and battle def, or should I just add them to AmeCre.pac/.snd?



Yes, you have to do that, to modify and create new creatures it is recommended that you make a new folder with Data folder and EraPlugins folder, you will practically be making your own mod, do not forget that within Data folder you must create Creature folder where you will store your .cfg of the creatures. Don't forget CreTXT.pac where you will store the texts of creatures / objects that you have modified.


Thank you for the advice!

I am having trouble setting the options.ini and the amethyst.cfg numbers.  I tried adding the current number by 1 and when I hover my mouse over the icon in the map editor, I'm given an error.  I tried setting the number high, like 1000 so I wouldn't have to worry, but that didn't work either.  I thought if i made my own folder like you said, the number would have to be 1 more than Amethyst, or one more than WOG?

Update:

figured it out.

also, the shadow for cr207.def has a frame that's slightly off when the pure diamond dragon gets hit.  I was able to fix that on my own by regenerating a new shadow in the .hdl file, but just a heads up for the next update I suppose.


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XEricSin
XEricSin


Famous Hero
posted October 19, 2020 05:30 AM

Hi, there,

I found a problem with Guardian of Zeus casting spell.

There is only casting animation but no effect.

Is this a bug, or an unfinished feature?

Thanks.

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VMaiko
VMaiko


Known Hero
posted October 19, 2020 04:37 PM

Greetings, XEricSin!

I don't know what the problem is, that creature casts chain lightning when it is cornered by the enemy or when there are several on the map and it works correctly, could you specify the problem better?

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XEricSin
XEricSin


Famous Hero
posted October 19, 2020 08:29 PM

VMaiko said:
Greetings, XEricSin!

could you specify the problem better?


I am referring to the normal active spell casting.

When the cursor is over an enemy, it becomes a wand and book.
Clicking it should cast some spell, say lightning bolt.

But the creature just makes a casting gesture and end his turn.
This is the problem. Can you reproduce this?


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VMaiko
VMaiko


Known Hero
posted October 20, 2020 05:41 AM
Edited by VMaiko at 05:43, 20 Oct 2020.

XEricSin, Unfortunately I haven't been able to reproduce your problem, it works for me correctly


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XEricSin
XEricSin


Famous Hero
posted October 20, 2020 09:51 AM

Never mind. Strange things happen.

BTW, I am trying to adapt my Zulu town to your TUM.
However, the creature icon files and txt files are big problems to easy adaptation and maintenance.

I have made a test version. But as you make new creatures, there could be some problems.


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VMaiko
VMaiko


Known Hero
posted October 20, 2020 03:01 PM

XEricSin said:
Never mind. Strange things happen.

BTW, I am trying to adapt my Zulu town to your TUM.
However, the creature icon files and txt files are big problems to easy adaptation and maintenance.

I have made a test version. But as you make new creatures, there could be some problems.




I recommend that you make 3 backup folders, one for cprsmall, another for twcrport and texts, in each of those folders extract all the pictures and once you finish making your modifications, reassemble it, so I work to add new creatures or modify it without so much work. I'm glad to see you again and to play my mod

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HellBaron
HellBaron

Tavern Dweller
posted October 20, 2020 07:32 PM

XEricSin said:
Hi, there,

I found a problem with Guardian of Zeus casting spell.

There is only casting animation but no effect.

Is this a bug, or an unfinished feature?

Thanks.


I have the same problem with Ogre Magi...Only casting animation, no effect
____________

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Quique30
Quique30


Adventuring Hero
posted October 20, 2020 07:39 PM

Hi there, VMaiko!

So I played a little bit with the new version. Thank you very much for your work!

But I'm still experiencing AI heroes bouncing back and forth from some structures, getting stuck there forever. The ones I found now are Experimental Shops and Ivory Towers (and I know Beholder's Sanctuaries used to do that, but I haven't found any in my most recent game yet). Do you have any idea what could be causing this and how to fix it?

Also noticed some piles of crystal spawning in water (with 0 quantities). The AI seem to be ignoring them though.

Cheers!

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VMaiko
VMaiko


Known Hero
posted October 20, 2020 09:34 PM
Edited by VMaiko at 22:27, 20 Oct 2020.

Quique30 said:
Hi there, VMaiko!

So I played a little bit with the new version. Thank you very much for your work!

But I'm still experiencing AI heroes bouncing back and forth from some structures, getting stuck there forever. The ones I found now are Experimental Shops and Ivory Towers (and I know Beholder's Sanctuaries used to do that, but I haven't found any in my most recent game yet). Do you have any idea what could be causing this and how to fix it?

Cheers!


This problem is due to the objects that are incorrectly positioned in offset when they are replaced, that was fixed in the most current version, which is strange, I have tested it and I do not see that there can be obstruction problems, even the grids were calculated, make sure of not having played with an older version.
You can do the position test in Map Editor, Ivory Tower replaces Imp Cache and Experimental Shop to Marletto Tower, if in the replacement they appear more to the left or more to the right of their current position, notify me.



Quique30 said:

Also noticed some piles of crystal spawning in water (with 0 quantities). The AI seem to be ignoring them though.



That problem I have never seen before, most likely it is not related to my mod...

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Quique30
Quique30


Adventuring Hero
posted October 21, 2020 12:12 AM

Hi, VMaiko!

I did a fresh install with the latest assembly + ACM + TUM. I will investigate more if any of those mods are causing these issues. TUM is 2.2.0 according to the readme in the MODS folder.

The crystal pile is a replacement for Shipwreck. No idea what caused it.

I checked my game with the original map in the map editor, and It didn't seem like they were misplaced. You speak of obstructions, though, but I never had any problems visiting those structures. Only the AI has them. It's like they are prioritizing them once they are close by and are stuck there.

I will test more and come back with what I find.

Cheers!

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Quique30
Quique30


Adventuring Hero
posted October 21, 2020 01:49 AM
Edited by Quique30 at 04:20, 21 Oct 2020.

Small update: I disabled all mods from Mod Manager and left ERA Scripts, WOG scripts and TUM enabled (but all scripts were disabled in game)



This is what I'm experiencing:

https://www.youtube.com/watch?v=IAQbLvIm8Ic

The shipwrecks in the water should be 2 full rows with them, but some are missing.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 21, 2020 08:12 AM

Quique30

thanks for the video, can you send me the map via https://dropmefiles.com/ I want to make some test to identify the problem.

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