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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 ... 14 15 16 17 18 ... 20 30 · «PREV / NEXT»
Quique30
Quique30


Adventuring Hero
posted October 21, 2020 07:41 PM

Hey RerryR!

Sure! I've also added my last autosave.

https://dropmefiles.com/jxok9

Thanks!

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rampartlord
rampartlord


Hired Hero
posted October 23, 2020 03:35 PM
Edited by rampartlord at 15:39, 23 Oct 2020.

I tried to follow the installation steps,
but after finishing, the option for the mod can't be found in the WOG options:


Versions:
- Third upgrade: 2.2.0
- Era: 3.0.4
What could have gone wrong?
Thanks!

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VMaiko
VMaiko


Known Hero
posted October 23, 2020 03:53 PM
Edited by VMaiko at 15:53, 23 Oct 2020.

Greetings rampartlord, now you can play without having to enable anything, WoG options are completely optional.

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XEricSin
XEricSin


Famous Hero
posted October 23, 2020 05:57 PM

Hi,

I roughly found the bug of spell cast with no effect.

When I enable my own Zulu mod or ACM, the bug appears.

The creature spell is reset to 0 summon boat.

I will look into this. Hopefully PerryR could join the bug hunt.


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 23, 2020 06:21 PM

XEricSin said:
Hi,

I roughly found the bug of spell cast with no effect.

When I enable my own Zulu mod or ACM, the bug appears.

The creature spell is reset to 0 summon boat.

I will look into this. Hopefully PerryR could join the bug hunt.




I can, tell me how to reproduce the bug.

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XEricSin
XEricSin


Famous Hero
posted October 23, 2020 06:31 PM

RerryR said:


I can, tell me how to reproduce the bug.


Just enable your ACM either above or below TUM.
In any map, say Arrogance, use BU:S212/1/1/0/0/0; to summon a zeus and
check BM:U4/?y1 for creature spell, which would be 0 summon boat.

Let him cast spell the normal way. Only animation and summon boat sound.

See whether you can reproduce this.
-----
For ACM and my Zulu:
When data folder is disabled, the bug is gone.
When s folder is disabled, the bug remains.
So, it has something to do with the pac files.

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XEricSin
XEricSin


Famous Hero
posted October 23, 2020 06:43 PM

XEricSin said:
RerryR said:


I can, tell me how to reproduce the bug.


Just enable your ACM either above or below TUM.
In any map, say Arrogance, use BU:S212/1/1/0/0/0; to summon a zeus.(Any spell casting creature will do.)
check BM:U4/?y1 for creature spell, which would be 0 summon boat.

Let him cast spell the normal way. Only animation and summon boat sound.

See whether you can reproduce this.
-----
For ACM and my Zulu:
When data folder is disabled, the bug is gone.
When s folder is disabled, the bug remains.
So, it has something to do with the pac files.


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 23, 2020 07:02 PM
Edited by RerryR at 19:08, 23 Oct 2020.

I can confirm it.
But in what situation would that cause a problem?

One possible solution can be:

!!BU:S212/1/1/0/0/0; summon zeus
!!BU:E1/?y1; Get monster at position
!!BMy1:U4/15; Immidiatly set the cast of the summoned creature

Edit: If I disable TUM the bug disappears, so I guess it is caused by Amnethys Plugin, but iam just guessing.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 23, 2020 09:15 PM

Quique30 said:
Hey RerryR!

Sure! I've also added my last autosave.

https://dropmefiles.com/jxok9

Thanks!


Hi Quique30,

can you replace these two files (in Data/s) in the TUM mod and test again please?

https://dropmefiles.com/yADMY

Thanks

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Quique30
Quique30


Adventuring Hero
posted October 23, 2020 11:10 PM
Edited by Quique30 at 00:42, 25 Oct 2020.

Yay! That worked! Thank you Perry!

The only thing that's missing though, is the replacing of shipwrecks.
I think it has to do with them dissapearing in the test map. But in actual maps, they get replaced by resources or units. But that is very minor I think. I can play with that bug, no problem. Thanks again for the fix!



EDIT: Mystical gardens have the same issue.

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VMaiko
VMaiko


Known Hero
posted October 24, 2020 02:20 AM

RerryR what was the problem?

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xericsin
xericsin


Famous Hero
posted October 24, 2020 03:08 AM
Edited by xericsin at 12:32, 24 Oct 2020.

RerryR said:
I can confirm it.
But in what situation would that cause a problem?




It is not only script-summoned creatures having this problem, but all spell casting creatures normally brought into battle.

The BU.S summon is just a quick way for me to test.

More:
I tested with ACM on. Some creatures are having correct spells. Some are having random ones. May have to do BM:U4 to set creature spells again before each battle, if the root cause is not fixed.

BU:S212/1/1/0/0/0; 19->0
BU:S214/1/1/0/0/0; 22->17/43/0
BU:S218/1/1/0/0/0; 29=29
BU:S235/1/1/0/0/0; 55=55
BU:S236/1/1/0/0/0; 17->43/0
BU:S242/1/1/0/0/0; 21->0
BU:S246/1/1/0/0/0; 41=41
BU:S247/1/1/0/0/0; 28=28
BU:S249/1/1/0/0/0; 29=29
BU:S259/1/1/0/0/0; 15->0
BU:S262/1/1/0/0/0; 49=49
BU:S264/1/1/0/0/0; 51=51

More:
Tried with TUM alone. Bug persists every now and then.
Probably due to amethyst2.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 24, 2020 10:18 AM

VMaiko said:
PerryR what was the problem?


Oh, I just forgot to remove the code that gives free Candy to the computer player for every time he visits the new objects

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AnnihilatorX18
AnnihilatorX18

Tavern Dweller
posted October 31, 2020 12:49 PM

For some reason, after updating the mod to 2.2, the screen freezes and the game becomes unplayable. Anyone else having this problem?
____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 31, 2020 01:14 PM

AnnihilatorX18 said:
For some reason, after updating the mod to 2.2, the screen freezes and the game becomes unplayable. Anyone else having this problem?


Nope

Did you delete old mod before installing 2.2?

Reminder:
How to properly report a bug.

When a crash happens ERA will create several log files with all necessary information, including your loaded mods and game version.
You can also generate that log during your game by pressing F11. You can locate that folder in your Heroes 3 main folder under "Debug". Please send zipped "Debug" folder in Discord or with Dropmefiles. Also put your save game and maybe even the map you played in that folder. This will provide all necessary information to catch the bug.
Sending the HD-Crash log is not very helpful.

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AnnihilatorX18
AnnihilatorX18

Tavern Dweller
posted November 01, 2020 03:32 PM

My mistake, sorry. I did delete the previous version but the problem persisted. I'll send the Debug folder after I join the Discord server.
____________

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted November 06, 2020 02:19 PM

Universal Creature Upgrades disabled in this mod? I've checked it on in the WoGift Options but it doesnt work in game..... (also now we must fight to get all dwellings...?
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fanofheroes
fanofheroes


Famous Hero
posted November 13, 2020 09:34 PM
Edited by fanofheroes at 17:55, 28 Nov 2020.

Hello, I am using the Amethyst CFG file editor to edit some units I've made and I have some questions:


1) How can I associate a projectile def animation for a shooter? Let's say if I want to make my own.  I don't know what my shooting units' projectiles look like. update: i figured it out by associating SHOT(creature number).def

now I get this game crash from some shooting units:

compability_dir = C:gog gameshomm 3 complete_HD3_DataCompability#era
EXE_VERSION & TE
EXE_VERSION & ERA
No Files.ini for 'C:gog gameshomm 3 complete_HD3_DataPacksForHdCompatibility'

I tried making a new files.ini in that folder destination with all the "SHOT(crt #).def" files but that didn't work either.



2) How can I create the Behemoth effect of lowering target defense? I'm not sure I can see it in the editor. Do I manually enter: "ReduceTargetDefense=" in the CFG and then enter the % as a whole number?

3) do these features that existed in Typhon also exist in Amethyst as well?
-protection from shooting as %
-immunity up to level 1, and level 2 spells
-preventative counterstrike

4) And finally if I could get some clarity on what these functions do.  I know it has something to do with a unit's spell casting but I'm not quite sure:

CreatureSpellPowerMultiplier
CreatureSpellPowerDivider
CreatureSpellPowerAdder


Thank you kindly.  These mods are so much fun!!

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Undeadgamer62
Undeadgamer62


Known Hero
posted November 29, 2020 07:35 PM

fiur said:
Universal Creature Upgrades disabled in this mod? I've checked it on in the WoGift Options but it doesnt work in game..... (also now we must fight to get all dwellings...?


The author would know better than I, but I think Universal Creature Upgrades is deactivated by this mod because it uses a different method (special structure built in each town) to enable the upgrades. There have been problems in the past with WOG standard creature upgrade settings, so they may be disabled in the new version. (Sadly, I haven't had time to try it yet.)

Creature dwellings typically have guards. I'm not sure if that's what you're talking about or if you're referring to something different.

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VMaiko
VMaiko


Known Hero
posted November 29, 2020 07:54 PM

Update to v.2.5.0

-Improved Amethyst: Emerald Tower now work even with save play. Implemented Preventive Counter Strike, Range Retaliation and Reduce Defense. Defense Bonus and Protection from Shooting could be implemented in the next Update.
-Fixed AI in Creature Bank Creator by PerryR.
-Loopsounds plugin implemented, thanks to Strigo.
-Added content pertaining to the VCMI expansion mod "The Tides of War": 21 new creatures, 12 new dwellings, and 6 new creature banks.
-3 new creatures along with their respective dwellings were additionally created.
-Fixed some menor bugs in Third Upgrade Mod.erm.
-Minor balances for Divine Phoenix and Spectral Behemoth.

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