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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERA III
Thread: ERA III This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted November 21, 2021 08:30 PM

thanks for the quick reply. i'm done fixing the mithril/silver graphics, now just have to add them to the upload.

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synesthesiac
synesthesiac


Adventuring Hero
posted November 27, 2021 02:49 AM

Hi,

Where can I find your maps? I've played all of Valery's maps and i'm looking for something new. Thanks!

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bloodsucker
bloodsucker


Legendary Hero
posted November 27, 2021 07:50 PM

Hi. I've installed Era III but the Wog Options pages are empty. I know I've to install something and I've read about this somewhere but I have no idea where and I haven't found it until now. Help, please.
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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 27, 2021 08:23 PM
Edited by RerryR at 20:24, 27 Nov 2021.

bloodsucker said:
Hi. I've installed Era III but the Wog Options pages are empty. I know I've to install something and I've read about this somewhere but I have no idea where and I haven't found it until now. Help, please.


You must download and install WoG Scripts Mod. I had it linked recently to Sal somewhere.
http://heroescommunity.com/viewthread.php3?TID=46111&pagenumber=20

Or you just use the H3 Launcher, it includes everything:
http://heroes3wog.net/heroes-3-launcher-download/


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bloodsucker
bloodsucker


Legendary Hero
posted November 27, 2021 08:38 PM
Edited by bloodsucker at 21:36, 27 Nov 2021.

Thx. I have that one working. What I was missing is exactly that file, that I've already found but probably in an older version.
I want to have both platforms working at the same time, separately, cause I play (and study) the heavily scripted maps that will have problems with things like the difficulty mod (that I've found quite balanced) and were configured the old way.
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BathroomC
BathroomC

Tavern Dweller
posted December 01, 2021 11:32 AM

Russian scenarios in English Era III install

Hello there, I'm quite new to Era!

I'm posting here because I ran into a problem: all my scenarios in my English language Era III install are in Russian language. I saw another post from another user that had my same problem, but can't remember where I found it.

Anyway, I made sure that mine was a fresh install in a new folder (and not installed in the ProgramsFiles folder, of course), so I'm 300% sure that I did everything right!

What can I do to restore the scenarios in English language? Has the mod been packaged wrong?
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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 01, 2021 12:58 PM

BathroomC said:
Hello there, I'm quite new to Era!

I'm posting here because I ran into a problem: all my scenarios in my English language Era III install are in Russian language. I saw another post from another user that had my same problem, but can't remember where I found it.

Anyway, I made sure that mine was a fresh install in a new folder (and not installed in the ProgramsFiles folder, of course), so I'm 300% sure that I did everything right!

What can I do to restore the scenarios in English language? Has the mod been packaged wrong?


The mod has been packed wrong, until it gets updated you can just replace the scenarios with the English ones from a different installation.

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bloodsucker
bloodsucker


Legendary Hero
posted December 03, 2021 08:11 AM
Edited by bloodsucker at 08:58, 03 Dec 2021.

I'm having a problem with the use of z vars, too many are claimed and some more used without claim. Is there a way in Era III to "expand" them? I need them for specialties descriptions, heroes names and other minor stuff.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 03, 2021 08:17 AM

For all heroes specialties you can use a single z var, modified when you click on specialty icon. For names you don't need z vars, why not simply in editor?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 03, 2021 08:55 AM

Yes in ERA string variables are much better available.
For more examples, you can browse some of the newer mods. Combine this with what Sal said and you can store an unlimited amount of text.

Version 2.6.2
------------------------
[+] Added localization support for ERM scripts. All Lang*.json files are loaded and merged into single dictionary of key => value pairs with language data.
Json files must be saved in UTF-8 encoding with preferably Unix line endings (#10 = 0x0A). The format is the following:

{
 "unique global key": "translation",
 "another key": "another translation"
}

During file loading text is converted from UTF-8 (Unicode, i.e Russian, Polish, Chinese and any other language is supported) into ANSI-encoding, used by player's operational system, ex. Windows-1251.
Thus you may ship the translation, other people may open and edit it without loss and characters, not representable on particular PC, will be replaced with "?".

Real example:

{
 "eqs.this_day_savegame_name": "@day@_@player@",
 "eqs.end_turn_autosave_name": "@day@_@player@_End",
 "eqs.quicksave_name":         "@day@_@player@_Quick",
 "eqs.saved_msg":              "Saved!",
 "eqs.quicksaved_msg":         "Quicksaved!"
}

It's recommended to prefix each key with string, unique for mod or author, like "pm." for "Phoenix Mod".

Translations may have parameters in the form of "@parameter name@". Those parameters are replaced with actual values during translation.
New ERM command !!SN:T is used to translate strings by key.
!!SN:T(key)/?(z-variable to place result to)/(parameter name 1)/(parameter value 1)/(parameter name 2)/(parameter value 2)...;

Example:

!!OW:R-1/6/?y1; y1 - player's gold amount
!!SN:T^test.gold_amount_report^/?z2/^gold^/y1;
!!IF:M^%Z2^; prints "You have 12850 gold left. Not bad!"

my test.json:

{
 "test.gold_amount_report": "You have @gold@ gold left. Not bad!"
}

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bloodsucker
bloodsucker


Legendary Hero
posted December 03, 2021 09:15 AM
Edited by bloodsucker at 09:18, 03 Dec 2021.

Thank you both for the quick answer.
I never thought about that but Sal is right (as usual), it's quite easy to create a function on mouse click and immediately save twenty vars.

Salamandre said:
For names you don't need z vars, why not simply in editor?
Because it's a generic mod, not a map.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 03, 2021 10:24 AM

Check in tew3, example with z1 holding every hero specialty:

!?CM2;
!!HE-1:N?v1; [Get current hero #]
!!if&v1=0:;
!!UN:G2/0/3/353; [Set Orrin specialty picture]
!!en:;
!!if&v1=5:; sorsha
!!VRz1:S^Can upgrade Ancient Behemots and Chaos Hydras to Praetorians!^;
!!UN:G2/5/2/1;
!!en:;
!!if&v1=26:; eleshar
!!VRz1:S^Can upgrade Thunderbirds and Magic Elementals to Heavy Cavalry!^;
!!UN:G2/26/2/1;
!!en:;
!!if&v1=42:; serena
!!VRz1:S^Can upgrade Titans and Phoenix to Praetorians!^;
!!UN:G2/42/2/1;
!!en:;

etc

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 03, 2021 10:28 AM

HOTRAITS.TXT  to modify hero names. Then place the file in your mod/data

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bloodsucker
bloodsucker


Legendary Hero
posted December 03, 2021 11:56 AM

Salamandre said:
HOTRAITS.TXT  to modify hero names. Then place the file in your mod/data
Ok. Found it. But if I'm going to use this one for the names, why not use HeroSpec for the specialties text? And can I alter the costs in Buildings.txt to change the cost of buildings?
Just asking before making some obvious mistake...
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 03, 2021 01:03 PM

Look, you have to do it like anyone else, extract files, modify, place in Data. Works, yes/no. If I had to give you a definitive answer, I would have to test it first, exactly the same way, how else.

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bloodsucker
bloodsucker


Legendary Hero
posted December 03, 2021 01:35 PM

Salamandre said:
how else.
Because you had tried it yourself some time in the past and knew why it wouldn't work.
Look, it's not like I'm waiting for an answer but if the answer is known I won't have to find it myself.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 03, 2021 01:51 PM

There are one million possibilities and permutations with Heroes3, especially text files. Maybe I did it in the past, but no memory of exact action. First thing I ever did before starting to mod Atlantis, for example, was to extract all text files and see/test what everyone did.

That's the only way, especially in Era, where a wrong text file can be just deleted from mod/data without screwing the regular mechanics.

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zxy
zxy

Tavern Dweller
posted December 15, 2021 09:11 AM

Mad respect for you and your work. I am really interested in learning how to mod with this.


Do you have any tutorial or documentation to recommend? I open the h3era.exe and it looks very similar to the original game. I can find some documentation links in the Tools folder, but they look out of date.

Thanks, Sir!
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Bersy
Bersy


Honorable
Supreme Hero
posted December 25, 2021 12:59 AM

Try browsing the following forum category with google translate.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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portus
portus


Adventuring Hero
posted January 19, 2022 09:56 PM
Edited by portus at 07:33, 20 Jan 2022.

(Edited)

Never mind; I've seen there are topics on the subject.
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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