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Tomcio330
Tavern Dweller
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posted July 27, 2024 10:57 PM |
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Salamandre said: I can start them.
Here is my ERA version
https://drive.google.com/file/d/1jdRBjTLq7YDfrhKp4O_THcBZUjuEIcZ_/view?usp=drive_link
Passwords are in the name.
which is compatible with all. I don't use launcher as it brings serious changes not reversible.
Hi, I tried with original SPTraits again and changed only two values - one resposible for Bloodlust (raised chance of ocuring from 0 to 5) and summon Boat (the opposite). Still crashing. Moreover, I even extracted original file from h3bitmap and put it unchanged to the Data archive. The same result. What's interesting though, when I placed edited SPtraits to the Data of classical WoG (not Era), it worked.
May I also try out your version of Era and see if it will work there?
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szaman
Known Hero
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posted August 01, 2024 07:31 PM |
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Salamandre said: I can start them.
Here is my ERA version
https://drive.google.com/file/d/1jdRBjTLq7YDfrhKp4O_THcBZUjuEIcZ_/view?usp=drive_link
Passwords are in the name.
which is compatible with all. I don't use launcher as it brings serious changes not reversible.
Manage to repair it... reinstalled the launcher and ERA using the english version of the game, and everything now works just fine.
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bloodsucker
Legendary Hero
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posted August 02, 2024 03:12 PM |
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I don't know where to ask this but...
By distraction, I double clicked on my Era map and it opened in HotA's editor instead of giving me an error. So, I guess at some point I saved it as an HotA map. Is there a way to revert this situation?
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Ghost
Undefeatable Hero
Therefore I am
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posted August 02, 2024 04:03 PM |
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No, you opened the last HotA editor.. You go to the WoG editor, you open it.. And then you can click the ERA map The issue is computer memory Happened to me several times
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Fight MWMs - stand teach
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bloodsucker
Legendary Hero
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posted August 03, 2024 09:29 AM |
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I'm guessing this is probably related to the Difficulty Mod but...
When I started playing WoG/Era, there was an option, selected by default, that would make the neutral armies three times bigger. Because it was selected by default, I have no memory of how it was called but I read all the descriptions and yet couldn't identify it. Does anyone knows what I'm talking about and what happened to it?
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 03, 2024 11:21 AM |
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bloodsucker said: I'm guessing this is probably related to the Difficulty Mod but...
When I started playing WoG/Era, there was an option, selected by default, that would make the neutral armies three times bigger. Because it was selected by default, I have no memory of how it was called but I read all the descriptions and yet couldn't identify it. Does anyone knows what I'm talking about and what happened to it?
All options from Difficulty Mod are explained and do what they are supposed to do. There are options to increase neutral stack size, but they are optional and not enabled by default.
You might check again the newest version.
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bloodsucker
Legendary Hero
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posted August 03, 2024 12:25 PM |
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That I know, what I don't know is where is the standard option, I'm not using or enabling the mod. Thx for TUM tip, btw.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 03, 2024 12:49 PM |
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bloodsucker said: That I know, what I don't know is where is the standard option, I'm not using or enabling the mod. Thx for TUM tip, btw.
np
The standard option is called "Neutral Stack Size"
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bloodsucker
Legendary Hero
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posted August 10, 2024 12:21 PM |
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Suggestion
I'm not sure if this is the place but...
It would be a good idea to refresh the objects available with Era III installment. There are a ton of new objects around, from the Sand trees in HotA to the many object packs, while some scripts like School of Wizardry are attached to objects that don't fit in Homm3.
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bloodsucker
Legendary Hero
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posted August 19, 2024 12:49 PM |
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The Henchman script was changed in Era III but not the his tip.
Now, I'm not good at math but I'm sure +1 of Attack and Defense for every 3 levels won't give a 36 Att, 36 Def, 60 Dam, 250 HP, 23 Speed modified Archangel of level 9, 137 Att, 137 Def, 2430 Hp and 49 Speed. ~
Is there any documentation on how this is really working?
P.S. Does anyone knows a way to get the comments in ERM scripts in their original language (Russian I believe) so one can use Google Translator?
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 19, 2024 03:03 PM |
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@bloodsucker
With refresh objects you mean add new ones?
Currently, there is a very nice maintained mod called WoG-Graphic-Fix that reworks many old wog objects. Maybe one day it could be merged with ERA 3, who knows.
The henchman script was changed slightly, but most people are using the Enhanced Henchman script that comes with the assembly. There's a .json file in the mod folder which allows tweaking many parameters of the henchmen. I suggest taking a look there. (Or if you are using the Difficulty Mod you have an in game config opportunity).
Comments in the code are in the language the author used. They must be manually translated with the given tools.
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bloodsucker
Legendary Hero
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posted August 19, 2024 03:26 PM |
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RerryR said: @bloodsucker
Comments in the code are in the language the author used. They must be manually translated with the given tools.
No they are not, what I see are special characters like with the chinese letters, but even if I change my settings to Russian I don't get something I can translate with Google. I was asking if you see a way, maybe with a separate Russian installation, to get the comments in their original form.
RerryR said: With refresh objects you mean add new ones?
I thought I'd made it clear.
Yeah! And I don't mean just objects to support code, the decorations are incredibly poor too.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 19, 2024 10:15 PM |
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bloodsucker said:
RerryR said: @bloodsucker
Comments in the code are in the language the author used. They must be manually translated with the given tools.
No they are not, what I see are special characters like with the chinese letters, but even if I change my settings to Russian I don't get something I can translate with Google. I was asking if you see a way, maybe with a separate Russian installation, to get the comments in their original form.
RerryR said: With refresh objects you mean add new ones?
I thought I'd made it clear.
Yeah! And I don't mean just objects to support code, the decorations are incredibly poor too.
Are you using the sublime editor to edit your scripts? It should display the character correct.
About new objects. I think there are many mods that add plenty of it, enough for me to choose from. Maybe your suggestion will be heard.
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bloodsucker
Legendary Hero
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posted August 19, 2024 10:23 PM |
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It's about having it all in separated mods I'm talking about...
Some stuff could come already with first installment. I say this cause for you to add something to your map you need to make a pack and, from my experience, those packs tend to leave traces.
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bloodsucker
Legendary Hero
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posted August 21, 2024 06:20 PM |
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I don't know if it even makes sense to ask this and much less where but did anyone played a map that was coded with ZVSE 2 from start? I don't care if it is good or hard, I mostly want to look at his internals...
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 22, 2024 07:41 AM |
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bloodsucker said: I don't know if it even makes sense to ask this and much less where but did anyone played a map that was coded with ZVSE 2 from start? I don't care if it is good or hard, I mostly want to look at his internals...
ZVSE2 is just that you can write commands in ERM2. It's fully backward compatible. Meaning you can even mix it with ERM 1. Most scripts in "WoG scripts" mod have been rewritten with the new syntax. You can take a look there or open the ERA III changelog.
I don't think anyone has written a "map" with ZVSE2. Scripts are no longer placed in the timed event from maps but are handled as a separate mod, which is much more convenient.
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bloodsucker
Legendary Hero
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posted August 22, 2024 12:35 PM |
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RerryR said: Scripts are no longer placed in the timed event from maps but are handled as a separate mod, which is much more convenient.
That has been that way since the day I wrote my "hello world"... But you used to do a ton of things, like saying the map isn't Wogified that are probably done quite differently right now. I bet TDS code would look quite different if Woodmelon was writing it today...
Wait, was Stalker made with the new syntax? I'll check.
RerryR said: ZVSE2 is just that you can write commands in ERM2.
Ok, replace ZVSE 2 with ERM2. Does the question makes more sense now? Do you know if anyone decided to make a mod map and wrote ZVSE 2 in a blank page?
Cause I only have a few hundred lines on this one, it would be a good time to learn how to do it properly.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 22, 2024 01:09 PM |
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Why you bother, ZVSE2 is both compatible erm1 and2. Open your script, change ZVSE to ZVSE2, save. Now you have a map mod written in ZVSE2.
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