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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 The Restoration of Axeoth
Thread: Heroes 4 The Restoration of Axeoth This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted February 14, 2022 06:48 AM

For those who have been playing the Price of Loyalty campaign, the latest update will include many changes. I have sifted through my old maps and campaigns and have found The Price of Loyalty campaign in H3 format. Looking that campaign over, the H3 version pointed out the proper buildings needed for each map and in each town. Also, some town ownership issues have been fixed. Some scattered artifacts have been matched properly now. The main artifact pieces involved in the PoL campaign are no longer carried over from map to map. Instead, they are nothing more than 'trophies' for the king of the empire. But in the last map of the campaign, the pieces of the Battle Garb of Anduran are given to the human starting hero. And since you cannot select your starting bonus in each H4 campaign map, one is given automatically. In some instances, where two are given, the additional bonus is non game-changing at best.

Feedback about these changes and all other comments about the Chronicles campaign changes are really appreciated.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 14, 2022 07:48 AM

You could make the player choose their bonus with a starting script that asks the player "would you like X to be your bonus? If yu refuse, it will be Y". Of course, feel free to rebalance the bonuses, but the choice can be easily implemented. You can even implement more than two choices with decision trees (ask iliveinabox)
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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted February 14, 2022 10:15 PM
Edited by Bytebandit at 00:05, 15 Feb 2022.

Thanks for the feedback, NimoStar. The scripting of starting bonuses will be included when we do the Modded version. For now, I gave the recommended bonus from various walkthrough texts that I've looked over, and also what I thought might be close enough for what the starting bonus is giving, just to see if they will work for that particular map. Because the ones recommended from H2 or H3 may not be powerful enough for the H4 version. But it is playable now for testing to see if the artifacts will work. If they are usable, then they will be scripted just like you stated.

All campaigns have been updated and current, and can be found on the opening post of this thread.

Once the chosen artifacts seem to work fine in the maps, then the process of scripting for 3 starting bonuses will take place.
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted February 16, 2022 05:15 PM

So far in Conquest of the Underworld, I've made the following changes:

General
- Added scripting to the beginning of each map to allow choosing of a starting bonus as it is in the H3 version

Map1
- Changed the Pikemen that join you into Squires
- Starting dwelling in town changed from Guardhouse to Squire's Guild
- Reduced neutral stack numbers from where I had them when Pikemen joined you

Map2
- Moved the Purple AI player to the enemy team since it really must be a mistake that they are the player's ally
- Moved the Blue AI player to its own team and put the other AI players on the same team

I'll be looking at updating neutral stack numbers and compositions as I go through my play through, so there will be plenty of those updates to come. I'll also look closer at the remaining maps where the player has a demon ally, and figure out what to do there.

It seems like they should never be an ally, but it might be good if the different enemy players were sometimes enemies, etc. So it's just something we'll have to figure out. It could be that I just turn teams off completely so that it's everyone vs. everyone as many of the maps in this campaign seem to be.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 16, 2022 09:12 PM
Edited by NimoStar at 21:13, 16 Feb 2022.

Quote:
- Moved the Purple AI player to the enemy team since it really must be a mistake that they are the player's ally


I don't personally think it is a mistake. The texts mention these are your demon allies, I believe, which you made a deal with since the last mission.

Don't think the ally can/should be removed since they play an important part in the texts and story.

In my version, I severely weakened them while strenghtening the opponents.
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted February 16, 2022 09:18 PM
Edited by iliveinabox05 at 21:20, 16 Feb 2022.

NimoStar said:
I don't personally think it is a mistake. The texts mention these are your demon allies, I believe, which you made a deal with since the last mission.

Don't think the ally can/should be removed since they play an important part in the texts and story.

In my version, I severely weakened them while strenghtening the opponents.


I looked at the text for Map2. Can you show me where in the text of Map2 it talks about your demon allies?

Also, for later maps, them being your ally makes sense when you are actually leading an Inferno town, but if there is other text that specifically calls out them being your allies in the maps where you have an ally, please let me know.

I'll get there eventually during my play through, but good to have a heads up before I get there.

In the second map, besides there being no text to indicate you should have a demon ally, there are also the 3 garrisons to take into account. Why would there be 3 garrisons guarding the entire top portion of the map, along with placed events before entering both the cursed ground and evil fog areas, if one of them was supposed to be your ally?

The green garrison would literally serve no purpose, as you could just walk in / out through your ally's garrison instead.

It just makes sense in map2 that having a demon ally was a mistake. I do agree that in the later maps it's possible, since you sort of ally with Deezelisk and bring him the Pendant of Second sight for his help, but definitely not in map2.

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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted February 16, 2022 10:29 PM


I don't personally think it is a mistake. The texts mention these are your demon allies, I believe, which you made a deal with since the last mission.

Don't think the ally can/should be removed since they play an important part in the texts and story.

If you go and look at the posts on Fandom and GoG concerning CotU, you'll see that all of the people who posted could not recall anything about a Demon ally mentioned. Many of the players agreed that the designers of Chronicles must've checked the wrong box when it came time to create the teams. And that CotU needed to be updated with the changes. And all agreed a change had to happen, but it never did once HoMM3 was released. We have been getting feedback from people playtesting this campaign, and they say the same thing as past posters from Fandom and Gog reported. So, we thought the change was necessary.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 24, 2022 12:59 AM

I have fixed Masters of the Elements for H4 Ultimate with one simple click:

Remove unworking scenario :V
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted February 24, 2022 02:04 AM

NimoStar said:
I have fixed Masters of the Elements for H4 Ultimate with one simple click:

Remove unworking scenario :V


That's not very helpful feedback.

If there's an issue, please let us know. I'm still working my way through Conquest of the Underworld, so haven't gotten around to Masters of the Elements yet.

So far ByteBandit hasn't had any issues playing it.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 24, 2022 04:01 AM

It's only an issue in H4 Ultimate, someone reported the specific scenario in celestialhavens.

The scenario is "The Magic that Binds", but other than that, no idea what causes the incompatibility-.
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted February 24, 2022 05:13 AM

NimoStar said:
It's only an issue in H4 Ultimate, someone reported the specific scenario in celestialhavens.

The scenario is "The Magic that Binds", but other than that, no idea what causes the incompatibility-.


Oh gotcha, completely forgot about that response on CH.

So you just completely removed the scenario from the campaign?

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 24, 2022 02:43 PM

Yes. I exported and removed it using the standard editor.

After that I could open the campaign with the (fixed) ultimate editor, but not the specific map (that also crashes the game).

Maybe due to replacing Storm_override.h4r with stormOverdrive.h4r ?
, but I thought the original one was empty/unused... and other maps can use gathering storm stuff with apparently no issue in general.

(indeed, I'm not seeing anything expansion-specific in the map, though one never knows for sure)
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted February 24, 2022 06:03 PM

NimoStar said:
Yes. I exported and removed it using the standard editor.

After that I could open the campaign with the (fixed) ultimate editor, but not the specific map (that also crashes the game).

Maybe due to replacing Storm_override.h4r with stormOverdrive.h4r ?
, but I thought the original one was empty/unused... and other maps can use gathering storm stuff with apparently no issue in general.

(indeed, I'm not seeing anything expansion-specific in the map, though one never knows for sure)


Yeah that's really strange. I only removed objects that weren't in the base through WoW resource files, so there very well could be something in there that is from the expansions. Maybe an artifact somewhere..

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 24, 2022 10:50 PM
Edited by NimoStar at 22:51, 24 Feb 2022.

OK, I got it.

One of the events taught the "Bloodfrenzy" (Mass bloodlust) spell,

This is probably the only disabled spell that would crash the game since it's removed from the Mass_Spell list.

I have changed it for another one.

This woudn'0t happen if we had the simple mass spell plugin

In any case, the map has been fixed and put back in my version of the campaign.
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pyroxene
pyroxene

Tavern Dweller
posted March 01, 2022 01:36 PM

I'm currently playing the Master of the Elements campaign.

Encountered the following issues:

1) In the fire plane scenario, every fight against fire elemental stacks gave me an undertaker's amulet.
2) In that same scenario, the win condition seems to be bugged. The win condition is to hold all towns but doing so does not trigger the win. Rather, the win is triggered when you have an army move to the end of the bonus area in the underground level.
3) None of the artifacts or tomes that are stated to carry over, are carried over.
4) In the magic plane scenario, some spots which are supposed to teach magic spells do not seem to be reachable.
5) In that same scenario, the blue keymaster tent is missing. Ostensibly it should be located in the first enemy area with all the air elemental portals but it is not. This makes finishing the scenario impossible. Looks like I will have to unfortunately cheat to skip this bit.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted March 01, 2022 05:07 PM

Added blue Keymaster Tent to my version, thanks for reporting.
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted March 01, 2022 05:39 PM

pyroxene said:
I'm currently playing the Master of the Elements campaign.



Hi there! First and foremost, thanks for trying out Masters of the Elements.

Just to be sure, did you download the version you're playing from the links above?

pyroxene said:

1) In the fire plane scenario, every fight against fire elemental stacks gave me an undertaker's amulet.



Doh, I thought we had fixed all these issues. What happened there is that I had a bug in my code that converts H3 maps to H4 maps where I used a valid id as a default value here, so all neutral stacks got that artifact instead of an empty bag.

I feel like I did fix this issue, so that's why I asked where exactly you got your copy of Masters from.

pyroxene said:

2) In that same scenario, the win condition seems to be bugged. The win condition is to hold all towns but doing so does not trigger the win. Rather, the win is triggered when you have an army move to the end of the bonus area in the underground level.



Hmm, which map number is this? There are a couple on the Fire Plane. The first one I thought had a win condition of flag all fire elemental dwellings.

Maybe we missed updating the win/loss condition descriptions?

pyroxene said:

3) None of the artifacts or tomes that are stated to carry over, are carried over.



This makes me suspect you don't have the latest version. I'm 99.9999999% sure I added the carryover artifacts, but I won't be able to check until I get home later.

pyroxene said:

4) In the magic plane scenario, some spots which are supposed to teach magic spells do not seem to be reachable.



Can you elaborate on this? Did you try walking around the signs? The weirdness here is that H3 has a nice and easy grid system to describe exactly where to step, while we have the isometric stuff in H4. We did our best to describe it, but maybe it needs a little work?

pyroxene said:

5) In that same scenario, the blue keymaster tent is missing. Ostensibly it should be located in the first enemy area with all the air elemental portals but it is not. This makes finishing the scenario impossible. Looks like I will have to unfortunately cheat to skip this bit.



Hmm, I do believe ByteBandit fixed this already as well, again causing me to suspect you don't have the latest version.

Either way, I'll make sure to take a look at all of these issues when I get home tonight!

Thanks so much for your feedback, it's super helpful having others go through and find these things so that I can spend my time fixing them and getting to the other campaigns! Much appreciated!

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted March 01, 2022 05:50 PM
Edited by iliveinabox05 at 05:40, 02 Mar 2022.

Odd double post..

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pyroxene
pyroxene

Tavern Dweller
posted March 02, 2022 04:38 AM

Yea it might be possible my version of the campaign is the problem here. I had installed Equilibrius in early Jan this year, and it came with the 2 Tarnum campaigns - CotW and MotE. That was the version of MotE I played. I did not download MotE as per the link in this thread, reasoning that since this thread was created in Dec 21, and I had downloaded Equilibrius in Jan 22, the bonus maps within should be the latest versions.

On hindsight, I should have considered that Equilibrius might not have updated their maps...

Oh well.

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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted March 02, 2022 05:28 AM

All links for the H4 Chronicles and PoL are from the same location at Celestial Heavens. Meaning that they are all updated no matter which link you choose.
A lot of these issues that Pyro brought up have been addressed already, which led to the conclusion these are older versions. The Amulet of the undertaker issues, for instance had been corrected a while back, along with the Tent issues and some Portal placements that you may have taken for granted. Along with some placed objects that were never approachable which now are.
Thanks for playing and thanks for the much appreciated feedback with MotE. We have been getting the other campaigns up to speed where they should be. ILiveInABox05 continues to balance all AI issues making the campaigns playable with balance for the average player as well as for those who like the more challengeable play. He's doing incredible work in that area. He's actually balancing each individual map as he continues his playthrough.
Again, all links on CH and HC lead to the same updated campaigns.
Enjoy and thank you.
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