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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 100 150 200 ... 239 240 241 242 243 ... 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 25, 2014 12:11 AM
Edited by Salamandre at 00:12, 25 Oct 2014.

When I say from scratch, I don't say "do it differently". Just start it again, use data from TDS but this time without all the crap from other scripts (v6008, v6001 + 11 z vars for a outdated dialog).

Just redo it with the only idea in mind of changing battlefields:

a) BA trigger
b) Set a icon to click on
c) when click that icon check player active, then exit if not red
d) Once in, make a dialog with IF:G, put all terrains in as selectable option
e) Store what player clicks
f) change terrain to what he selected
g) redraw (BU:R)

This way, if one reads your script he doesn't get confused by all the useless TDS off topic vars.
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted October 25, 2014 01:31 AM
Edited by bloodsucker at 09:36, 25 Oct 2014.

I'll try. Thank you.

P.S.

"Set a icon to click on" u mean set an icon on the battle screen? How do I do that?

From what I've been testing/playing I believe that code works fine without the test. You have to code it so it can work for AI, as I deleted that code it does nothing, at least in a couple of battles AI never changed the battlefield. Yet I will try to recode it later.

I've been trying for quite a while to create another "Emerald tower", in another object, without so many chit chat and without creature cost but I've been unable to make it work perfectly.


Well, I've created a new independent object that is Emerald Tower and still has all the chit-chat but:
1. Doesn't work for AI;
2. Charges only 50% of the creature weekly growth (instead of 150%) for each upgrade;
3. Charges A LOT less resources;
4. Works without limits; you can press space-bar over and over until you run out of creatures or resources (this is for the stubborns that decided to keep the timer bug in the Era version )

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 25, 2014 11:58 AM

bloodsucker said:

"Set a icon to click on" u mean set an icon on the battle screen? How do I do that?


Create a trigger to start your action. Like click on defend icon. TDS use ID=2009, you can keep same.

bloodsucker said:

From what I've been testing/playing I believe that code works fine without the test.


No, it does not work. That code, in your version, is a mess. It triggers every time a creature moves on battlefield (BG trigger) so you will have the bf changed ~14 times every turn, and to value 0 most of times (sea terrain). That's why I say "code it again and get rid of junk codes, they confuse you".
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bloodsucker
bloodsucker


Legendary Hero
posted October 25, 2014 10:31 PM

I reported this before, then I tought I had solved it but now I see I didn't. When I change an Hero specialty using the HE:X command he often get's reverted after the first battle (but not always the first battle, sometimes it keeps the change for one or two battles and then reverts).
As this never happens with Jeditte and Nagash, I believe there is some messure you should take to preserve the changes but it is not documented in the HE help. Since so  many people had already made this kind of changes and they are stable it is probably a well knowed trick, can someone share it with me?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 25, 2014 10:56 PM

No trick, you probably enabled heroes specialization boost script (39.wog). It will revert any changes you do.

Add this to your code:

!?CM0;
!!IF:M^%V425, %F429^; reload save, press F12 then click anywhere on the map to display values

If you get 1, 1 then 39.wog is activated.
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bloodsucker
bloodsucker


Legendary Hero
posted October 26, 2014 12:13 AM

Salamandre said:
No trick, you probably enabled heroes specialization boost script (39.wog). It will revert any changes you do.

Add this to your code:

!?CM0;
!!IF:M^%V425, %F429^; reload save, press F12 then click anywhere on the map to display values

If you get 1, 1 then 39.wog is activated.


Don't need, I'm absolutly sure it is. I can even see some heroes special tricks like cast free magic arrows.
So, if I want new specialties I must disable script 39 on my main script, is that's it?
Can I disable it in a trigger in the middle of the game?
 

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 26, 2014 12:25 AM
Edited by Salamandre at 00:30, 26 Oct 2014.

When you make a mod you have two choices: stand alone or wog mod dependent. Tew 4 for example is stand alone, it has a file prohibiting any external scripts, so nothing can conflict. Conquistador, on the other side, is wog dependent, it needs wog mod to run, and of course I had to choose carefully variables and timers, to avoid conflict.

So this is your problem: you want heroes to have new specialties but there is already a script doing that. You can't have both running.

To disable it middle game, add then reload, click once on minimap, F12 etc (then you can delete the code):

!?CM0;
!!VRv425:S0;
!!IF:V429/0;
!!IF:M^Disabled^;

This will disable 39.wog.

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bloodsucker
bloodsucker


Legendary Hero
posted October 26, 2014 01:14 AM

Salamandre said:
When you make a mod you have two choices: stand alone or wog mod dependent. Tew 4 for example is stand alone, it has a file prohibiting any external scripts, so nothing can conflict. Conquistador, on the other side, is wog dependent, it needs wog mod to run, and of course I had to choose carefully variables and timers, to avoid conflict.

So this is your problem: you want heroes to have new specialties but there is already a script doing that. You can't have both running.

To disable it middle game, add then reload, click once on minimap, F12 etc (then you can delete the code):

!?CM0;
!!VRv425:S0;
!!IF:V429/0;
!!IF:M^Disabled^;

This will disable 39.wog.


I started this as a serie of small scripts for my private use, things that I wanted and were too simple or boring and no one with a bit of ERM knowledge wanted to do them. It has grown a bit but it is still too buggy to be published. Yet the idea is for them to be usable in random/edited maps.
To disable the Emerald Tower or the "neutral units bonuses" is ok (if I manage to make a stable code with few or no bugs); what conflicts with them has the same propuse. This a little different; the specialties like upgrade skeletons and liches to bone dragons are the key to the consistence of this serie of scripts as a mod but I didn't feel right to force the disablement of one of my favorite options.
On the other hand, using the scripts the "Specialization boost" is not very usefull: neither Offense nor Necromancy specialists are affected, same for masters of upgrades, so in the end player will have one or two remaining heroes who could profit from it, the rest will be held as town keepers. It is probably not too bad if I disable it.

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Siegfried
Siegfried


Famous Hero
posted October 26, 2014 04:29 PM

Hi,

does anyone know more precise what the !!BM:C command does? The documentation says:

Cast a spell
  #1 - spell number (Format SP)
  #2 - position to cast
  #3 - Monster skill level (0...3)
  #4 - Hero (???) Spell power (0...3)
  #5 - Check 4 Target Monster existing (alive)

Spell number is quite self descriptive.
Position to cast is no problem either.
The skill level refers to none - basic - advanced - expert.

But what is "Hero spell power (0 ... 3)"? Does that mean it is not possible to cast a spell with power greater than 3? How does this "power" influence the spells cure, animate dead and resurrection?

I have now the first aid tent do something else. The code is 2 parts. In the BF trigger i set up a EA line:



!?BF&1000;
!!BA:H0/?y1; ** y1 = left hero ID
!!if&y1>=0:;
!!HEy1:A2/@First Aid Tent(A)@/d/?y2;
!!if&y2>0:;
!!VRy3:S-1; ** Preset to no spell
!!HEy1:S@Necromancy@/?y8;
!!VRy3&y3<0/y8>0:S@Animate Dead@;
!!HEy1:X?y4/?y5/d/d/d/d/d;
!!VRy3&y3<0/y4=@SpecCreature@/y5=@First Aid Tent@:S@Cure@;
!!VRy3&y3<0/y4=@SpecSecondarySkill@/y5=@First Aid@:S@Cure@;
!!VRy3&y3<0/y4=@SpecSpell@/y5=@Cure@:S@Cure@;
!!VRy3&y3<0/y4=@SpecSpell@/y5=@Resurrection@:S@Resurrection@;
!!HEy1:S@Water Magic@/?y6;
!!VRy3&y3<0/y5>0:S@Cure@;
!!HEy1:S@Earth Magic@/?y7;
!!VRy3&y3<0/y7>0:S@Resurrection@;
!!if&y3>=0:; ** Found something to apply
!!DO@FindStack@/0/20/1:P@First Aid Tent@;
!!if&v2>=0:; ** found tent
!!VRy9:S0-v2-1;
!!EAy9:B5/1/74/y3/100/100/100/100/100/100/100/100/100/100/100;
!!en:;
!!en;
!!en:;
!!en:;

This is the attacker part. The defender has a similar part. But this EA line does nothing, for the tent never attacks. So i have a second part:

!?BG;
!!BG:A?y1; ** y1 = action
!!FU&y1<>11:E; ** not First Aid Tent heal -> exit
!!BG:N?y2 D?y6 E?y7; ** y2 = Stack index, y6 = Destination position, y7 = Dest. index
!!BMy2:T?y3; ** y3 = Type (should be 147)
**IF:M^DEBUG Index=%Y2, Type=%Y3^;
!!FU&y3<>@First Aid Tent@:E;
!!VRy9:S-1-y2; ** y9 = negative (EA) index
!!EAy9:B5/?y3/?y4/?y5/d/d/d/d/d/d/d/d/d/d/d;
!!FU&y3=0:E; ** Not enabled, exit
!!FU&y4<>74:E; ** Not type "cast before attack", exit
!!VRy8:S0; ** Do not check for alive stack
!!VRy8&y5=@Cure@:S1; ** Cure: Do check for alive stack
!!BMy2:Cy5/y6/2/3/y8; ** Cast spell
!!BG&y5<>@Cure@:A12; ** No further action if not cure
!!FU:E;


That seems to work. At least tested with Cure for now. But i'd like to know what impact would have a different "power" setting for the spell.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 26, 2014 05:01 PM
Edited by Salamandre at 17:04, 26 Oct 2014.

Depends on the spell. For defensive spells, it means the duration (1-999 turns), for offensive the amount of damage.


!!BM1:C15/y1/3/1000000/1; cast magic arrow 1 million power

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bloodsucker
bloodsucker


Legendary Hero
posted October 26, 2014 10:24 PM

Well, after I got my Angel to Supreme Archangel second henchman upgraded to Arrow Towers at level 30 I finally accepted I need to recode the Change Terrain script.

My attempts didn't fall far from the tree.

Now I can't even start the game. When in the Conquistador screen (if I uncheck the AI Fly) or I the beginning of the game, the game crashes with this message: ERROR! Attempt to use "!!BG" in a non-human battle (use flag 1000 for checking).

I've tryed to avoid that by adding the 1000 to BG and by Exiting if V1000=0 but as far as I know var v1000 has the location level. It still crashes with every attempt.

Woodmelon was using CM4; I looked and the next free CM was CM11, can be something related to this?

I don't get why it started to happen but I guess the solution is the same has for the rest of the problem I need to enter this routine only is human player turn and I still didn't figure it out how to check this.

-----
ZVSE

!?BG&1000;

!!FU&v1000=-1:E;
!!BU:Gv389;

!?CM11;
!!BG:Q?y1 H?i;
!!CM:I?y1 S?y2;
!!FU&y1<>2009:E;
!!FU&y2<>14:E;


!!BU:G?y3;

!!VRz1:S^Magic Plain^;
!!VRz2:S^Cursed Ground ^;
!!VRz3:S^Holy Ground^;
!!VRz4:S^Evil Fog^;
!!VRz5:S^Clover Field^;
!!VRz6:S^Lucid Pools^;
!!VRz7:S^Fiery Fields^;
!!VRz8:S^Rocklands^;
!!VRz9:S^Magic Clouds^;
!!VRz11&y3=-1:S^General Terrain^;
!!VRz11&y3=0:S^Sea^;
!!VRz11&y3=1:S^Magic Plain^;
!!VRz11&y3=2:S^Cursed Ground^;
!!VRz11&y3=3:S^Holy Ground^;
!!VRz11&y3=4:S^Evil Fog^;
!!VRz11&y3=5:S^Clover Field^;
!!VRz11&y3=6:S^Lucid Pools^;
!!VRz11&y3=7:S^Fiery Fields^;
!!VRz11&y3=8:S^Rocklands^;
!!VRz11&y3=9:S^Magic Clouds^;
!!VRz10:S^Choose the battlefield terrain:
[NB: new terrain effects occur after current creature's turn]^;
!!VRz13:S^All magic spells are at expert level^;
!!VRz14:S^Prohibits the use of spells level higher then 1^;
!!VRz15:S^Good troops get +1 morale, evil troops get -1 morale^;
!!VRz16:S^Good troops get -1 morale, evil troops get +1 morale^;
!!VRz17:S^All troops have maximum luck^;
!!VRz18:S^All Water Magic spells at expert Level^;
!!VRz19:S^All Fire Magic spells at expert Level^;
!!VRz20:S^All Earth Magic spells at expert Level^;
!!VRz21:S^All Air Magic spells at expert Level^;
!!VRz12:S^The current terrain: %Z11^;

!!CM:R0;
!!IF:D1/10//12/////1/2/3/4/5/6/7/8/9;
!!IF:F1/13/14/15/16/17/18/19/20/21/1;
!!IF:E389/1;
!!BU:G/z11;
!!BU:R;
!!VRv389&v389=-1:Sv115;

!?BF;
!!BU:G?v115;


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 26, 2014 11:13 PM

The thing is: you did not change from TDS, thus you have a lot of unused data you trail from.

You need a unique trigger for your script: CM4. If you don't open the manual and read CM section, you will improvise with alien codes as CM11, which of course does not exist. All the BG, v3xx, BF, you need none of them.

First you need to know what is CM4 (right-click in battle screen). Then you need to know how to create a IF:G dialog and propose the player the terrains selection. Once he selected, set the terrain using BU:G, that's all. Try easier dialogs first, here you jump into a dual dialog where two datas are processed simultaneously.

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bloodsucker
bloodsucker


Legendary Hero
posted October 27, 2014 05:06 AM
Edited by bloodsucker at 05:20, 27 Oct 2014.

Salamandre said:
The thing is: you did not change from TDS, thus you have a lot of unused data you trail from.

You need a unique trigger for your script: CM4. If you don't open the manual and read CM section, you will improvise with alien codes as CM11, which of course does not exist. All the BG, v3xx, BF, you need none of them.

First you need to know what is CM4 (right-click in battle screen). Then you need to know how to create a IF:G dialog and propose the player the terrains selection. Once he selected, set the terrain using BU:G, that's all. Try easier dialogs first, here you jump into a dual dialog where two datas are processed simultaneously.


Well, I did it like you said and I am to believe I've learn quite a bit about the DL that were so terrifying to me. Now this seems to be quite ready, (of course, after I remove the debugging lines) but it does nothing. And I don't get why, as far as I know it's a simple assign of a value to a variable but still is not working.

ZVSE

!?CM4;
!!CM:I?y1 S?y2;
!!FU&y1<>2009:E;
!!FU&y2<>14:E;

!!VRv50:S0;

!!VRz51:S^1. Magic Plain^;
!!VRz52:S^2. Cursed Ground ^;
!!VRz53:S^4. Holy Ground^;
!!VRz54:S^8. Evil Fog^;
!!VRz55:S^16. Clover Field^;
!!VRz56:S^32. Lucid Pools^;
!!VRz57:S^64. Fiery Fields^;
!!VRz58:S^128. Rocklands^;
!!VRz59:S^256. Magic Clouds^;

!!VRz60:S^Choose the battlefield terrain
[Now it is set to %V50]^;

!!CM:R0;
!!IF:G1/50/0/60/51/52/53/54/55/56/57/58/59;

!!IF:M^The value selected was: %V50^;


!!BU:G/v50;
!!BU:R;

!!BU:G?y3;

!!IF:M^The terrain was changed to: %Y3^;
-------------------
From the Help
GET/CHECK/SET the special terrain type and terrain modifier in combat
Command syntax: !!BU:G$

$ is type of terrain. (see format BI)

Comments:
If you set it BEFORE the game sets a background image for a battle, this will use this value to pick up a corresponding background.
If you change it during a battle, you will affect the rest of the battle.

BU:R; Redraw a battlefield after taking some action
Suggestion: do not use this command in !?BF trigger and before it.


P.S. BTW, I'm using some of your definitions from TEW4 for my enemies while I don't find the time to finish them all and I have to say I love the Gold Golems. Fighting 200 or 300 level 10 with a supporting hero with Warfare is something... Sometimes I even to the f...g henchamn (the only thing my summoned SAs can resurect).


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Siegfried
Siegfried


Famous Hero
posted October 27, 2014 08:35 AM

Salamandre said:
Depends on the spell. For defensive spells, it means the duration (1-999 turns), for offensive the amount of damage.


!!BM1:C15/y1/3/1000000/1; cast magic arrow 1 million power



Thanks. That confirms my thoughts. I just wondered why the documentation says that legal value range is 0...3. A power of 3 is not that much.

So for cure, resurrect and animate dead it corresponds with the number of HP to restore, i assume?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 27, 2014 08:43 AM
Edited by Salamandre at 09:11, 27 Oct 2014.

Comment each line until you are sure of them.

bloodsucker said:

ZVSE

!?CM4;
!!CM:I?y1 S?y2;
!!FU&y1<>2009:E;
!!FU&y2<>14:E;


Not perfect, if player wants to wait without triggering the dialog, he can't. Use this:

!?CM4;
!!CM:I?y1 F?y2;
!!FU|y1<>2009/y2<>512:E; [open dialog if right click on wait icon only]

bloodsucker said:

!!VRv50:S0;
 

What is this? Why v50 is set to zero? Explain.

bloodsucker said:

!!VRz51:S^1. Magic Plain^;
!!VRz52:S^2. Cursed Ground ^;
!!VRz53:S^4. Holy Ground^;
!!VRz54:S^8. Evil Fog^;
!!VRz55:S^16. Clover Field^;
!!VRz56:S^32. Lucid Pools^;
!!VRz57:S^64. Fiery Fields^;
!!VRz58:S^128. Rocklands^;
!!VRz59:S^256. Magic Clouds^;
!!VRz60:S^Choose the battlefield terrain
[Now it is set to %V50]^;
!!CM:R0;
!!IF:G1/50/0/60/51/52/53/54/55/56/57/58/59;



Use local z vars for quick operations (z-1->z-10 or z1->z10). z51-z60 are claimed by other scripts (do you ever look in claimed section of the manual?). But script is ok.

bloodsucker said:

!!IF:M^The value selected was: %V50^;
 

So now your terrain is set to what player selected. But your v50 will reset to 0 next time you click to trigger, so will no longer display player choice. Hence my question at the top, why v50 is reset?

bloodsucker said:

!!BU:G/v50;
!!BU:R;
!!BU:G?y3;
!!IF:M^The terrain was changed to: %Y3^;


This is not good. Terrains ID are 1-9. Your v50 is now set to bits (1-2-4-8-16 etc). v50 needs to be converted back:
!!VRy1&v50=1:S1;
!!VRy1&v50=2:S2;
!!VRy1&v50=4:S3;
!!VRy1&v50=8:S4;
!!VRy1&v50=16:S5;
!!VRy1&v50=32:S6;
!!VRy1&v50=64:S7;
!!VRy1&v50=128:S8;
!!VRy1&v50=256:S9;
!!BU:Gy1; [set new terrain]

Also add one option to you dialog (to not confound with DL, DL is a different trigger), exit without changing terrain. This way you can only check if script is working:

[...]
!!VRz10:S^Exit (do not change)^; v50=512
!!IF:G1/50/[...]
!!FU&v50=512:E; [stop script if player selected exit]

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 27, 2014 08:46 AM

Siegfried said:

So for cure, resurrect and animate dead it corresponds with the number of HP to restore, i assume?


No idea, you need to test and see valid ranges. I usually use SS:P to change spells power/effect so didn't much check with BM.

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Siegfried
Siegfried


Famous Hero
posted October 27, 2014 09:02 AM

Thanks. I'll take a look at SS, maybe interesting for other scripts. But for current project i think i need BM:C. Next weekend i'll do some testing.

For now i found that there seems to be a bug in the code when spell is animate dead. Found it sunday evening and did not have the time to test more. Will test too next weekend.


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bloodsucker
bloodsucker


Legendary Hero
posted October 28, 2014 05:40 AM
Edited by bloodsucker at 20:40, 28 Oct 2014.

Salamandre said:
This is not good. Terrains ID are 1-9. Your v50 is now set to bits (1-2-4-8-16 etc). v50 needs to be converted back:


Sorry not to awser sooner but the server has been down or something, I was recieving a message of "Internal Server Error" since morning.

I felt so sure that the value BU:G was binary that I even considered making a logical Or | ... I'll will use your code and test it before go to sleep.
Thank you.

P.S. Ok it works but doesn't keep the changes from battle to battle has Woodmelon one's did. I have to give another try, maybe in a few days I would have enouch ERM knowledge to solve the problem.
On another subject, since I started this scripts and until today I was never able to finnish one turn. At a certain point game crashes  sometimes blocking the all system (and I have to close session to close the program and continue to work) and after that I can't load, the game crashes when loading the save.
This doesn't happen in the beginning of the game. When it happens I usually went from one starting SA and a pack of MGs and Enchanters to hundreds of SAs and thousands of the others, plus something close in undead armies (still in day one). Since I don't see any explanation for this to happen in my code, (I've used and abused every script before that) I'm questionning myself if there can be somehow a limited number of actions one can perform in a single day. Something like, computer can't save all those actions to show you when you click on "replay turn". Is this possible?


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2014 09:54 PM
Edited by Salamandre at 22:21, 28 Oct 2014.

Since I installed win 7, Heroes III crashes a lot, freezes then I have to use DEL to close. On XP I had no crashes at all or very rarely, now I get 5-10 every hour, mostly when loading or starting a game.

So for me is clearly a OS problem, not erm.  Also for me the biggest catastrophe was when Heroes II editor refused to start on win 7. But that's it, progress at any cost.

*************

I started a mod about changing battlefields. Beta version. Dialog is triggered by right-click on system options.

But I can't make it work 100% properly, there are a lot of things which require memory access, so probably I will give up if can't figure how. Graphics:

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bloodsucker
bloodsucker


Legendary Hero
posted October 29, 2014 04:50 AM
Edited by bloodsucker at 21:06, 29 Oct 2014.

Salamandre said:

I started a mod about changing battlefields... Graphics:


Wow, it's so beautifull. But are you going to allow several consecutive choices? The terrain type (for terrain bonus) and magic type look two different aproaches, even if I can imagine you using just the second for a small bonus to troops instead of havin MG henchman casting in magic plain, me casting in magic plain, commander casting in magic plain and then enemy casting in Cursed Ground, like I do.

P.S. It happened again, everything was fine and I had made reloads quite often before but then I went to sleep (during the afternoon, I've been coding and playing during the nights and sleeping in the during the day), when I woke up I tryed to reload and I had the same problem;  a message from windows saying the game has found an error and stop functionning. I really do believe this has to do with to many actions in one day, didn't no one ever found this problem? (I do believe, how ever, no one ever manipulated game circunstances so much...).

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