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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 50 100 150 200 250 ... 285 286 287 288 289 ... 300 350 400 407 · «PREV / NEXT»
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 25, 2016 11:02 PM

I use arsenal, battery and dwellings dlls, however, since it occurred to me that they might be the problem, I deleted them one by one (it still crashed).

I also unchecked the wog option of my mod, but still it persisted. The only command that resembles the one mentioned in the crash log is this (I'm posting part of the third slots for dwellings script):

**Castle**

!?PI;
!!UN:U98/0/?i; //searching for all castles
!!FU&i=0:E;
!!DO25665/1/i/1:P;

!?FU25665; //searching for all castles
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/40; //if upgraded Swordsmen is built
!!CA1&y-1=0/1:D3/2/169/3; //set our creatures' number accordingly

!?TM21;  //every monday
!!UN:U98/0/?i; //same search as above
!!FU&i=0:E;
!!DO25666/1/i/1:P;

!?FU25666;
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/40;
!!OW:C?y1;
!!CA1:O?y2;
!!FU&y1<>y2:E;
!!FU&y-1<>0|-1:E; //checks for town type and dwelling status
!!CA1&y-1=0/1:D3/2/169/d3; //set our creatures' number accordingly

***Rampart***

!?PI;
!!UN:U98/1/?i; //searching for all Ramparts
!!FU&i=0:E;
!!DO25667/1/i/1:P;

!?FU25667; //searching for all castles
!!UN:U98/1/x16/1;
!!CA1:T?y-1 B3/39; //if upgraded Elves is built
!!CA1&y-1=1/1:D2/2/137/5; //set our creatures' number accordingly
!!CA1:T?y-1 B3/43; //if upgraded Dragons ground is built
!!CA1&y-1=1/1:D6/2/168/1; //set our creatures' number accordingly

!?TM21;  //every monday
!!UN:U98/1/?i; //same search as above
!!FU&i=0:E;
!!DO25668/1/i/1:P;

!?FU25668;
!!UN:U98/1/x16/1;
!!CA1:T?y-1 B3/39;
!!OW:C?y1;
!!CA1:O?y2;
!!FU&y1<>y2:E;
!!FU&y-1<>1|-1:E; //checks for town type and dwelling status
!!CA1&y-1=1/1:D2/2/137/d5; //set our creatures' number accordingly
!!CA1:T?y-1 B3/43;
!!FU&y-1<>1|-1:E; //checks for town type and dwelling status
!!CA1&y-1=1/1:D6/2/168/d1; //set our creatures' number accordingly

Other than that I don't use much mods except my own. Just secondary skills scrolling and Spells uncovered.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 25, 2016 11:09 PM

okay, then now just delete ZVSE from this script header and try again. Until you find the exact script which provokes the crash, there is no other way.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 25, 2016 11:33 PM

Yep you're right. Without the script the problem didn't occur.

Here's a link of my whole mod as it is now (not ready yet but still playable). Can you take a look? The script is no 11 neutral town.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 26, 2016 01:46 PM

I installed the mod, created random map,  day one got back to main menu, created a second random map, I had no crash. Send me your dat file (save your wog options), maybe smting is wrong with combinations?.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 26, 2016 02:26 PM

The dat file I'm using is in my mod folder. It's hoLmod.dat
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 26, 2016 07:18 PM

Okay, used the dat, still no crash or any problem, created 3 xl 2 players random maps in a row, used haven town.

All is okay with wog, wog revised and gow.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 26, 2016 07:59 PM

Well, maybe I should just reinstal ERA II then and see what happens. Thanks for your time
____________
Not idly do the leaves of Lorien fall.

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holideus
holideus

Tavern Dweller
posted January 27, 2016 03:28 PM

This detailed guide will help you to play Heroes 3 of Might and Magic online versus other players
https://www.youtube.com/watch?v=4T8aEZ4NvwY

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holideus
holideus

Tavern Dweller
posted January 27, 2016 04:29 PM

Nice job by the way

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 30, 2016 02:15 PM

@ Akuhak, Oxfea, Igrik, gamecreator

I don't mean to be tiring but I will continue to push this matter, since I think it is a very important issue in ERA II.

The restore interface pluggin is buggy:

1) This pluggin restores the original SoD interface and not the original Heroes 3 Complete interface. I would like to know If it's possible to be edited and to restore H3 complete interface. If it's not possible then fine, I just would like to know.

2) This pluggin restores the original SoD campaigns as well, which is pretty much why I want it to work so much. However, I noticed that it doesn't fully restore the campaign videos and keeps the (in my opinion really bad) WoG videos.

To clarify, when WoG came out, the 10 videos from the first two SoD campaigns were replaced with new ones. this pluggin restores original SoD campaigns and videos but it seems to have missed out on EPILOGUES on these campaigns. In New Beggining and Elixir of Life campaigns, the final epilogue is not restored and it is still the WoG video that plays. It seems the author of this pluggin has neglected the epilogues.

Can someone help me? Sorry If I seem to push the matter intensively but it is kind of important for me and if someone knows how to fix it I would be grateful.
____________
Not idly do the leaves of Lorien fall.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 30, 2016 05:00 PM
Edited by majaczek at 20:46, 30 Jan 2016.

I found hook for Santa Guards :)

Quote:

ZVSE
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2004.10.5.945
ERMS_ScriptDate=30.1(January).2016

Author: majaczek

!?FU55125; //Guards hook
!!SN:X?y1/1; //registers addres
!_!VRy11:S7721205;

ErmHandlerFunc receives two SN:X arguments: (Context pointer, ExecuteOverwrittenCode? = 1)
If you set ExecuteOverwrittenCode to 0, be sure to change context.RetAddr
Context structure (offsets in brackets):
: EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
: RetAddr (32)

!!VRy2:Sy1 +24; //y2 is pointer to ECX
!!UN:Cy2/4/?y3; //get ECX to y3
!!VRy99:S0; //set default y99, change it to 1 to fire Santa Guards

!!VRy99&y3=14:S1; //test: give SG to centaur

!!UN&y99=1:Cy2/4/173; //set to Santa Gremlin



********************HOOK_CODE******************************
!?BA0&1000;
!!SN:L^EraPluginserm_hooker.era^/?y1 Ay1/^SetHook^/?y2;
!!SN:Ey2/1/7721199/55125;
!?BA1&1000;
!!SN:L^EraPluginserm_hooker.era^/?y1 Ay1/^UnsetHook^/?y2;
!!SN:Ey2/1/7721199;

restore SG integer
!_!VRy11:S7721205;
!_!UN:Cy11/4/173;



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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 05, 2016 05:56 PM

i have a question: would it be entirely possible(that is, without any potential issues), to script traveling objects? like market vendors, refugees (refugee camps), scholars, black market vendors, freelancer's guild(slaver's market), and trader(trading post)? because if so, it shouldn't be too hard to use adv map hero defs for land, and adv map ship defs for ocean, to do the same thing.

the versions on land would travel on roads only, btw.

as far as routes, i was figuring they could travel to and from the following objects:

1. market vendors to and from trading posts and black markets(or a regular market, where you can only trade according to your castle layout).

2. refugees to and from refugee camps and castles.

3. scholars to and from libraries.

4. slavers to and from freelancer's guilds.


is this kind of thing doable?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 05, 2016 08:54 PM

it is possible
there is in the mods scripted object which changes
creatures <--> artifacts
on market type of exchange (that is costly both ways)

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 05, 2016 09:50 PM

cool. thanks.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 09, 2016 03:25 PM

How to increase threat ratio number for AI for conquering particular city?
With my mod's Town Guardians feature, AI attacks the city, TG is summoned, and AI flees knowing it can't handle the TG and rest of the army...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 09, 2016 05:19 PM

Town guardian should be off when AI attacks imo. There is no other way.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 09, 2016 05:40 PM
Edited by majaczek at 11:38, 10 Feb 2016.

Salamandre said:
Town guardian should be off when AI attacks imo. There is no other way.


but it makes you very vulnerable to the AI! it's against the concept.
There is other way for sure. But maybe there is a hard way?

edit:
I'd like to know what function to hook to increase  AI calculations when it considers Siege of Capital City

Other way, but also cheating, is to give the AI additional army when it sieges (at least we have epic fight and some xp for defender hero )

please Igrik, Feanor, Hawaiing and other knowing enough, help me to find siege AI code, and example of hooking  it (I want to  have something like this: erm_hooker.era's ERM function which fires when AI checks if it's good to attack the city, and adresses or registers for x/y/l of target, then I can increase the threat in some way, I may try a few)

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payneinc
payneinc


Hired Hero
posted February 17, 2016 03:01 AM

Hello all, would it be possible to get some help with a script? I "borrowed" part of salamandre's code from the adventure pillars mod to replace other objects on the adventure map and I can get one type of object to replace with another type, but can not figure out how to get a second type of object to be replaced by a totally different object than the first one. If willing to help I will post the code, Any help would be appreciated.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 17, 2016 11:20 AM

In replacing object x with object y worked, then only copy/paste same script, then change:

1) function (DO, FU) number
2) object x ID
3) object y ID

for new objects a and b.

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payneinc
payneinc


Hired Hero
posted February 17, 2016 05:46 PM

I believe I tried that but will check it again. Thank you Sal.

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