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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted February 14, 2012 09:01 PM |
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Thank you, I will test it in XXL map, will inform if any problems, so far is good.
:( It corrupted all my saves...Jim, can you please clean this save from GM0?. The script was at end, I added it after two other UN:C commands. If you can remove the whole thing, would be great, then I can update. I can not load any save with this GM0 running and don't remember how to remove via hex editing. As I already used low vars, I changed v1-v24 to v8300-v8324, same for loop. My fault, I should keep initial values, sorry.
I found where was my error:
!?GM0;
!!VRv8300:C5881809/4638742/4602537/4528567/5135332/5403286/5118336/5968469/5363690; Power **damnt, just realized it should start with v8301, what an amateur
!!VRv8310:C5133949/5137317/4638626; Attack
!!VRv8313:C5137356/4638684; Defense
!!VRv8315:C4638801/4638915/5120147/5013259/5013572/5082108/5083429/4862980/4862658/5403333; Knowledge
!!DO3324/8300/8324/1:P; change 99 to 125 *v8301 again
!?FU3324; x16=v-index
!!UN:Cvx16/1/?y1;
!!VRy2:Svx16;
!!IF&y1<>99/y1<>125:M^Error in FU3324 at x16=%X16, address=%Y2: address contains %Y1.^;
!!FU&y1<>99|y1=125:E;
!!UN:Cvx16/1/125;
DOWNLOAD
@Edit: v8301 at start, and it works. But saves are destroyed. I managed to change vars in save (without GM1) with hex editor, but I am stuck at last procedure.
I opened cmd window, navigated until games folder, now your guide says to rename save.gz to save.gm1. Does this need to be done via cmd window or manually in the folder?
Renamed it somehow, the save became something about 10 Mb, loaded it ok, but then errors in game. Guess I screwed.
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Era II mods and utilities
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JimV

   
    
Responsible
Supreme Hero
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posted February 15, 2012 12:58 AM |
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Edited by JimV at 01:02, 15 Feb 2012.
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I'm sorry, I just saw your last post after being away from my computer for several hours. I think though you have figured everything out for yourself - but let me know if you still have any problem which I can help with.
To answer your last question, renaming the extension can be done in any way which is convenient. When I wrote the instructions, I had just started using Windows 7 and couldn't do things I did in Windows XP because all the menus changed and I couldn't find them. My system was set (by default) not to show the the extension so I had to use the DOS window. If I were to re-write the instructions now I would not do it that way as it is easier to do it directly in Windows Explorer now that I have found the menu that allows me to see extensions (and change them with the Rename option).
Re-reading your post now I am not sure you are fixed. I will look at your download, but I won't be able to test it since it requires Era 2, which I have not yet installed. Still, I will see what happens when I edit it.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted February 15, 2012 01:02 AM |
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No, could not modify the save. At least I can not convert it back to GM1 properly. Can you try to do that please? Remove GM0 all, I will add it manually later, with right values this time.
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Era II mods and utilities
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JimV

   
    
Responsible
Supreme Hero
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posted February 15, 2012 01:30 AM |
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There will be some delay, unfortunately. My free version of the HHD Hex editor will not open a file larger than 10 MB, which your save is just over (decompressed). I have ordered the commercial version of HHD online, which will open 15 MB files, but have not received my license yet.
I should have bought the for-sale version years ago, since I have used the free one a lot.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted February 15, 2012 01:31 AM |
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http://sourceforge.net/projects/frhed/files/1.%20Stable%20Releases/1.6.0/
This one will open it. I used it for this save.
(Frhed-1.7.1-Setup.exe (734.9 kB))
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Era II mods and utilities
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JimV

   
    
Responsible
Supreme Hero
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posted February 15, 2012 01:50 AM |
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Meanwhile, while waiting for license information, which has not yet arrived, I noticed there is a new free version which does bigger files, so I downloaded that and processed your save (111.GM1). The GM0 trigger had some other UN:C commands, so I left those in place and disabled my script by making the DO commands into comments. Also I changed v8300 t0 v8301 in case you decide to re-enable it. The re-compressed file is 1.8 MB, at the same Box.net URL as TDS.rar. I hope it works.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted February 15, 2012 01:54 AM |
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Thanks! Is perfect, will pay more attention next time.
Do we really need the instructions? 100% chances the player will load game before he reach 100 primary stats. At least in XXL map, he would need about 120 hours game play before going in th&at range. Unlikely to play them in one session.
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Era II mods and utilities
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JimV

   
    
Responsible
Supreme Hero
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posted February 15, 2012 03:04 PM |
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Instructions, or a PI trigger, make the script general enough to work in any map. For example, in my test map I gave an enemy Hero Primary Skills of 99/99/99/99 in the Map Editor and also gave it 999999 experience, so at the start of the game it had skills of over 100 - so I could fight it and verify that values >99 work for both the attacking and defending Heroes.
If you don't do anything like that then you don't need the instruction part, but I prefer my scripts to be workable in any map - I get enough complaints and recriminations as it is.
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JimV

   
    
Responsible
Supreme Hero
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posted February 18, 2012 03:42 PM |
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Quote: ... I think all overflow/negative problems are prevented in TDS. (Until some new problem arises.
I spoke too soon - for some reason I thought at that time that there was no problem with troop counts >32768 in the Hero Meeting Screen (as there is none in the Hero Screen), but there is. So I have added another checking script which prevents that problem. The script uses a new UN:C address. The address works for WoG 3.58f, Era 1.8, and Era 1.81 on my Windows 7 PC. Also, I have made a small improvement to the Town Screen troop-slot-check script. The updates are at http://www.box.com/shared/bj1eh6b50e - as usual.
I am almost through a game with creature-quadrupling as the Super Doctor. My game version does not include the Primary Skills patch, but by starting a game which does include that patch and then loading the old game I get the patch installed. So here is The Doctor's record-setting (for a while anyway - records are made to be broken, as they say) Armageddon Spell:
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master_learn

 
     
Legendary Hero
walking to the library
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posted February 18, 2012 05:07 PM |
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Armagedon
In the screenshot the number is 700 000 + ,but if the spell put down all the army,its really 7 million damage! So the million cant be displayed.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted February 18, 2012 05:29 PM |
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JimV

   
    
Responsible
Supreme Hero
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posted February 18, 2012 05:58 PM |
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I cast the spell under The Doctor's option 1 (from the Wait menu). I think it recast the spell twice before all the Dragoliches were destroyed (some resisted the spell). The Doctor had previously removed all the Fire Poles and had the Orb of Fire.
Unfortunately, the Rust Dragons in front of the northeast Wizard Tower had expert Anti-Magic cast on them. I could have used a bit of magical help in fighting them, as they are a much bigger army than the Dragoliches. Might is still more important than Magic in this game, but at least Magic is not useless, most of the time.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted February 18, 2012 09:36 PM |
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Jim, Bersy is asking if you can:
write a txt file in the form of
hexaddress newhexbytes
hexaddress newhexbytes
hexaddress newhexbytes
hexaddress newhexbytes
for the display stats script, so he can add it to ERA as binary patch. There is only one problem left, if emissaries in army, that skill will be reset to 99 (hardcoded). No other problems.
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Era II mods and utilities
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JimV

   
    
Responsible
Supreme Hero
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posted February 19, 2012 02:23 AM |
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Edited by JimV at 02:26, 19 Feb 2012.
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In the order in which I found them:
4E5BE4 7D
4519B7 7D
463AA9 7D
46C816 7D
59BFD1 7D
527296 7D
4E1980 7D
5B1255 7D
51D7EA 7D
4E567D 7D
4E63A5 7D
46C7A2 7D
4E63CC 7D
46C7DC 7D
46C851 7D
46C8C3 7D
4E2093 7D
4C7F0B 7D
4C8044 7D
4D8BFC 7D
4D9125 7D
4A3404 7D
4A32C2 7D
5272C5 7D
Changing the 7D to 7F would give the full 127 scope. I used 125 because it gives the player two warning values (126 and 127 are still truncated to 99), so the player can remove artifacts or visit an Arcane Tower before going negative at 128. However, I don't know that this is really necessary as one can also remove artifacts at 128 = -127 (in one-byte, signed arithmetic). That is, -127 -1 = -128, which converts back to 127 (in ...). However, I don't think the Arcane Tower would let a player subtract from a negative Primary Skill. But, the Creature/Hero Overflow Check script will convert a negative Primary Skill to 125 at the Hero's next step anyway.
My nephew Jon just got a new, Windows 7/64-bit PC, and got two immediate glitches in TDS_2.07Dr: 1) no starting gold, despite playing at Impossible level with creatures quadrupling (upon restart, the normal 12500 gold bonus appeared), and 2) a crash in battle which I have not seen before and cannot reproduce from the saved game on my W7/32-bit PC. So I am suspicious of the 64-bit version of Windows 7 - but my first suspicion is usually wrong.
P.S. I will test with Emissaries and see if I can find an additional patch address which fixes that.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted February 19, 2012 02:38 AM |
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If at the end of week we have >=99, next day the skill is reset to 99 by emissary hardcode. If this limit could also be raised to 125, then everything will be perfect, I tested all possible situations (I hope)
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Era II mods and utilities
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JimV

   
    
Responsible
Supreme Hero
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posted February 19, 2012 04:18 AM |
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Edited by JimV at 06:27, 19 Feb 2012.
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Five new addresses are added at the bottom:
4E5BE4 7D
4519B7 7D
463AA9 7D
46C816 7D
59BFD1 7D
527296 7D
4E1980 7D
5B1255 7D
51D7EA 7D
4E567D 7D
4E63A5 7D
46C7A2 7D
4E63CC 7D
46C7DC 7D
46C851 7D
46C8C3 7D
4E2093 7D
4C7F0B 7D
4C8044 7D
4D8BFC 7D
4D9125 7D
4A3404 7D
4A32C2 7D
5272C5 7D
425C3A 7D
4C80AC 7D
4C82F5 7D
4C83E7 7D
757EB4 7D (edit: 754119 for WoG 3.58f--> 757EB4 for Era 1.8)
The script used in TDS is now (at http://www.box.com/shared/bj1eh6b50e):
ZVSE
* TDS_PrimarySkills, JHV, Feb. 13, 2012
* uses v1-v29, i, j, FU3324
!?GM0;
!!VRv1:C5881809/4638742/4602537/4528567/5135332/5403286/5118336/5968469/5363690; Power
!!VRv10:C5133949/5137317/4638626; Attack
!!VRv13:C5137356/4638684; Defense
!!VRv15:C4638801/4638915/5120147/5013259/5013572/5082108/5083429/4862980/4862658/5403333; Knowledge
!!VRv25:C4348986/5013676/5014261/5014503/7684377; Emissaries
!!UN:V?y1/?y2;
!!VRv29&y1=359:S7700148;
!!DO3324/1/29/1:P; change 99 to 125
!?FU3324; x16=v-index
!!UN:Cvx16/1/?y1;
!!VRy2:Svx16;
!!IF&y1<>99/y1<>125:M^Error in FU3324 at x16=%X16, address=%Y2: address contains %Y1.^;
!!FU&y1<>99:E;
!!UN:Cvx16/1/125;
!#VRv1:C5881809/4638742/4602537/4528567/5135332/5403286/5118336/5968469/5363690; Power
!#VRv10:C5133949/5137317/4638626; Attack
!#VRv13:C5137356/4638684; Defense
!#VRv15:C4638801/4638915/5120147/5013259/5013572/5082108/5083429/4862980/4862658/5403333; Knowledge
!#VRv25:C4348986/5013676/5014261/5014503/7684377; Emissaries
!#UN:V?i/?j;
!#VRv29&i=359:S7700148;
!#DO3324/1/29/1:P; change 99 to 125
With these additions (mainly the last one), I get increases of Primary Skills above 99 at the start of a week with any of the Emissaries on board. (They will stop at 125.) Thanks for the testing work.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted February 19, 2012 04:42 AM |
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JimV

   
    
Responsible
Supreme Hero
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posted February 19, 2012 04:53 AM |
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The address is in h3wog.exe, so there must be a change in WoG 3.59 from WoG 3.58f there. I will see if I can find an address which works under Era 1.8.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted February 19, 2012 04:55 AM |
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All previous worked fine, only problems with emissaries. Anyway, we use them not often, just for the sake of perfection...
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Era II mods and utilities
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JimV

   
    
Responsible
Supreme Hero
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posted February 19, 2012 06:24 AM |
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So as not to crowd this thread with two long posts, I have edited my previous post with a different last address which works for Era 1.8 on my system. The script has been revised to check the WoG version and pick the address accordingly.
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