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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Help Me
Thread: Help Me This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted August 07, 2006 09:34 PM
Edited by Vlaad at 21:35, 07 Aug 2006.

Quote:
Aggression level is 0-10 so a reduction of aggression won't always result in a creature joining. It would depend on the monster's starting aggression as well as the usual factors (Diplomacy level, strength of hero's army, number of creatures the same, etc.).
If aggression is 0-10, does that mean that each level of disposition (compliant, friendly, agressive, hostile, savage) equals 2?

I've set the monsters to friendly and equipped the new diplomacy artifacts, but the monsters still wouldn't join.
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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 08, 2006 12:03 PM
Edited by WoGifier at 15:30, 08 Aug 2006.

Hello.

1. If you enable 'Neutral Town' and 'Extended creature upgrades' in WoGify menu, Both Conflux and Fortress can have Groynyches. But one creature can belong to only one town, right? I think it is not good.

2. Can I change the creatures in Neutral town? For example, can I add Sharpshooters instead of Trolls?

3. Can I prevent artifacts from wogifying? Not all the artifacts, but, for example, I've put down the 4 tomes on the map and i don't want them to be changed by wogification. Is it possible?

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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 09, 2006 03:31 PM

Hi.

We've downloaded WoG with my friend, but all main files are broken, and we couldn't choose components to install, 'cause the list was empty. All files were broken. What should we do?

Please answer quickly, it's important!

Thx.

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Fnord
Fnord


Promising
Famous Hero
posted August 10, 2006 02:43 AM

Quote:
Hi.

We've downloaded WoG with my friend, but all main files are broken, and we couldn't choose components to install, 'cause the list was empty. All files were broken. What should we do?

Please answer quickly, it's important!

Thx.


If the main files are all broken it sounds like a bad download. I guess all you can do is download again. Which site did you download from?


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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 10, 2006 09:50 AM

Quote:
Which site did you download from?


I've downloaded it from fileplanet first, and from some different sites after it, but all downloads' files were broken.

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avatar
avatar


Promising
Supreme Hero
posted August 10, 2006 01:32 PM

Probably they're not broke. Just delete WoG keys from registry and try install WoG again.
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Fnord
Fnord


Promising
Famous Hero
posted August 10, 2006 10:46 PM

Quote:
Hello.

1. If you enable 'Neutral Town' and 'Extended creature upgrades' in WoGify menu, Both Conflux and Fortress can have Groynyches. But one creature can belong to only one town, right? I think it is not good.



The extended upgrades only lets you upgrade Chaos Hydras to Gorynyches (and Gorynyches to Hell Hydras) if the Neutral Town option isn't enabled. (If it's not working that way for you now then this was probably added in the beta update.)

Quote:

2. Can I change the creatures in Neutral town? For example, can I add Sharpshooters instead of Trolls?



You can edit the script any way you like. Just be sure to edit the hero specialties and external dwellings as well if you want everything to work properly (as well as setting the new town alignment etc. etc.

Quote:

3. Can I prevent artifacts from wogifying? Not all the artifacts, but, for example, I've put down the 4 tomes on the map and i don't want them to be changed by wogification. Is it possible?


If you install the 3.58f beta script updates, you can prevent an artifact being changed on your map by customizing it with text or guards.

(The 3.58f beta script updates are available by joining the Yahoo wakeofgods group and then sending a request to be a beta script update tester.)


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Fnord
Fnord


Promising
Famous Hero
posted August 10, 2006 10:49 PM

Quote:
Quote:
Aggression level is 0-10 so a reduction of aggression won't always result in a creature joining. It would depend on the monster's starting aggression as well as the usual factors (Diplomacy level, strength of hero's army, number of creatures the same, etc.).
If aggression is 0-10, does that mean that each level of disposition (compliant, friendly, agressive, hostile, savage) equals 2?



Not exactly. They're a random range.

Internal Heroes values:
Savage = 10
Hostile = Random from 4 to 10
Aggressive = Random from 1 to 10
Friendly = Random from 1 to 7
Compliant = 0

I've set the monsters to friendly and equipped the new diplomacy artifacts, but the monsters still wouldn't join.


If the initial value was 7, would that explain it?

If not, you better talk to Arstahd (I believe he wrote the script) and see what's up.


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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 11, 2006 04:59 PM

hello.

I heared from my friend, that if you put an MP3 file in the WoG musics (mp3) directory and rename the file as 'COMBAT1' and delete the real combat1, the game will play that music. I tried it, and it worked, except the combat musics. When i replace and rename the combat musics, none of them functiones during combat in game. What cuold the problem be?

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Fnord
Fnord


Promising
Famous Hero
posted August 11, 2006 07:26 PM
Edited by Fnord at 19:27, 11 Aug 2006.

Quote:
hello.

I heared from my friend, that if you put an MP3 file in the WoG musics (mp3) directory and rename the file as 'COMBAT1' and delete the real combat1, the game will play that music. I tried it, and it worked, except the combat musics. When i replace and rename the combat musics, none of them functiones during combat in game. What cuold the problem be?


I don't know, but according to Pol in the other forum (Round Table), the mp3 must be 128kbit, 44100kHz, Joint Stereo, MPEG 1.0 Layer3 - just pure mp3. So check if that's what your new mp3 is and if not, change it. If it's correct and still doesn't work, I have no idea (unless maybe you turned the sound off?).

(You did include the .mp3 extension on the file, right?)
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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 12, 2006 08:34 AM

Thank you Fnord, but my friend already solved this problem. The musics' name is COMBAT01 not COMBAT1. Probably the problem was that i rename the files badly, so the game couldn't recognize them. Now that the files has been rewritten to COMBAT01, everything is fine. Thank you.

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Fnord
Fnord


Promising
Famous Hero
posted August 12, 2006 09:10 AM

Quote:
Thank you Fnord, but my friend already solved this problem. The musics' name is COMBAT01 not COMBAT1. Probably the problem was that i rename the files badly, so the game couldn't recognize them. Now that the files has been rewritten to COMBAT01, everything is fine. Thank you.


Oops..yep, that wrong name would do it. I'm glad you got it working.
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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 13, 2006 01:47 PM
Edited by WoGifier at 12:34, 19 Aug 2006.

Hi. Some questions again .

1. I saw Santa Gremlins surrounded by Dwarves in combat. But as far as i know, they summon level 1 creatures only. (native to the hero's alignment). So how could it summon 2nd level dwarves?

2. Last time I played WoG, i set the Henchman to be Metamorph. But in combat, it didn't transform. And once neither the normal metamorph transformed. This never happened to me before, just since I've set the Henchman as Metamorph.

3. Can I make an ERM script to be permanent? I mean, if i don't want the heroes die without towns, i always have to write the appropriate script to the Timed Events. Is it possible not to write that every time, and make it permanent?

4. Some of the WoG artifacts (such as Mithril mail and Sword of sharpness) give a rank of skills to the hero. But they give different skills every time i play. What is the type of the skill depends on? Or is it totally random?

5. The Crystal Dragon has an ability called "Crystal generation". I was trying to find out what does it mean, w/o success. So what is it?

6. I have a problem with the death stare. In Stack XP, threr are numbers linked with the death stare. (=12; =14...). What do these numbers refer to? Is it the chance of killing the creatures? If yes, what does the number of killed creatures depend on? Or does the Stack XP's number refer to the number of the killed creatures(%)? (WOW, a little bit complicated text, isn't it?)

7. Can I make a building consctuctable in towns, if I disable buildings required for them? For example: Can I build Town Hall, when tavern is disabled? I know that it is possible by building it up, but is it possible for the player to build it up when tavern is disabled? Is there an ERM script for this purpose?

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Fnord
Fnord


Promising
Famous Hero
posted August 20, 2006 04:22 AM
Edited by Fnord at 10:14, 20 Aug 2006.

Quote:
Hi. Some questions again .

1. I saw Santa Gremlins surrounded by Dwarves in combat. But as far as i know, they summon level 1 creatures only. (native to the hero's alignment). So how could it summon 2nd level dwarves?



No idea. This sounds like a bug but I've never heard of it before.

Quote:

2. Last time I played WoG, i set the Henchman to be Metamorph. But in combat, it didn't transform. And once neither the normal metamorph transformed. This never happened to me before, just since I've set the Henchman as Metamorph.



Strange. I haven't tried this but I would have thought the Metamorph would still transform.

I don't suppose you have a save game where these effects can be duplicated by loading the save and entering the same battle, do you?

Quote:

3. Can I make an ERM script to be permanent? I mean, if i don't want the heroes die without towns, i always have to write the appropriate script to the Timed Events. Is it possible not to write that every time, and make it permanent?



You can name it script##.erm and put it into the Data\s folder (where ## is any unused number from 00 through 99 inclusive -- normally this will be above 77 for WoG 3.58f as 00 through 77 are already used).

If you do this, the script will be active for all wogified maps.

Note: You must save the script with the ERM Script Editor or it won't be in the proper format and won't be able to be wogified.

Quote:

4. Some of the WoG artifacts (such as Mithril mail and Sword of sharpness) give a rank of skills to the hero. But they give different skills every time i play. What is the type of the skill depends on? Or is it totally random?



I think it's totally random.

Quote:

5. The Crystal Dragon has an ability called "Crystal generation". I was trying to find out what does it mean, w/o success. So what is it?



This is a standard Heroes feature. I think it gives 3 crystal a week automatically to the player (on day 1 of the week I believe) as long as you have at least one Crystal Dragon in a hero's army (multiple heroes with Crystal Dragons would probably get the bonus for each).

Quote:

6. I have a problem with the death stare. In Stack XP, threr are numbers linked with the death stare. (=12; =14...). What do these numbers refer to? Is it the chance of killing the creatures?



Yes, I believe so.

Quote:

If yes, what does the number of killed creatures depend on? Or does the Stack XP's number refer to the number of the killed creatures(%)? (WOW, a little bit complicated text, isn't it?)



The Death Stare ability is quite complicated. If I tried to explain it fully you would be more confused.

But seriously, if you want to know all about it, check out both the description of the Mighty Gorgon on this Celestial Heavens page as well as the comments about it in the comment section below (especially those of Qurqirish Dragon):
http://www.celestialheavens.com/viewpage.php?id=602

Quote:

7. Can I make a building consctuctable in towns, if I disable buildings required for them? For example: Can I build Town Hall, when tavern is disabled? I know that it is possible by building it up, but is it possible for the player to build it up when tavern is disabled? Is there an ERM script for this purpose?


I don't think there's any way to do this unless you script some sort of special interface for it (e.g., check for the player ctrl-clicking on the village hall and script it so this brings up a dialog asking the player if they wish to spend the gold to build the Town Hall, then check if the player has enough gold, remove the gold, and build it with an ERM command). If you do all this, you could bypass a disabled building requirement, but you would also have to let the player know they could build the Town Hall that way. So it's possible but not really simple.


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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 20, 2006 08:38 AM
Edited by WoGifier at 08:38, 20 Aug 2006.

OK, thank you, Fnord. I'll try something: In my country (Hungary) there is a magazine called 'GameStar' which you can send bugs to. I'll write them an e-mail about the gremlins and metamorphs, and if i get the answer, I'll write it here.

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Fnord
Fnord


Promising
Famous Hero
posted August 20, 2006 10:13 AM

Quote:
OK, thank you, Fnord. I'll try something: In my country (Hungary) there is a magazine called 'GameStar' which you can send bugs to. I'll write them an e-mail about the gremlins and metamorphs, and if i get the answer, I'll write it here.


Sure thing. It seems unlikely they would play WoG though but hey, you never know.


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TNT
TNT


Adventuring Hero
The Arcomage
posted August 20, 2006 03:13 PM

Blank Artifacts Script

Blank Artifact Script is yet unfinished.
Alpha Test Map Uploaded at: games.groups.yahoo/groups/tnth3group (in files/maps and campaigns section).

- Blank Armor script still doesn't work (just displays test message "Magic Arrow Has Been Cast").

- Timed Artifacts' timers trigger every week (day 1) but on day 2 as well.

If you want to see what's done, try the test map (do NOT wogify it since I haven't checked List of the Claimed yet).

TNT, Supreme Master Arcomage of WR.

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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 20, 2006 06:38 PM
Edited by WoGifier at 09:13, 21 Aug 2006.

Thank you TNT. I've just passed your testmap. Problems:

-'magic arrow has been cast' message displays if the artifact is not equiped, and every round after 1st.

-If Helmet is equiped, i get the bonus every day.

-summoner talisman summons 2 types of creatures, and also on day 2.

-I think there is a misunderstanding. The helmet should give ALL of the primary skills, not only one of them.

- if the blank artifacts are unequiped, i get messages, which all refer to them, but i don't get the bonus.

EDIT: -the sword gives the "endless retal" ability for only one of my creatures, and the horn also casts spell on one creature.

Good things:

-Surcoat of safety, Sword of Endless retal and Enchanted shield all works perfectly!!! Amazing work!

-The talisman summons upg. creatures. I didn't expect this, but very good!

Good luck for the rings!!

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TNT
TNT


Adventuring Hero
The Arcomage
posted August 21, 2006 01:40 PM

I gave the AI some artifacts, that's why you see those messages. I haven't checked it yet.

"Magic Arrow Has Been Cast" is just the test message. Armor gives nothing for now.

Helmet: I thought you want only +1 attack. I'll correct it. In my game, I get +1 attack on the 1 and 2 only, not every day.

Talisman: Summons upgraded creatures because when your game advances you would want only upgraded creatures 'cause you have filled all slots with them. Works out on day 2 because the damn bug with the timer. I'll do something about it right away.

Sword: I haven't noticed other creatures don't have the ability. Will be corrected.

Horn: I'll take it to my workshop!

Wait for updates. It shouldn't take too long.

TNT, Supreme Master Arcomage of WR.

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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 21, 2006 02:05 PM
Edited by WoGifier at 14:07, 21 Aug 2006.

Quote:
Sure thing. It seems unlikely they would play WoG though but hey, you never know.


Fnord, you were wrong . I got the answers. However, these are only guesses:

-Metamorph doesn't transform: This could be because the metamorphs turned into metamorphs, so there is no change. Also, maybe it's a bug

-The santa gremlins are surrounded by dwarves: This could be because there is a rampart hero with dwarf speciality (don't know his name). So, as the dwarves are also slow and low-level creatures, the game allowed to use them instead of centaurs, but only for the hero with dwarf speciality. Also, this can be because that the centaurs occupy 2 hexes, so the game changed it. On the other hand, this also can caused by a bug

And finally:

TNT, I'm grateful for your work. Can i do something for you?

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