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Thread: "The 300 Spartans" WoG scenario | This thread is pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT» |
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Galileo
Known Hero
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posted June 15, 2012 01:24 PM |
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Some questions
300 is the best map ever made! I've almost gone mad when I played that puzzle and spartan chess. Totally neat! (And very hard. I had to restart map 3 times.) Pity it was inspired by very bad movie (Xeres looks like some sort of Egyptian pharaoh, Spartans are half-naked...) I've also played Stargate Atlantis a bit, but it's not that good. I've never heard of that series, so I'm not very interested in it. Maybe you could've made a map about Star Wars or something like that. BTW, Salamandre, are you making a new map at the moment?
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master_learn
Legendary Hero
walking to the library
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posted June 15, 2012 01:30 PM |
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Map
Galileo,is that hard to find his new map?
http://heroescommunity.com/viewthread.php3?TID=37247&pagenumber=1
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Galileo
Known Hero
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posted June 15, 2012 01:50 PM |
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Oh, TEW IV is newer than 300. Yeah, I have that one as well. And TEW III and Alex the Great. Actualy, I was confused because of the order of maps on the page - TEWIV was before 300. Ok, then. (I'm not interested in other maps because I have too much of them, and not enough time for them, anyway)
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SakeHake
Tavern Dweller
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posted June 21, 2014 01:57 PM |
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First Gorgo fight
I guess I don't know a lot about wog tactics or smt, but I can't even finish the first quest.
Can anyone explain me how to kill the dragons with Gorgo and 2 aprentices to clear the dragonarmor?
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SakeHake
Tavern Dweller
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posted June 21, 2014 02:05 PM |
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First Gorgo fight
Okay I was too fast, I nailed it.
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AnotherWun
Hired Hero
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posted February 20, 2019 02:23 PM |
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Lucretius event error?
I'm taking a short break from TEW2 and doing this map. So far, having lots of fun, but I think I've hit a bug, possibly because I had the "Display Events" mod in.
The problem is that I go to the water tower, pick up the barrel, and then put on the cloak, go to the hidden spot (SW of the water tower), and go behind the tower. The problem is, when I get to above where the soldiers are (it says "Lucretius' house" if I hover the mouse there), I see the "Event" marker one step to the east, and if I hover the mouse over it, it just says "Object". But I can't click on it to move over it.
I removed the Display Events mod and reloaded ERM, but it made no difference. Now there's no "Event" marker there anymore (of course), but I still can't move there.
Any clue what I might be able to do?
Thanks!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 20, 2019 03:57 PM |
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Yes, I had a few reports saying that display events produces impassable squares, it never happened to me but I will look into.
Here are a few commands for you to test. Open 300 spartans.erm, go to the end of the file then use the following codes (case sensitive!), depending of what you need:
!?CM0; (trigger when you right click on the map)
!!TRx/y/z:P1; make the square passable at coordinates xyz,
!!UN:Ox/y/z; removes the object are xyz coordinates
So use either the first, or the second, but always keep the trigger CM0
Once you write the code, save the file, load saved game, press F12, right click on map then see if fixed. If not, try second code.
If fixed, save game, go back to erm file and delete, save. Then F12 in the game so it doesn't keep processing your code all game.
IF not clear, send me the save and I will fix then tell how I did.
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AnotherWun
Hired Hero
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posted February 21, 2019 01:08 AM |
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Thank you!
Salamandre said: Here are a few commands for you to test. Open 300 spartans.erm, go to the end of the file then use the following codes (case sensitive!), depending of what you need:
!?CM0; (trigger when you right click on the map)
!!TRx/y/z:P1; make the square passable at coordinates xyz,
!!UN:Ox/y/z; removes the object are xyz coordinates
So use either the first, or the second, but always keep the trigger CM0
Once you write the code, save the file, load saved game, press F12, right click on map then see if fixed. If not, try second code.
If fixed, save game, go back to erm file and delete, save. Then F12 in the game so it doesn't keep processing your code all game.
IF not clear, send me the save and I will fix then tell how I did.
It didn't work. I was able to find the coordinate (47/29/1) even though the map editor is super-crashy in wine. I tried both options. In both cases, I was able to enter that square, but there was no event and nothing happened.
Here's the save: https://we.tl/t-Qzid9tOUHo
Edit: Actually... I have no idea if I did the code right, because just loading the map with Show Events disabled now allows me to get into that square. But still... nothing happens.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 21, 2019 07:16 AM |
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your save fixed
Just hit F12 after reload so you clean my mods.
I know what happens with display events. It replaces a very old graphic (and ugly) from wog 3.58 which I thought it was never used in any map to create the event sprite. But as 300 spartans was done 10 years ago and for wog 3.58 + it uses all wog graphics, you got the conflict. If other problems, send save.
@Edit: ok I looked at the map and the only time that object is used is in Lucretius quest. So you should be safe from now./
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AnotherWun
Hired Hero
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posted February 21, 2019 09:52 PM |
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Salamandre said: [url=https://drive.google.com/open?id=1Ncx0Gr4h1_5bhhoiKTEfYUF89RhuK5s0]your save fixed[/url]
Thanks very much!!
BTW if you look at where Leonidas is right now in my game (near the northwest Cronos workshop), it appears that he can freely wander into the large empty area of the map in the northwest. (And also, at least some part of the area below that.) Is that correct, a design flaw, or some sort of mod issue?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 21, 2019 11:58 PM |
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yeah, that area is being used for a couple of terraforming puzzles so sometimes it may happen that the barrier prohibiting access gets holes after terrain manipulation. But there is nothing to do inside.
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AnotherWun
Hired Hero
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posted February 22, 2019 09:20 AM |
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Hm. Are you sure the walls one square outside that area can't be set/left solid?
Anyway, two other minor bugs:
1) The two Gardens of Revelation closest to the gold mine quest guard that wants you to kill wave2#8 don't work. They have the correct label when you hover your mouse over them, but the mouse cursor doesn't change from a traveling horse into a rearing horse, as it does for all the other gardens in that area. (Or is this intentional?)
2) Twice in the .erm file, Labrys is written "Labyrs". That typo may also exist elsewhere (in the readme or something else?)
I know you're not likely to put out a new version, but just in case. I figure, for all the help you're giving everyone, you at least deserve decent bug reports.
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Sorry, one other thing before I knock off for the night, and this is either more serious, or nothing at all: After I defeat wave1#8, I go for the gold mine protected by the quest guard for that hero. I have enough movement to get to that quest guard in one turn, though I'm just short of getting to the gold mine. But then on Xerxes' turn, wave2#1 comes and takes athens, and I lose immediately. Am I not supposed to have time to take that mine yet?
Thinking back, the heroes of wave1 didn't come every turn. Sometimes, there would be a turn with no activity. Was that supposed to happen? Did I maybe lose time I'd otherwise have had after wave1#8, because wave1 took longer than it should have?
Did I miss some info that would have told me this stuff without wasting your time?
Thanks.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 22, 2019 09:53 AM |
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The terraforming area script were done by Jim Vogan, 10 years ago I had no knowledge about such things. His script basically stores in memory all terrains, terraforms them then restores back after the quests are done. Probably he forgot to check for passability, and that would need another set of 200-300 variables to store in, I think the issue is not enough critical to rewrite the whole thing.
The issue with gardens has same cause, he restores the gardens but they lose their "object to be visited" trigger. As long as is 1-2 gardens, no need for rework, as I said that would require writing again some 500 lines script. But I will test again the map if I get the time, then remember the bugs you reported and see for a local fix, like only gardens check.
About movement: each day on the Thermopylae pass you gain 200 mvm points, so plan your visit to gold mines when you are sure you can be back in 2 turns. That would require some trial and reload of course. Controlling AI heroes is not so easy, they are sent to fight periodically but while they are scripted to reach location x/y/z sometimes they just decide to skip a turn or two. Why, no idea. But eventually they will all fulfill their tasks, I didn't see any of them freezing for ever or get reports about that.
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AnotherWun
Hired Hero
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posted February 22, 2019 05:23 PM |
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Salamandre said: The terraforming area script were done by Jim Vogan, 10 years ago I had no knowledge about such things. His script basically stores in memory all terrains, terraforms them then restores back after the quests are done. Probably he forgot to check for passability, and that would need another set of 200-300 variables to store in, I think the issue is not enough critical to rewrite the whole thing.
Of course. What I'm thinking is, you probably have a border around the area he coded, which you can set impassable. Dno't bother touching his code at all. Alternatively (what I'd do, in a reasonable language, though I have no idea if it's reasonable here) just add code at the end of JV's custom scripts, that only runs when it's exiting completely, to set passability on the outside borders. That's two loops (again, in a reasonable language, sorry if that's not the case here).
Quote: The issue with gardens has same cause, he restores the gardens but they lose their "object to be visited" trigger. As long as is 1-2 gardens, no need for rework, as I said that would require writing again some 500 lines script. But I will test again the map if I get the time, then remember the bugs you reported and see for a local fix, like only gardens check.
Since there's only 2 of them, and you know where they are, why not hard-code the fix for those two gardens and leave it at that?
Quote: About movement: each day on the Thermopylae pass you gain 200 mvm points, so plan your visit to gold mines when you are sure you can be back in 2 turns. That would require some trial and reload of course. [...]
I thought that you just get a 200 movement point bonus every day you're on Thermopylae, and when you spend the bonus, it's gone... but now I see now it doesn't work the way I thought, and the documentation is misleading. I think it actually works like this:
There is a bonus movement counter that starts as 0. Every day you finish at Thermopylae, that counter goes up by 200. Every day you *start* at Thermopylae, you get that entire conter added to your movement, and it *doesn't reset*. So even after you use your bonus, the next time you end the turn there, if you've ended 50 turns there already, you'll get 10,000 extra points the next turn.
Is that right? If so, if you ever do another release, I'd suggest putting it in the hints.
Thanks again, this map is pretty awesome too. I really love how you've extended HOMM3 in such novel ways.
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AnotherWun
Hired Hero
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posted February 24, 2019 11:51 AM |
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OK, here's a real bug, and tip for anyone trying to figure our the Circe (hog) races.
Bug: You can simply sail right past the air elemental blocking you from "La Pinta". The elemental stops you and talks to you, but after that, you can continue, ignoring its quest to mess up the Naiads.
Now, as for Circe:
I couldn't make heads or tales of the calculator. I sorta figured that it was meant to help people mess around until they got the answer, but it was very opaque. The buttons don't seem to say what they mean exactly, either.
Really, the whole thing is much easier if you just realize that it's a messy but simple set of simultaneous probability equations (high school algebra + a little common sense). According to the quest text, the average number of steps per turn that each hog takes (always less than one, since the "N" numbers are always less than 256) has to be equal for all three hogs. Call that number "s", then you get:
(Note: 64k = 256^2 = 65536)
s = n1/256
s = n2/256 + n1*n2/64k
s = n3/256 + n3*n2/64k + n1*n2*n3/(256^3)
We get the second formula because the chance of taking a first step is n2/256, and only in that event does it have a chance of taking a second step (chance n1/256). The third formula is derived the same way.
Now, this simple but messy set of simultaneous equations should have looked familiar to me, but didn't. Been a while, I guess. Anyway, all three equations are equal to s, so you solve for n2 in terms of n1 and then substitute n2 into the third equation to solve for n3, and you get something really cute:
n1/256 = n2/256 + n1*n2/64k
n1 = n2 + n1*n2/256
n1 = n2 * (1 + n1/256)
n1 / (1 + n1/256) = n2
n1 * 256 / ((1 + n1/256) * 256) = n2 [Edit: fixed missing parens]
n2 = 256n1 / (256 + n1)
(so far not too bad, but the next gets interesting)
n1/256 = n3/256 + n3*n2/64k + n3n2n1/(256^3)
64kn1 = 64kn3 + 256n3n2 + n3n2n1
64kn1 = (64k + 256n2 + n2n1) * n3
n3 = 64kn1 / (64k + 256n2 + n2n1)
n3 = 64kn1 / (64k + (256+n1) * n2)
n3 = 64kn1 / (64k + (256+n1) * (256n1 / (256 + n1)))
n3 = 64kn1 / (64k + 256n1)
n3 = 256n1 / (256 + n1)
Whaddaya know, n2 = n3! In other words, this is a (rapidly) convergent sequence.
So, to solve the puzzle, solve for n2 (=n3), and keep using the dialog box to subtract 10 or 1 from the n1 number until you get the n2 value. Do the same thing again, as you need to give it the n3 value as well. Then just wander around the racetrack while the pigs wander too (more slowly than you). Eventually they'll all cross the finish line together.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 24, 2019 02:33 PM |
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Well, I hope you enjoy the map, don't pull your hair too much
All quests are mandatory.
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AnotherWun
Hired Hero
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posted February 25, 2019 01:56 AM |
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Salamandre said: Well, I hope you enjoy the map, don't pull your hair too much
I am. Though now I have a new question: There are some enemies that seem to always manage to implosion my archers once. In some cases, I give them something better to spend their magic on - like, I poison some of their stacks, so they cast cure instead. But now, in the third wave, I'm facing a bunch of earth and storm elementals. They're all immune to my various spells so no matter what I do, he always implosions my archers at least once. Is there a way to prevent that? I've managed to lose only 2 archers so far, and this is about 100 more. :-(
Quote: All quests are mandatory.
That made me laugh!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 25, 2019 02:28 AM |
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Archers must die and totally leave the fight at some point, remember the introduction, they are not fighters but potters with a bow etc. With skill you can keep them a while but enemies have spells in that regard.
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AnotherWun
Hired Hero
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posted February 25, 2019 07:58 AM |
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Salamandre said: Archers must die and totally leave the fight at some point, remember the introduction, they are not fighters but potters with a bow etc. With skill you can keep them a while but enemies have spells in that regard.
So I should expect to lose them this way? Argh. They're like 75+% of my damage output. Oh well, I guess I knew it was going to get harder. :-)
You saw my mention about the Air Elemental bug, right?
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AnotherWun
Hired Hero
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posted March 06, 2019 03:10 PM |
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I know I've been posting a lot, but this has been driving me insane for most of a week. I think the logic puzzle (golems) is buggy. But possibly I'm not understanding the instructions, since I think JV's second example is complete nonsense - yet it works for him. Here's what he said:
Fire said Strength.
At Earth I guessed Wisdom (for Water). Earth said East.
At Water I guessed Wisdom again (for Air). Water refused to name a location! It could have said either West or Wisdom without contradicting Fire or Earth. But if it said Wisdom, and Earth had already lied, it would contract Earth's statement that he would tell the truth if Water's stated location was guessed. So it could only say West without contradicting another golem . West must be its actual location! (And telling the truth would contradict the Master Golem.) So it couldn't say anything.
Air said West.
Earth is not Strength (fire), East (its lie), nor West (Water). It must be Wisdom. That leaves East for Air.
This analysis seems to be in error. JV claims:
Fire is Str (and said Str)
Earth is Wisdom (and said East); guess for Water is Wisdom
Water is West (and was Silent); guess for Air is Wisdom
Air is East (and said West)
But if that is all true, then instead of being silent, Water could have said West, telling the truth. That would require Air's answer to be Wisdom. But that's fine! Air has to lie anyway. Water had no need to be silent!
(JV's analysis is also missing an entire case: Water saying Wisdom when Earth DIDN'T lie. However, that case turns out to be impossible, if you look at the following possibilities, so by itself it doesn't break JV's conclusion.)
What do the reward orbs do anyway? Even after adding "Trainer.erm" to the "load only these mods" file in the 300 mod, I can't get the trainer to work, so I wasn't able to add them to see what they are.
Edit: I talked to the golems on the 7th day and then again on the 1st. Between those two I figured out what they had to be. (I still think the logic is broken, BTW.) But now... how do I put the orbs in the holes?? I mean, I can go to the holes, but nothing happens.
Thanks.
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I'd make this a separate post but HC doesn't like lots of consecutive posts, so:
I just rescued Cursed Berenike from the bandits, and now I'm supposed to uncurse her in a fountain. The quest says the fountain is "east of Apollophanes" but it's not. In fact it's almost exactly north of there.
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