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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mega-Project] The HOMM5 Role Playing Edition
Thread: [Mega-Project] The HOMM5 Role Playing Edition This thread is 27 pages long: 1 ... 5 6 7 8 9 ... 10 20 27 · «PREV / NEXT»
sibbarb
sibbarb

Tavern Dweller
posted February 22, 2010 03:49 PM

@ Agazal
Tested your problem with Agrael on a couple of standard skirmish maps. The game didn't crash, everithing was OK.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted February 22, 2010 06:35 PM

You visited the Domes of Knowledge with him? That's... weird. Well the games crashed for me in both cases on the map "Survival War" maybe it's got something to do with that? Because I really have nothing in my folder that could interfere. Anyways thanks for trying it out I'll look into it a bit more myself.
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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sibbarb
sibbarb

Tavern Dweller
posted February 22, 2010 09:51 PM

@ Agazal
I've visited that +1000 exp. building with Agrael on the map you mentioned, the game hasn't kicked out.
I might suggest, your situation is caused by either processor overload, or some conflicts with antivirus you're using. Try running HRPE solemnly and shut down your AV programm for a change. But that's a common suggestion, so I won't be surprized if it won't work out well.
Anyways, good luck, man.

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 22, 2010 11:06 PM
Edited by SimonaK at 23:28, 22 Feb 2010.

Azagal,

perhaps you should save your game just before the crash, the hero front the dolmen.

then upload your map and your savefile....anybody wanting to test your issue will be able.



Quote:

@Simonak:

All those heroes are not included except nicolai. They have never been reworked since the dual classes mod. I will correct Nicolai in the next release.


I think they are all included!

because now all of them are included in MapObjects\_(AdvMapSharedGroup)\Heroes\*.*
so they are available during the creation of the game, for hiring in taverns, existing in prisons etc etc.



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fiur
fiur


Promising
Supreme Hero
Map Creator
posted February 23, 2010 07:03 AM

Quote:
Strange, I never had any problems generating maps, you are also the first to mention it.

If there is an index.bin file in your data directory, then you should try removing it. If you have any extra mods installed, maybe try to remove them temporarily too?




magnomagus.....  I really love  your mod... but still Im not able to
play RMG maps  (made but the original exe file...)
and yes  Im talking about multiplayer games....
I can load the map/game but when my opponent  try to join I get an error message....  (your new rmg.exe file ect ect.....)
and yes  (im trying at home with my 2 computers....)
no modes installed what so ever... just yours....
I really would love to play rmg maps  with your mod!!

____________

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 23, 2010 12:27 PM
Edited by magnomagus at 12:38, 23 Feb 2010.

Quote:
I think they are all included!

because now all of them are included in MapObjects\_(AdvMapSharedGroup)\Heroes\*.*
so they are available during the creation of the game, for hiring in taverns, existing in prisons etc etc.


No they don't, they are marked scenario heroes, otherwise duplicates like raelag_A1, eruina_A1, glen, giar etc would also show up in TOE.

Quote:
magnomagus.....   I really love  your mod... but still Im not able to
play RMG maps  (made but the original exe file...)
and yes  Im talking about multiplayer games....
I can load the map/game but when my opponent  try to join I get an error message....  (your new rmg.exe file ect ect.....)
and yes  (im trying at home with my 2 computers....)
no modes installed what so ever... just yours....
I really would love to play rmg maps  with your mod!!


Maybe there is a multiplayer issue with the modded exe. Did you ever try to do the same thing with the exe file from NCF or Bad's levels mod? If those mod show the same error I will be able to verify if the bug is caused by hex-editing or the mod itself. Also did you have the script extensions installed? I need to rule them out as cause of the issue too. I'm sorry for asking all this but I don't have a home network set up at the moment to test it.


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SimonaK
SimonaK


Promising
Supreme Hero
posted February 23, 2010 11:37 PM

Quote:
No they don't, they are marked scenario heroes, otherwise duplicates like raelag_A1, eruina_A1, glen, giar etc would also show up in TOE.

<ScenarioHero>true</ScenarioHero>

right. I never used this tag which value has always been « false » in all my mods.

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festuc
festuc


Adventuring Hero
Modding
posted February 24, 2010 03:47 PM
Edited by festuc at 15:47, 24 Feb 2010.

I had a bug with pendant of mastery artifact,it doesnt work with the new racials,but it works fine with the old ones

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 24, 2010 05:23 PM

Quote:
I had a bug with pendant of mastery artifact,it doesnt work with the new racials,but it works fine with the old ones


I changed the description and it does what it is supposed to do. Even if it was possible to make it work for all skills it would be overpowered. Perhaps I should remove it, but on the other hand every class can at least easily learn one of the eight skills that are covered by it.

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festuc
festuc


Adventuring Hero
Modding
posted February 24, 2010 08:47 PM

I found another bug with pendant of mastery,for example,if you have a Knight the pendant of mastery works correctly,but if you put the pendant of mastery in a death knight,it wont work,do you understand me?

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 24, 2010 11:50 PM
Edited by SimonaK at 23:50, 24 Feb 2010.

pendant of mastery just works for racial skills not for common ones.
that comes from the exe.

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Thanquol
Thanquol

Tavern Dweller
posted February 25, 2010 11:28 AM

So Pendant will only increase the racial skill level for the original hardcoded class (ie. Pendant gives an extra level of Counterstrike for the Knight class, but not for the Death Knight class etc.)?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 25, 2010 01:26 PM

Thanguol is right, it only affects the hard-coded class so in it's current state the artifact doesn't make very much sense. I think it is better to remove it from random generation because I don't see a possible solution for it. Perhaps another option would be to make it boost attack, defense, spellpower, knowledge, morale and luck by +1.

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sibbarb
sibbarb

Tavern Dweller
posted February 25, 2010 11:49 PM

I have a suggestion, you should put "corrupterd soil" into some skill other then dark magic, for orcs can't use it, and it's very effective against walking fantoms.
For the very same reason, you also might overlook some universal perks that give any sort of mass spell like "power of speed" , "power of endurance" , "celestal shield" , or privilegies for casters like "casters luck".
____________
Chop, chop...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 26, 2010 04:24 PM

Quote:
I have a suggestion, you should put "corrupterd soil" into some skill other then dark magic, for orcs can't use it, and it's very effective against walking fantoms.


Yes but it would be weird if a dumb orc is capable of such magical powers. Also if you suggest moving skills, also suggest where they should go and where the skill should go that is replaced. Once you start moving you often need to repuzzle parts of the skill tree. Also take in mind the visual themes of the icons and the logical combinations of the branches.

Quote:
For the very same reason, you also might overlook some universal perks that give any sort of mass spell like "power of speed" , "power of endurance" , "celestal shield" , or privilegies for casters like "casters luck".


I do not fully understand what you mean. power of speed & endurance are placed in might skills because especially might classes will have great benefits from them. caster's luck is available to all classes.


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sibbarb
sibbarb

Tavern Dweller
posted February 26, 2010 05:24 PM

"corrupterd soil" -> "shatter dark"
I don't know weather it can be done but the way I see it:
"power of speed" should give orcs some privelege instead of mass spell (i.e. +1 speed to all creatures in heroes army" or enforsed (more powerfull) warcry)
"power of endurance" - +2 defence/ + 50 rage/ enforced warcry
"celestal shield" - 15% magic resistance
"casters luck" is of no use to orcs, so I think it shuold enforse attack of surve as soldiers luck for shaman goblins, for instance.

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sibbarb
sibbarb

Tavern Dweller
posted February 26, 2010 05:55 PM

Also, concidering "dumbness" of orcs: somehow, guys from Nival didn't think it your way.
As far as I understand, every race in Ashan has its own culture, and probably, its own language as well. So orc could be not much into talking the languages of thier former slavers. And shaman culture, common among orc, may well present an opportunity to call upon powers of "mother eaerth" to make the land "burn" beneath the feet of their hated enemies.
____________
Chop, chop...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 26, 2010 06:24 PM

Quote:
"power of speed" should give orcs some privelege instead of mass spell (i.e. +1 speed to all creatures in heroes army" or enforsed (more powerfull) warcry)
"power of endurance" - +2 defence/ + 50 rage/ enforced warcry
"celestal shield" - 15% magic resistance
"casters luck" is of no use to orcs, so I think it shuold enforse attack of surve as soldiers luck for shaman goblins, for instance.


These proposals cannot be created but you are right about caster's luck. For orcs I can move resourcefulness to luck. Corrupted soil can replace celestial shield if it doesn't work.

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sibbarb
sibbarb

Tavern Dweller
posted February 26, 2010 10:20 PM

Basicaly, what I'm saying is that if orcs can't use so many universal bonuses, available for all other races, they simply must have something in return, maybe something exclusive. Say, reaching blood rage levels faster as the level of a hero rises (rage pts. needed to reach a level are -3% times level of a hero, or troops recieve +30 pts. of bloodrage per every 5 levels of a hero at the beginning of a combat), or due to high morale of the troops (+30 pts. per +1 morale at the beginning of a combat), or smth. of that sort, for ex.
Moreover, all these non-working perks (see prev. posts) are still taking place in perk box every forth time one reaches a level, thus blocking other perks at the moment.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 26, 2010 10:52 PM

Quote:
Say, reaching blood rage levels faster as the level of a hero rises (rage pts. needed to reach a level are -3% times level of a hero, or troops recieve +30 pts. of bloodrage per every 5 levels of a hero at the beginning of a combat), or due to high morale of the troops (+30 pts. per +1 morale at the beginning of a combat), or smth. of that sort, for ex.


Just because there are fewer skill options, doesn't mean they are weaker. They can fill just as much skill slots as other heroes and skills are supposed to be equally powerful. In TOE they also have fewer skill options.

Quote:
Moreover, all these non-working perks (see prev. posts) are still taking place in perk box every forth time one reaches a level, thus blocking other perks at the moment.


True, therefore I will switch them off in the next release.

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