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fersch
Known Hero
Heral knight
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posted September 04, 2011 11:06 PM |
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Edited by fersch at 17:46, 05 Sep 2011.
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is there any link to download the actual town?
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Hero_of_Light
Responsible
Supreme Hero
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posted September 05, 2011 01:56 AM |
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Edited by Cepheus at 15:24, 13 Sep 2011.
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@fersch
If you are refering to the Grove Town the official site is HERE
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Not idly do the leaves of Lorien fall.
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seelkama
Adventuring Hero
Yay! I'm hired. Now what?
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posted September 05, 2011 12:06 PM |
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Edited by seelkama at 12:25, 05 Sep 2011.
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umm can you give me instructions on how to make commanders and henchmens available? Thanks in advance
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Hero_of_Light
Responsible
Supreme Hero
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posted September 05, 2011 12:55 PM |
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On single scenario screen, next to the random map options there is a button named "WOG Options". When you click it find the Commanders and henchmen options and enable them. Then save the new options.
You can change any options you want but keep in mind that there are some OBLIGATORY options that can't be changed (they are listed in the front page of this thread).
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Not idly do the leaves of Lorien fall.
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Neraus
Promising
Legendary Hero
Pain relief cream seller
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posted September 05, 2011 11:42 PM |
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Edited by Cepheus at 15:24, 13 Sep 2011.
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O and another thing how did you make a 4-choice recruit screen
(and of course 3-choice) since I would need it for an upcoming mod (Details on the right times)
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Hero_of_Light
Responsible
Supreme Hero
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posted September 06, 2011 01:27 AM |
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Edited by Cepheus at 15:24, 13 Sep 2011.
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As for the third slots script, go and read the pages 89-91 from the ERM help thread. It should give you pointers on how it works. Remember that you need ERA installed and the Battery.dll plugin. If you're having any troubles, you can contact Aleee or myself through PM.
In other news, i've been busy these days in determining the heroes specialties for the upcoming version of my mod.
As on my previous mods, the heroes specialties will be changed a lot, offering some new dynamics to the game. I decided to have a characterising secondary skill-specialty for each town. That means that most of a town's heroes will have a secondary skill in common (but never the same compination of skills).
I started working on Haven (former Conflux). As the title of this new mod suggests (Tales of Amadar) there will be a new same-titled campaign. The main story goes like this:
During the Bracada - Krewlod War (Heroes Chronicles), a young Wizard named Emilia, frustrated by the King's brutality towards the Barbarians, fled her homeland. After a glorious struggle she was able to conquer the neighboring land of Amadar (means beautifull Earth), formed a new country there and declared herself Queen. Since then, Amadar became a Haven for anyone that sought refuge and cherished Peace and Nature.
That will be the main idea of Haven (a word that also means safe hideout). Forged by the liberal ideas of a powerful Wizard that desires freedom and peace, it will draw any hero that seeks a new beginning (for his own personal reasons). And the fact that it is inhabited by Nature's creatures seals the Order of these principles.
First of all, I changed the portraits around and set a new special hero for Haven, Queen Emilia (former Mutare Drake). Conflux was the only town that didn't actually have a special hero (such as Gelu and Dracon) and so since Mutare and Mutare Drake are basically the same hero I changed the second one. Here are the new heroes portraits and names (they may change of course but not by much i think).
Queen Emilia specializes on Wisdom: Starts with expert Wisdom and all fifth level spells. That makes her a special hero of equivalent prowess with the others if not more. All Planeswalkers will start with Pathfinding (one will specialize on it) and all Naturalists will start with one Magic skill (as in original Conflux).
Supporting the new concept of Conflux i chose heroes' portraits from many diferent factions. There are Elves from AvLee, Erathian Men, Wizards, Barbarians and even an Undead Necromancer (Tristan). Most of them are thrown away from their homeland and found refuge on Haven. Some other were just drown but this new land (either by the oportunities it offers, or the power of Nature it posseses).
The heroes bios will support this new concept and i will post some of them here to support this point:
Diane
"Diane's father, a Krewlodian WarChief, was killed in the Bracadian Wars when she was seven. The only thing left to remind her of him, was a Firebird's feather he gave her. Since then, Diane's love for Firebirds has made her roam the plains, in search for those wonderful creatures."
Tristan
"Balkan was a once a ruthless Necromancer, until his enemies cursed him to have his soul restored. Driven mad by the guilts of his formal existence, he changed his name to Tristan (Sorrow) and fled Deyja. He found a new home in Haven, serving under Queen Emilia's banner. His summoning skills were put to good use in his new "life" as well."
Marianne
"Serving under Bracada's banner, Marianne battled against the Barbarians during the war. Refusing to execute some prisoners, she was declared a traitor to the Bracadian crown and fled to Amadar, where her Air magic skills proved more than useful to her new Queen."
Anyway, i think you get the idea. In the campaign, each scenario will have one of these heroes' tale and all of them together will shape the history of this new nation.
In a few days from now i will post some news about the other towns' hero specialties. Stay tuned for more...
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Not idly do the leaves of Lorien fall.
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seelkama
Adventuring Hero
Yay! I'm hired. Now what?
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posted September 13, 2011 03:15 PM |
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Edited by seelkama at 15:18, 13 Sep 2011.
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is there any way to uninstall the mod? One of the best mod about wog ive encountered yet but i get crashed in the campaign so...
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Zeki
Supreme Hero
sup
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posted September 13, 2011 04:05 PM |
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well, normally you should have backupped your files before installing a mod but if you haven't you have to reinstall everything.
If you have windows7 (maybe there's also something like that in older windows too, I dunno) there is this "backup older version" option wich could help you if you're lucky.
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xpowerful1x
Tavern Dweller
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posted September 21, 2011 09:40 AM |
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I cant seem to install and run it, I keep getting two errors, one says that the mp3 is corrupt and that .rar ends unexpecctedly
The actual error when i try to open the exe file like you said reads, this application has failed to start because mss32.dll was not found
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Hero_of_Light
Responsible
Supreme Hero
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posted September 21, 2011 03:36 PM |
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I don't know why you got those problems... You tried the standallone version i take it?
About the corrupt mp3 this may be due to problems during the download. Maybe you could try and download it again. I don't know what else i can suggest.
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Not idly do the leaves of Lorien fall.
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xpowerful1x
Tavern Dweller
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posted September 21, 2011 11:23 PM |
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Quote: I don't know why you got those problems... You tried the standallone version i take it?
About the corrupt mp3 this may be due to problems during the download. Maybe you could try and download it again. I don't know what else i can suggest.
Yeah, i was, but its ok, i reinstalled heroes and wog and was able to make the update version work KEEP UP THE AMAZING WORK
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Hero_of_Light
Responsible
Supreme Hero
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posted September 21, 2011 11:53 PM |
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Thanks. I am glad you've managed to work it out.
Incidentally, i posted a Slideshow link in the first page where i will be posting images of the progress and features of my upcoming mod. I will be updating it as soon (and as frequently) as possible.
This will allow me to have more pics and don't fill the entire thread with them. It also is a nice way to share the visuals of my upcoming mod.
I hope you enjoy HoLv3.1 and as always... stay tuned for more.
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Not idly do the leaves of Lorien fall.
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Severian
Tavern Dweller
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posted November 04, 2011 11:30 AM |
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Hero_of_Light, when You relase final version of Your wonderful mod, I suggest You should write read-me with information such as complete list of new units, their stats and their dwellings, because even in map editor number of new things and changes are a bit overwhelming for not-up-to-date player (I stopped played HoMM3 when WOG 3.56 was relased, and I've just returned few days ago when I discovered Your mod) and information such as complete list of WOG scripts that are completly incompatible with Your mod (during testing various number of settings, from time to time game was unplayable becouse of number of errors).
And where can player get those weird anubite-undead dudes?
Thanks for great mod and keep up good work!
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skymarshall
Tavern Dweller
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posted November 05, 2011 04:26 PM |
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Hi Hero,
Great work on your mod so far.
I have been experimenting a bit with ERM script and I might have something of use to you, as I've been messing around myself trying to make a minor mod to allow the Golem factory to produce all 4 Golem types using ERA and battery.dll.
I started from Aleee's example in the ERM help thread and made a small extension to allow for external creature dwellings and the statue of legion. You should be able to borrow FU25790 - FU25793 for your own scripts if you want to do something similar.
- skymarshall
*********************************************************************************
** SKY functions to extend Tower Golem Factory to produce all 4 Golems
** with benefits from ext. dwellings and statue of legion.
**
** depends on: battery.dll
!#TM21:S8/999/7/1; //1st day timer
//already existing dwellings
!?PI;
!!UN:U98/-1/?y1; // Get # of towns to y1
!!FU&y1=0:E;
!!DO25665/1/y1/1:P; // Gold and Diamond Golems available at mage guild 2 and 4
!?FU25665; // searching for all castles
!!UN:U98/-1/x16/1; // this grabs the nth towns coords into v1/v2/v3 to be used by CA1
!!CA1:T?y-1 B3/39 G?y1; // if upgraded golem factory is built -> flag 1
!!FU|-1/y-1<>2/y1<2:E; // exit if not tower, or upg golem factory missing, or mage guild < 2
!!CA1:D2/2/116/4; // add a third slot with Gold Golem (type 116) and quantity 4
!!FU&y1<4:E; // exit if mage guild < 4
!!CA1&y-1=2/1:D2/2/117/3; // add a third slot with Diamond Golem (type 117) and quantity 3
//newly built dwellings
!?TH0; // on entering City hall
!!IF:V598/0; // set flag 598 to false
!!IF:V599/0; // set flag 599 to false
!!CA-1:T?y-1 B3/39 G?y1; // check whether Golem factory is built
!!IF&-1|y1<2:V598/1; // if no, set 598 to true
!!IF&-1|y1<4:V599/1; // if no, set 598 to true
!?TH1&598; // on leaving City hall + 598 is true
!!CA-1:T?y-1 B3/39 G?y1; // check whether Golem factory has just been built
!!CA-1&y-1=2/1/y1>=2:D2/2/116/4; // if yes, and town is tower, add a third slot with Golem
!?TH1&599; // on leaving City hall + 599 is true
!!CA-1:T?y-1 B3/39 G?y1; // check whether Golem factory has just been built
!!CA-1&y-1=2/1/y1>=4:D2/3/117/3; // if yes, and town is tower, add a fourth slot with Golem
** FU25790/FU25791 count the number of buildings owned by player, set in v6. x1 - type / x2 - subtype / x3 - player
!?FU25790;
!!VRv6:S0;
!!UN:Ux1/x2/?i; // Get number of objects type = x1 / subtype = x2
!!FU&i=0:E;
!!DO25791/1/i/1:Px1/x2/x3; // Loop through the i dwellings, passing in x1/x2/x3
** FU25791 check if this (x16) creature dwelling (x1/x2) is owned by player (x3). If so increment v6
!?FU25791;
!!UN:Ux1/x2/x16/1; // Load creature dwelling co-ords into v1/v2/v3
!!DW1:O?y1; // DW affects ext dwellings - 1 is index to v1/2/3, owner loaded into y1.
!!VRv6&y1=x3:+1;
**FU25792 count the effect of legion pieces owned by the player at castle previously set up as v1/v2/v3
** set result as v7.
** x1 - artifact # x2 - multiple
!?FU25792;
!!VRv7:S0;
!!CA1:H0/?y10;
!!CA1:H1/?y11;
!!VRy1:S0;
!!VRy2:S0;
!!HEy10&y10>=0:A2/x1/?y1/?y2; // Get # of artifacts equipped by garrisoned hero
!!VRy2:*x2;
!!VRv7:+y2;
!!VRy1:S0;
!!VRy2:S0;
!!HEy11&y11>=0:A2/x1/?y1/?y2; // Get # of artifacts equipped by visiting hero
!!VRy2:*x2;
!!VRv7:+y2;
// New creature growth status:
!?TM21; //every monday
!!UN:U98/-1/?y1; // get # of towns to y1
!!FU&y1=0:E;
!!DO25666/1/y1/1:P; // Gold Golems
!!DO25667/1/y1/1:P; // Diamond Golems
!?FU25666; -- SKY -- Gold Golem Growth. Extended for external dwellings and statue of legion.
!!UN:U98/-1/x16/1; // Load this (x16) town into v1/v2/v3
!!CA1:T?y2 B3/39 G?y1 O?y3; // tower type -> y2 / golem factory ->FLAG1 / owner -> y3
!!VRy4&1:S1;
!!FU|y2<>2/-1/y1<2:E; // exit if town is not tower (2), does not contain upg factory (39), or mage guild <2
!!VRv4:S4; // set initial growth as 4
!!CA1:B3/8; // check for Citadel
!!VRv4&1:*3 :2; // if yes, *1.5
!!CA1:B3/9; // check for Castle
!!VRv4&1:*2; // if yes, *2
!!FU25790:P20/1/y3; // set v6 to # of golem factories the player controls (golem facts are 20/1)
!!UN:U98/-1/x16/1; // Load this (x16) town into v1/v2/v3, as we'll have overwritten it
!!FU25792:P120/3; // set v7 to 3x # of legion pieces the player controls at this location (torso=120)
** SKY output increment.
**IF:M^+Gold Golems in castle %X16 : +%V4 +%V6 +%V7^;
!!CA1:D2/2/116/?v5; // get current amount
!!VRv5:+v4+v6+v7; // add calculated growth
!!CA1:D2/2/116/v5; // set new amount
!?FU25666; -- SKY -- Diamond Golem Growth. Extended for external dwellings and statue of legion.
!!UN:U98/-1/x16/1; // Load this (x16) town into v1/v2/v3
!!CA1:T?y2 B3/39 G?y1 O?y3; // tower type -> y2 / golem factory ->FLAG1 / owner -> y3
!!VRy4&1:S1;
!!FU|y2<>2/-1/y1<4:E; // exit if town is not tower (2), does not contain upg factory (39), or mage guild <4
!!VRv4:S3; // set initial growth as 3
!!CA1:B3/8; // check for Citadel
!!VRv4&1:*3 :2; // if yes, *1.5
!!CA1:B3/9; // check for Castle
!!VRv4&1:*2; // if yes, *2
!!FU25790:P20/1/y3; // set v6 to # of golem factories the player controls (golem facts are 20/1)
!!UN:U98/-1/x16/1; // Load this (x16) town into v1/v2/v3, as we'll have overwritten it
!!FU25792:P121/2; // set v7 to 2x # of legion pieces the player controls at this location (arms=121)
** SKY output increment.
**IF:M^+Diamond Golems in castle %X16 : +%V4 +%V6 +%V7^;
!!CA1:D2/3/117/?v5; // get current amount
!!VRv5:+v4+v6+v7; // add calculated growth
!!CA1:D2/3/117/v5; // set new amount
****************************** SKY
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gnollking
Supreme Hero
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posted November 05, 2011 05:54 PM |
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That is most impressive
I wonder why no one has thought of that before...
But anyways, welcome to the forums and I hope you stay to provide us with more of these kind of awesome scripts
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Hero_of_Light
Responsible
Supreme Hero
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posted November 05, 2011 07:05 PM |
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@Severian
Your suggestion is something i've been thinking for a long time and i already started writing a full readme doc. As i add new features in my upcoming mod i also fill in this readme file so i am guessing it will be ready upon release.
As for the Anubis warriors they are only found in the Adventure map in HoLv3.1 ---Sorry
In HoLv3.2 however, Tamika will summon them on battlefield. So read on for more info on them
@Severian
Thank you for your consideration but i've already sort of done that. You can see the Slideshow images in the first post of this thread or on the end of this post. I can see that your script enables to add the Golems and make them have a functional growth of their own. That's nice and thanks for sharing. I will keep your script for future reference although i think it to be too great a bonus for Tower. The dwelling bonus will be x4 and that's too much. In my version of the same script function the upgraded Golem factory just adds a small number of Golems each week (a number unaffected by any dwelling and artifacts) and the growth bonus is erased the next week and starts anew. This way it is still a considerable bonus (something that Tower needs as far as i'm concerned) but doesn't throw off the towns' balance.
@ALL
It's been a while that i shared any actual progress. There are several reasons for that (i've been really busy) but the most significant one would be that the Inferno town proved to be more than a handfull. I need a lot of new and edited creature defs there and although the scripting part is done (i added a few nice features there) the creatures aren't done by far. So i decided to let it be for a while and move to Necropolis that is mostly the same as in Holv3.1. There are a few changes ofcourse. For one thing i got rid of the Acolyte's def and made a new cool one (a black version of monks did the trick). The acolytes were the only thing that needed change (as far as the animations go) and so the town is more homogenous. I also changed some stats and abilities around (made the Dark Queens a little stronger to catch up with the Black Knights and so on). I also made Tamika summon Anubis Warriors in the battlefield (they were way to cool creatures to be seen only on the Adventure map). Anyways, you may visit the Slideshow Presentation to see all the changes and in general to keep track on what's new with my upcoming mod.
As always, stay tuned for more!
____________
Not idly do the leaves of Lorien fall.
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skymarshall
Tavern Dweller
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posted November 05, 2011 07:28 PM |
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Hero,
Cool, I wasn't trying to push the Tower too far in your mod!
If you've already figured out how to apply the statue of legion and external dwelling bonuses to the 3rd/4th slots you get from battery.dll then no worries, you were already ahead of me!
skymarshall
EDIT:
I've just done another that you might actually want.. :)
This one forces the AI to take any creatures from new battery.dll slots (which otherwise it won't know exist). It cheats and gets the creatures without paying as I don't want to disrupt the AIs finances - but this significantly better than not letting it use the additional creatures.
*******************************
** SKY
** Allow AI to use the additional slots from battery.dll
** trigger whenever an AI hero visits a town, and buy the extra creatures if available.
** - 1000 flag (OFF_ checks that this is an AI action (it is checking that the 1000th flag is set false)
** - current town will be loaded in v998/v999/v1000
!?OB98&-1000; town - ai check only
!!HE-1:N?y1;
!!FU&y1<0:E;
!!CA998:T?y2;
!!FU25650&y2=2:Py1/998/2/2; // Buy gold golems, if any
!!FU25650&y2=2:Py1/998/2/3; // Buy diamond golems, if any
** SKY - add one call to FU25650 for each extra slot added
*********************************
** FU25650
**
** Force hero x1 at town x2 (indirect reference to vi,vi+1,vi+2) to buy
** from the battery.dll slot x3/x4
**
** The AI won't pay any gold, as this is likely to cripple its finances.
**
** x1 - Hero ID
** x2 - Indirect Town ID
** x3 - Creature Level number in Town
** x4 - Battery.DLL slot ID
**
** y1 - Creature Type from battery.dll slot
** y2 - # of creatures
!?FU25650
!!CAx2:Dx3/x4/?y1/?y2; // Extract the # and type of creatures in this town.
!!FU|y1<=0/y2<=0:E; // If there's nothing in this slot, exit.
!!HEx1:C2/y1/y2/0; // Fill up the hero
** IF:M^AI player just bought %Y2 of %Y1 creatures^;
!!CAx2:Dx3/x4/y1/0; // Drain the town's slot
****************************** SKY
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Mr48
Adventuring Hero
Legatus Legionis
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posted November 07, 2011 08:03 AM |
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First of all, fantastic looking mod! (It got me to post here again for the first time in probably 4 years )
I have 2 questions:
1) Will the some of the creatures you removed from the roster of their town (like Giants in Tower for example) be utilized in some other ways, or are they gone for good?
2) You mention that in the upcoming version "Only Heroes III style ceratures are recruitable (for a more homogenous mod)." What does this mean exactly?
Once again, amazing work!
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Hero_of_Light
Responsible
Supreme Hero
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posted November 07, 2011 10:34 AM |
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@skymarshall
That could be quite useful yes. I will try it and see how it works. Thanks
@Mr48
Some creatures are indeed gone for good (although Giants aren't, they are still in the game). I only replaced creatures that wouldn't be missed that much (for instance i replaced Ogres with another creature but i kept Ogre magi --the new Ogres).
As for the homogenous part i meant that i aim for the creatures animations to be more alike and fit in more nicely. Even in my latest mod (v3.1) some creatures didn't really fit in and so that's what i will try to fix in this, let's say, "ultimate" one.
If you visit the Slideshow Show in the first page (or my previous post) then you might understand what i mean.
____________
Not idly do the leaves of Lorien fall.
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skymarshall
Tavern Dweller
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posted November 07, 2011 10:02 PM |
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A cute trick I just found: I've been trying to make additional shooting creatures that use the laser style graphics rather than projectiles.
Turns out the russians had figured out how to do this already, and with a bit of translation and meddling with file offsets I've got it working too now.
Might as well put it up here as I couldn't see it anywhere on the english forums.
*****************************************
**FU6001 - memory edit of shooter laser table
**x1 - 0 for Write / 1 for Read
**x2 - creature ID
**x3 - beam color (0=green, 1=white, 2=black)
**
** mem loc 4453828 corresponds to file offset 0x3f5c4 which contains
** an array of bytes for the color of beams used by creatures 35-121.
**
**to make a creature a laser shooter one must:
** - give the creature an entry in the projectile table with FU6000 (startup + load)
** - give the creature a laser color using FU6001 (startup + load)
** - set the 4 and 2048 MA:X flags for the creature (startup)
!?FU6001;
!!VRx3&x1=1/x2<35:S2;
!!VRx3&x1=1/x2>121:S2;
!!FU|x2<35/x2>121:E;
!!VRx2:+4453828-35;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
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