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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Hero of Light mod v3.0 (DOWNLOADABLE)
Thread: Hero of Light mod v3.0 (DOWNLOADABLE) This thread is 51 pages long: 1 10 20 30 ... 34 35 36 37 38 ... 40 50 51 · «PREV / NEXT»
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 04, 2012 06:41 PM

The Acolytes are possessed which means they strike twice with no retaliation. If you'd actually play a map you would notice it

As for the ability to change between creatures you want, I can't imagine why you would need something like that but you would need to learn ERM scripting and edit (a lot) of my script.

Lastly, If you are referring to MY campaigns, then they're not ready yet, but even if they were, they would be found in the custom campaigns. However, if you want to play the original H3 campaigns know that they aren't really functional with my mod (nor even WOG for that matter) and you'll be wasting your time. It's been said over and over in this forum that original H3 campaigns are obsolete in WOG.

Now if you want to play the WOG campaigns, they're probably not functional with my mod either (since I changed a lot of things around). If you insist on trying though, you can access them by going to Mods/HoLv32/ERAPlugins/AfterWog and delete the restore interface.bin file. Or delete the AfterWog folder altogether, that will have the same effect.
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robizeratul
robizeratul


Known Hero
posted September 04, 2012 07:41 PM
Edited by robizeratul at 20:02, 07 Sep 2012.

Thanks! I though possessed means something else,thanks for clarifying.
I just completed a bit of my map,i will upload it to the website in a couple of minutes.
I played for quite a while and i'm enjoying the mod a lot,thanks for this!

EDIT:

I just found that crusaders give 1 morale not 2
Also,there are a lot of blank creatures.lieutenants for example and a few others all have the same stats but do nothing special.Am i doing something wrong?

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 07, 2012 08:34 PM

You obviously don't know a lot about WOG and ERA and you try to learn it through my mod

Commanders weren't supposed to be creatures found in the map at first but then in one WOG update they were made into creatures as well (that all shoot and have same stats).

As for the Crusaders you probably mean the Paladins, since crusaders are not meant to add a morale bonus. The +2 morale bonus is valid and in effect, it is just mentioned as:

Archangels in group +1
Morale for this battle +1

Which gives a total of +2. Same goes with Arch Devils (that give -2 Luck) and so on. If you've played WOG before you would know the 8th level creatures and how they work.
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robizeratul
robizeratul


Known Hero
posted September 07, 2012 08:42 PM

thanks for clarifying. I know about the commanders but I saw that in your mod they have different skins,so I thought that maybe you did something with them
And for the morale bonus...now i know that too.Thanks for answering!

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brink99
brink99


Hired Hero
posted September 13, 2012 05:32 AM

Sorry if this has been posted, but I cannot get the WoG script to work with the HoL mod. Namely:

WoG Options -> Map Options and Enhancements -> Neutral Town and Creature Bank Growth

It would be awesome for the creature banks to reset every 1 month and for neutral town garrisons to grow. I am guessing this does not work because of the introduction of new creatures and thus the old script does not work correctly? Any suggestions on how to make this script work?

Awesome mod btw

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italo_calvino
italo_calvino


Hired Hero
posted September 13, 2012 11:52 AM

Neutral Town and Creature Bank Growth works fine for me with HoL.  What other settings/mods are you using?

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 16, 2012 08:25 PM
Edited by Hero_Of_Light at 20:34, 16 Sep 2012.

@brink99

The new creature banks work OK but you can't have them work with the scripts that add growth to neutral towns, creature banks etc. This is is due to the fact that my script uses a trigger that overlaps these scripts.

@ALL

As I mentioned in a previous post, I won't be able to work on my mods for almost a year (effective immediately in November). The fact is that I am starting my military service (it is compulsory in Greece) in November and so until that's done I won't have the time (and strength I suppose) to work on anything else, less so Heroes III modding. However, I have one and a half month till November and so (right before I enlist in the army) I will post a new update (namely HoLv3.22). It will contain some tweaks and changes and (hopefully) the full set of campaigns and tutorial map promised.

I've been working on it already and here are some new features that are already done and will definitely be part of the update:

-HoL v3.22 tweaks and changes-
-Diane specializes on Spirit Dragons and not Firebirds (because Firebirds have a third upgrade and the bonus wouldn't apply).
-Nomads' "sandwalkers" doesn't work anymore (because they are Stronghold creatures) so I gave them the Fury ability (like the harpies.
-2 new creatures
-Rampart's lineup has been changed

The thing about Rampart is that it is my favorite Heroes III town and the town which I change the lineup the most. This is due to the fact that (in my opinion) nothing is too good for Rampart and I try to reach the best result for it. That's why in HoL v3.1 and v3.2 I restored the original recruits (additionally to the new ones).

However, I still wasn't completely satisfied with the alternative recruits in HoLv3.2. The Sentinels were OK, but they were used in a combination creature as well (the Hierophants). I also didn't like the Drakelings all that much (although it was the creature that took me the longest to finish). And so I changed those two again!

For the Sentinels I made a simple green (re)colored Zealot and changed the name to Hierophants. Now the creatures Aeris summons are more unique than before. As for the Drakelings, opportunity came when I came across the golden Champion Hiro made. I named them Paladins. Paladins and Hierophants were names that were already taken by creatures in HoLv3.2 and so I changed the names around a bit. I noticed that the new Paladins' colorings matched really (and I mean really) good with Rampart's upgraded creatures (especially the Grand Elves and Silver Pegasi). I think you can notice this to the picture bellow.



The new Rampart lineup will be:

Centaurs -> Centaur Captains
Dwarves -> Battle Dwarves
Elves -> Grand Elves
Pegasi -> Valkyries / Sharpshooters
Hierophants / Dendroids
Paladins / Unicorns
Green Dragons -> Gold Dragons / Gorynyches

I think that the creatures of the new Rampart fit together better than before. I also changed the stats and abilities as you can see. The Hierophants have receptive spell immunity (and lose the slow on hit) and the Paladins have the same stats as the Champions but have also basic Slayer. I await your responses and suggestions for the matter of course.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 16, 2012 08:27 PM
Edited by Salamandre at 20:27, 16 Sep 2012.

Think to change that timer 2 to some unclaimed (81) and will solve the CB's growth issues. It will not affect all other scripts, thrust me.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 16, 2012 08:43 PM
Edited by Hero_Of_Light at 19:49, 17 Sep 2012.

Here's the creature banks script you gave me. What should I change? I thought you said that the Neutral Growth scripts needed tweaking as well because the old guards would appear every time the additional guards were to be added. If that's not the case then change the timer where you think is right.

I changed:
!#TM2:S1/1/1/255; Once
!?TM2;

To:
!#TM81:S1/1/1/255; Once
!?TM81;

It seems to work OK but I haven't test it with the neutral bank growths yet.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 17, 2012 08:10 PM
Edited by Salamandre at 20:15, 17 Sep 2012.

Yes, this is correct. The issue with banks was that you set specific creatures as guards, while script 21 will reset them to regular if respawn enabled (ie naga banks will have nagas inside)

This is a 10 minutes work to change. Check script 21, line 681 until 719:

For example, original:
!!CBv1/v2/v3&x1=24:G0/115/12 G1/115/12 G2/115/12 G3/115/12 G4/123/12; [Derelict Ship]

Now change all ID's inside (G0/115/12) as you wish, this CB will respawn with your settings.

Then save this script in HoL/data/s, keeping same name, that's all.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 17, 2012 10:22 PM

OK I will try it. I have noticed another problem with the script:

The part that reduces the Faerie and Azure Dragons reduction

***Azure Faerie Dragons reduction
!?TM21;
!!UN:U98/8/?y1; y1 - number of Conflux towns
!!FU&y1=0:E; exit if nothing found
!!VRy2:S0; reset counter
!!VRv2:C-1/0/0; clear search vars
!!UN:U98/8/-1/2; #4 find next town in v2..v4
!!CA2:B3/9; check its Castle building
!!if&1:; if built
!!CA2:B3/35; check level 6 building
!!CA2&1:M1/5/d-1/d B3/42; subtract 1 from level6 creatures
!!CA2&1:M1/5/d/d-1; subtract 1 from level6 upgraded creatures
!!en:;
!!VRy2:+1; increase counter
!!SN&y2<y1:G4; repeat if not all towns processed

Doesn't work properly if the player loads the game on day 7.
Example: Let's say you have 2 Faerie Dragons and the next week there will be 3. If you continue playing that will work OK. However, If you stop the game at day 7 and so load it the new growth won't be added and you'll still have 2. If you continue playing till next week then again it will work OK, but once you leave the game and load it then the growth doesn't work. It seems that it reduces the growth every time the game is loaded. Any suggestions?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 18, 2012 12:03 AM

I need your script updated, settings.dat used in that game and saved game on day 7, to add checks and see where is the problem.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 18, 2012 01:03 AM
Edited by Hero_Of_Light at 01:28, 18 Sep 2012.

Here

There's no need for save game. Start the map I gave you and on day 1 of the second week see the growth of the Azure Dragons in the Conflux towns. Notice that it starts with 2. So (with the grail) in second week there should be 2+3-1=4. If you load from the autosave though and go to the next week you'll see that it doesn't work as it should and the growth is lessened. There won't be another player to bother you so you can go straight to it.

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Slayer
Slayer


Adventuring Hero
posted September 18, 2012 01:20 AM
Edited by Slayer at 01:22, 18 Sep 2012.

Will you continue the mod when you get back or is that to be decided?

Additionally do you plan on balancing the mod some? Personally I found some units to be particularly overpowered in the extreme. (Champions)


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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 18, 2012 01:57 AM

There's no plans on making any new versions of this mod. The original mod of this thread (which I personally acclaim as the peak of my creativity and skills) has now two expansions with a lot of new features. In Tales of Amadar I even managed to have most of the creatures to blend in well with Heroes III original creatures. In other words, this seems as far as I can go, within the reach of my abilities.

I will be updating HoLv3.2 as much as needed (given that new bugs are found etc). For instance, I already reduced the champions' speed to original (it was my concern as well). Some small tweaks and changes will be found on these updates. I'll have a new update of HoLv3.2 by November and if all the bugs noted in the threads are solved by it, then it will be the last one.

IF I return on modding Heroes it would be with HoLv4.0

However, note that the ONLY way I would be tempted to do so is by having a great deal of new Heroes III like creatures to work with. The only one I know that can make creatures that good (so good that they could actually be part of the original Heroes III creatures) is Alex-ander. So, If in a few years he decides to release all those great creatures he made over the years (which regrettably I find unlikely), then maybe I would be persuaded to work on modding again

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 18, 2012 02:00 AM
Edited by Salamandre at 10:55, 18 Sep 2012.

I am not sure what you mean by it should be 4 azures on second week (basic + castle + grail = 3 every week = 6 on second week). Anyway, here is the fix:

11-wog neutral town.erm. Replace at line 4735 until 4751 with:

***Azure Faerie Dragons reduction
!?TM21;
!!UN:U98/8/?y1; y1 - number of Conflux towns
!!FU&y1=0:E; exit if nothing found
!!VRy2:S0; reset counter
!!VRv2:C-1/0/0; clear search vars
!!UN:U98/8/-1/2; #4 find next town in v2..v4
!!CA2:B3/9; check its Castle building
!!if&1:; if built
!!CA2:B3/26;
!!if&-1:; **only if no grail in
!!CA2:B3/35; check level 6 building
!!CA2&1:M1/5/d-1/d B3/42; subtract 1 from level6 creatures
!!CA2&1:M1/5/d/d-1; subtract 1 from level6 upgraded creatures
!!en:;
!!en:;
!!VRy2:+1; increase counter
!!SN&y2<y1:G4; repeat if not all towns processed

Script was not checking for grail before reduction. Had same result with reload or not, growth was still 2, as script shows. Upon my test I noticed that town growth info says +2 if castle, but will be +1 next week because of script reduction. I think this is bad idea because player gets wrong info therefore could think it is a bug. Better tweak level 6 stats and let growth as in town info IMO.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 18, 2012 12:05 PM

No, you got it all wrong (both how it works and what the bug is).

Let me elaborate it some more.

On day one, when the building of a town is already built then the creatures of this building take the growth from ZCRTRAIT.txt and after that starts the WOGification. So, If you start with a Conflux that it already has the Azure Dragons build then you get two of them, because the former creature on that slot (Psychic Elementals) has a basic growth of two. So trust me, you start with two Azure Dragons. If you build the building on day two for example you would get one, because the wogification would have already taken place.

So, again you start with 2 Azure Dragons. The object of the script is to have the weekly production of Azure Dragons (even with Castle build) set to 1 (and not 1+1=2). This was an idea of original WOG as well (Tobby's scripts) and it was achieved by reducing the Dragons growth by one.

The Grail has nothing to do with it. If there's no grail then the player gets 2-1=1 per week. If there is a grail, the player gets 2+1-1=2 which is as it should be. Again, the grail was not the problem that I sighted. And even so, with the script you gave me the reduction didn't take place at all and the player has 2+3 Azure Dragons on 2nd week. That's not right, he should have 2+2. It was coincidental that the map that I gave you has a Grail (merely because I had checked build all in the map editor). As for the growth shown in the bottom left corner of the screen that's OK, it doesn't bother me (and nor should any users). The important is that it works correctly.

The problem that I tried to explain is that this growth reduction doesn't work OK when you load the game. A check may be needed for loading the game, not for the grail. My guess is that it has something to do with this part:

!!VRy2:+1; increase counter

Maybe if the game is loaded this part doesn't add the appropriate number anymore. It's just a suggestion.

If you want, open the map with the map editor and remove the grail from the Conflux. There is no problem with that, I guarantee it.

Without the Grail, the Azure Dragons should be:

2 at first week (as I said due to the Psychic Elementals)
3 at second week
4 at third week etc

As I said, If you continue playing that will work OK. However, If you stop the game at day 7 and so load it afterwards, the new growth won't be added and you'll still have the same number next week. So, Load the autosave on day one of the second week and notice how the growth goes from then on. You will find it is buggy.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 18, 2012 12:43 PM
Edited by Salamandre at 13:03, 18 Sep 2012.

How should the player get 2 dragons with grail when town growth info says he will get 3? I am lost.

!!VRy2:+1; increase counter
is for loop to next town, nothing about growth. In you unedited map you uploaded, I got +2 azure dragon on next week, no matter reload on day 7. For me there is no bug as long as growth info is what we get. Tobyn script displays wrong info too.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 18, 2012 01:48 PM
Edited by Hero_Of_Light at 14:04, 18 Sep 2012.

You keep fixating on two irrelevant things: what the town growth seems to be and if there's a grail or not. Please forget about these two things for a moment and see what i have to say:

I want to have 1 Azure Dragon instead of 2 each week. That's the object of the script. So, If you build the 6th level building of Conflux (let's say you manage to build it on the first week) you get 1 Azure Dragon (in the pics notice the number of Azure Dragons and date):



So, according to what I've been trying to say, next week you'll get another Azure Dragons (not two or three, just one more):



This will go on OK, however, suppose you want to load the game in any day of week two. If you do that on week three you get this:



Notice that If you don't load any game the on week three you get three Azure Dragons (as you should). However, the load game seems to make the script malfunction. It's not always a negative number. Sometimes it is another number but not the right one.

I really hope I am understandable by now.

***EDIT***

I noticed that TM21 is already used so maybe it is malfunctioning with that. Is there any other unused trigger (besides TM81 which we used a few days before)? Maybe that's the problem.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 18, 2012 04:03 PM
Edited by Salamandre at 16:12, 18 Sep 2012.

Ok, I found the reason:

1) As timer was set for all players, trigger ran through all towns at each player turn, subtracting -1 from growth. I fixed this by adding a check for current player and exit if not same town owner

Then I forgot to accord SN:G to changes, and it did not work :)
But Bersy has a keen eye

Replace:

!?TM27;
!!OW:C?v7890; #0
!!UN:U98/8/?y1; y1 - number of Conflux towns
!!FU&y1=0:E; exit if nothing found
!!VRy2:S0; reset counter
!!VRv2:C-1/0/0; clear search vars
!!UN:U98/8/-1/2; #5 find next town in v2..v4
!!CA2:O?v5;
!!FU&v5<>v7890:E;
!!CA2:B3/9; check its Castle building
!!if&1:; if built
!!CA2:B3/35; check level 6 building
!!CA2&1:M1/5/d-1/d B3/42; subtract 1 from level6 creatures
!!CA2&1:M1/5/d/d-1; subtract 1 from level6 upgraded creatures
!!en:;
!!VRy2:+1; increase counter
!!SN&y2<y1:G5; repeat if not all towns processed
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