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Bersy
Honorable
Supreme Hero
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posted June 14, 2012 04:06 PM |
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The error is in campaign code. I fixed it and fixed the saved game.
Here it is: Link
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Spatiphillum
Hired Hero
Phytohobbit
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posted June 14, 2012 04:32 PM |
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Quote: The error is in campaign code. I fixed it and fixed the saved game.
Here it is: [url=http://wikisend.com/download/316606/NEWGAME3.cgm]Link[/url]
It works, thank you
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kswdiy
Adventuring Hero
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posted June 15, 2012 02:16 AM |
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Hi£¡Bersy.
Can you write about the mod Yona detailed instructions for use£¿
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Bersy
Honorable
Supreme Hero
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posted June 15, 2012 09:47 AM |
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kswdiy, Yona description is written on the first page. The mod is applied automatically.
Yona Mod.
Yona is an open-source mod written in pure Delphi using Era SDK. Its ideology is total optionality ("Data\Yona\settings.ini"), native support of all new features by game, AI and multiplayer code. It's pretty compatible with other mods, does not store anything in saves and does not modify ERM scripts. To delete the mod, delete "Mods\Yona" folder.
Features:
New battle log hint in heroes' style describing possible kill count, average values, fatality values and new abilities used in attack.
New abilities:
* Pikeman / Halberdier ignores cavalry bonus and inflicts 200% damage to cavalry:
- Cavaliers
- Champions
- Centaurs
- Captains Centaurs
- Unicorns
- Battle Unicorns
- Black Knights
- Death Knights
- Nomads
- Sylvan centaurs
- Hell Steeds
- Nightmares
* Cavaliers / Champions get 20% damage bonus per hex instead of the original 5%. Bonus accumulates with other bonuses like attack modifier, offense skill and so on.
* Swordsmen / Crusaders ignore 50% of physical damage in a state of defense.
* Damage of Orcs / Orc-chieftains (throwing axes) depends quadratically on the distance to the target.
Formula: Base damage * (19 - distance) ^ 2 / 100.
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kswdiy
Adventuring Hero
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posted June 15, 2012 02:25 PM |
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Quote: kswdiy, Yona description is written on the first page. The mod is applied automatically.
Formula: Base damage * (19 - distance) ^ 2 / 100.
Hope that a more detailed and easy to understand.
I have not read your written.
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kegolo
Promising
Famous Hero
of infamy
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posted June 24, 2012 07:42 AM |
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Is there a way to find how much damage a stack does without using FU77012? If not, can you give an example (or point to a script that does) that uses FU77012, I'm a little confused how to get the damage a stack just did in combat.
thx
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Bersy
Honorable
Supreme Hero
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posted June 24, 2012 12:42 PM |
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Could you describe the task with a bit more details?
!?MF, !!MF:F is final damage.
!?FU77012 trigger calculates the damage that will be passed to !?MF trigger.
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Galileo
Known Hero
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posted June 24, 2012 01:54 PM |
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Sorry for asking old question, but how can I remove those creepy fast animations? I looked for the cranim.txt, but I couldn't find it anywhere in the heroes 3 complete/data. Only text files i found were crtrait0, objnames and zeobjts. Help!
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Bersy
Honorable
Supreme Hero
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posted June 24, 2012 03:04 PM |
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Era Start Menu (label on desktop) -> Mods Manager -> Fast Battle Animations -> Turn Off
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Galileo
Known Hero
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posted June 24, 2012 03:35 PM |
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Thank you a ton!!!
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Bersy
Honorable
Supreme Hero
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posted June 24, 2012 03:38 PM |
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Welcome
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master_learn
Legendary Hero
walking to the library
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posted June 25, 2012 09:10 PM |
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Mods manager
I installed Era 2.3 today.I managed to get Era start menu to work.
I am still a regular user,so I tried the mods manager(not something complicate).
It is written that it is test version.
Seems to me the up and down buttons work,also the edit button open few fields.
Turn off button and bring to top doesnt seem to work for me.
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armageddonsm
Tavern Dweller
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posted June 26, 2012 08:40 PM |
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i'm getting this error on loading screen everytime i try to enter ANY map (random, campaign, custom made map).
Just to let u all know i have CLEAN install of H3 Complete + WoG 3.58f + Era 2.3 (tried with 2.2 and 2.1 and i have the same issue). Normal WoG without ERA installed works perfectly though.
Quote: -----------------------
ERM syntax Error.
File: String
Line: 55
Reason:
String: Index is already used.
Save all ERM vars to WOGERMLOG.TXT (may take time)?
-----------------------
COMMON VARS
f=0
g=0
h=0
i=0
j=0
k=0
l=0
m=0
n=0
o=0
p=0
q=0
r=0
s=0
t=0
Common flags (1...1000)
Common v vars (v1...v10000)
Hero's vars (w1...w200)
TRIGGER BASED VARS
Trigger y vars (y-1...y-100)
Trigger e vars (e-1...e-100)
FUNCTION BASED VARS
Parameters x vars (x1...x16)
Local y vars (y1...y100)
Local e vars (e1...e100)
STRING VARS
Common z vars (z1...z1000)
Local z vars (z-1...z-10)
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 26, 2012 09:03 PM |
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Would take less time to read main post. ERA must be installed on clean SoD/Complete.
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Bersy
Honorable
Supreme Hero
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posted June 26, 2012 10:57 PM |
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master_learn, I will recheck the problem in the next release.
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 27, 2012 12:15 AM |
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I've noticed that when starting a battle the loading screen with the pompous music is gone... Is there a way to restore that with any pluggin or something? Furthermore I noticed that the sounds of Air Elemental and Firebirds were fixed (nice thanks) but there are some diferences on some other sounds as well (for instance Imps have the hurting and dying sounds of trolls for some reason). Was that deliberate or a mistake?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 27, 2012 03:23 AM |
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Yes, you can make own mod in a few seconds, compile original battle00-07.wav in a Battle.snd, then move it to the top. Same for any sound you wish to restore.
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Bersy
Honorable
Supreme Hero
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posted June 27, 2012 12:08 PM |
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Edited by Bersy at 14:11, 27 Jun 2012.
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Absent/Fast battle sounds and music are controlled by Fast Battle Animation mode. Disable if you dislike it.
Afair, I took those 3 imp sounds from Bes or GrayFace. Should I use the old sounds?
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armageddonsm
Tavern Dweller
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posted June 27, 2012 01:58 PM |
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@Salamandre lol stupid me, thanks!
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 27, 2012 02:30 PM |
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I've got some problems while converting my new mod for ERA II.
Tobyn's script of Faerie Dragons doesn't work. I edited it so that the reduction takes places in Conflux (and it worked ok in HoLv3.1) but in ERA II the reduction isn't there and it seems that the script is disregarded (while the WOG option is ON).
Actually If someone can give me the script so that I can add it to my original neutral town script that would be great (as I wouldn't need this additional option).
To explain myself better:
I want a script that reduces the growth of the 6th level creatures of Conflux by 1 (only when Castle is built). Just like Tobyn's script did about Rampart's addition of faerie Dragons. If someone can help either way please post.
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Not idly do the leaves of Lorien fall.
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