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Bersy
Honorable
Supreme Hero
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posted December 06, 2012 09:13 PM |
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Quote: So, mod support for vanilla SoD/Complete?
Using WoG engine of course. Just a matter of default graphics, scripts and patches.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted December 06, 2012 09:36 PM |
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Bersy, do you release 2.x and then examine bug reports and update it to 2.x.1, 2.x.2 and so on or do you do as much testing as you can by yourself and only release big upgrades. I've never heard of 2.3.4 or 2.2.5 etc etc in Era threads.
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Hobbit
Supreme Hero
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posted December 07, 2012 12:11 AM |
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One stupid question...
Is it possible to run Era with WoG disabled in Mod Manager? I noticed everytime I try to do so, the game just crashes before even starting. Isn't it a little bit strange to have an option to disable something that is actually necessary to play?
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Horn of the
Abyss on AcidCave
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted December 07, 2012 12:44 AM |
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Quote: One stupid question...
Is it possible to run Era with WoG disabled in Mod Manager? I noticed everytime I try to do so, the game just crashes before even starting. Isn't it a little bit strange to have an option to disable something that is actually necessary to play?
Isn't that crash what he's going to change in the first place? SOD still runs as SOD in ERA, but say you want to use Resolve Battle mod in SOD, you have to still open Wog, disable all Wogification and use original interface mod to get as close as you can to the original game. (Which i think is almost identical). From what i understand, we'll be able to open SOD with mods from now on.
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hobbit
Supreme Hero
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posted December 07, 2012 12:59 AM |
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For me it would be even better if there would be a possibility to run mods without WoG - like these changing only graphics or game code and not using ERM (like HotA, but maybe it's a little too complicated to do so; less known Modern Forge would be perfect example).
Yeah, this non-WoG topic again. But it's about being simple. That's what players want.
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Horn of the
Abyss on AcidCave
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Bersy
Honorable
Supreme Hero
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posted December 07, 2012 10:25 AM |
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majaczek, for library of functions without timers priority does not matter. I would name it library.erm, for instance.
artu, you are right. I prefer more or least stable versions with enough changes to convince player to upgrade.
Hobbit, currently WoG mod cannot be turned off. I wanna allow it in 2.5 (released without WoG mod). The core would be WoG exe of course with all features included. It means that ERM maps can be played and ERM scripts used, but none of them will present in the default package. Interface should remain original, as it is in SoD/Complete. WoG Options are off by default, the button is disabled and invisible. Map editor will have only default objects.
That's the idea, right?
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted December 07, 2012 01:03 PM |
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Instead of releasing without Wog, isn't to keep it in the package as an optional mod just like Yona a better idea? 99% of the people will download and add it anyway.
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Hobbit
Supreme Hero
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posted December 07, 2012 01:04 PM |
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Edited by Hobbit at 13:05, 07 Dec 2012.
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So would it be possible to make mods without WoG yet supported by Era engine and Mod Manager? If so, then I can't wait to see it.
Quote: 99% of the people will download and add it anyway.
Would they?
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Horn of the
Abyss on AcidCave
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Bersy
Honorable
Supreme Hero
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posted December 07, 2012 01:22 PM |
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Quote: Instead of releasing without Wog, isn't to keep it in the package as an optional mod just like Yona a better idea? 99% of the people will download and add it anyway.
Nope. It's easier and safer to update each component separately. Reinstalling Era should not touch existing files and mods at all. Of course smart guys can pack many mods into one package and provide alternative links.
Quote: So would it be possible to make mods without WoG yet supported by Era engine and Mod Manager? If so, then I can't wait to see it.
Of course yes. Especially because you like mostly bin patches and resource mods (music, graphics, video). Nothing special.
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CrimsonW
Hired Hero
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posted December 11, 2012 10:56 AM |
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Edited by CrimsonW at 10:59, 11 Dec 2012.
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Quote: You can check out The Dragon Slaughter thread-there are details about hero stats reaching 127 as cap.
Good to have in mind the 30 000 cap,from which the handling of creatures is careful,if you dont want them to lose experience,and in much bigger numbers-the stack itself.
So there is no way to go above 127 ?
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JimV
Responsible
Supreme Hero
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posted December 11, 2012 01:49 PM |
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Edited by JimV at 15:47, 11 Dec 2012.
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Where there is a will, there is a way, but primary skills are saved and used as one-byte signed integers (-128 to +127) in Heroes 3. It was relatively easy to find the 50+ code segments which restrict the value to 99 and disable them, but changing the number of bytes and/or byte usage would be impractical, I think, without a new executable (such as VCMI).
The 32767 limit for handling troops in the Town Screen is also eliminated in "The Dragon Slaughter" (v2.07), as well as all troop experience and Hero-level overflows, via ERM scripts. Most maps would not need such scripts, but TDS is an unusual case. Heroes 3 was not designed or tested for the excessive army sizes used in such maps. As I recall, the most powerful army I had in playing all the maps on the Heroes 3 CD's was 30-50 Titans. (I fought using Magic primarily, which is no longer an option in many custom maps.)
P.S. There are of course other ways to inflate the battle effects of primary skills to ridiculous levels, using the secondary skills Offense, Armorer, Sorcery, and Intelligence. Some of these are used in "The King in Yellow" and TDS v2.07DR, and probably many other custom WoG maps.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted December 11, 2012 03:06 PM |
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Has someone ever reached 127 anyway? It seem highly unlikely to me.
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JimV
Responsible
Supreme Hero
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posted December 11, 2012 03:46 PM |
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In a Heroes 3 CD map I don't recall reaching 50. However, even in SOD the Map Editor can be used to start Heroes at 99/99/99/99. In the custom WoG map TEWIII, some Heroes start at 90/90/90/90 and gain more. In TDS an un-edited starting Hero can reach 125 (see the TDS thread for visual evidence). There isn't a lot that can't be done in ERM - one way or another. Sometimes the result is even interesting (not always).
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Bersy
Honorable
Supreme Hero
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posted December 11, 2012 05:21 PM |
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In Phoenix every game leads to this limit in 5-6 months due to many factors, including possibility to manually specify the skill to increase.
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CrimsonW
Hired Hero
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posted December 11, 2012 07:27 PM |
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Quote: Where there is a will, there is a way, but primary skills are saved and used as one-byte signed integers (-128 to +127) in Heroes 3. It was relatively easy to find the 50+ code segments which restrict the value to 99 and disable them, but changing the number of bytes and/or byte usage would be impractical, I think, without a new executable (such as VCMI).
The 32767 limit for handling troops in the Town Screen is also eliminated in "The Dragon Slaughter" (v2.07), as well as all troop experience and Hero-level overflows, via ERM scripts. Most maps would not need such scripts, but TDS is an unusual case. Heroes 3 was not designed or tested for the excessive army sizes used in such maps. As I recall, the most powerful army I had in playing all the maps on the Heroes 3 CD's was 30-50 Titans. (I fought using Magic primarily, which is no longer an option in many custom maps.)
P.S. There are of course other ways to inflate the battle effects of primary skills to ridiculous levels, using the secondary skills Offense, Armorer, Sorcery, and Intelligence. Some of these are used in "The King in Yellow" and TDS v2.07DR, and probably many other custom WoG maps.
I want to make some very big maps and campaigns , I`ve made a small test map to test some numbers, If you pass 127 it resets to 0 . But I havent had any problems with troops ( even for over 700 k ). Also after level 99 hero level reset.
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JimV
Responsible
Supreme Hero
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posted December 11, 2012 07:42 PM |
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[quoteI want to make some very big maps and campaigns , I`ve made a small test map to test some numbers, If you pass 127 it resets to 0 . But I havent had any problems with troops ( even for over 700 k ). Also after level 99 hero level reset.
These issues and their fixes are illustrated and discussed in more detail in the TDS thread so I won't repeat that discussion here (where they are probably off-topic), except to say that a primary skill of 127 plus one is displayed as zero but is actually -128 in memory (all negative PS values are displayed as zero). If you remove an artifact which affects that PS or go to an Arcane Tower and subtract one or more by trading it for another PS, you will find that, for example, -128 -1 equals 127 (in one-byte, signed, integer arithmetic). That is, the zero displayed will go back to 127. Or you could keep adding to the "zero" PS until -128 climbs back to 1 (-128+1--> -127, +1--> -126, etc.), but that will take much longer.
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Sguazz
Known Hero
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posted December 12, 2012 03:20 PM |
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Hi. Is this a known bug?
I think this happens when I load my savegame and not when I load autosave (but I'm not sure...): black backgroung and "clone" texture when creatures leave their place.
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Bersy
Honorable
Supreme Hero
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posted December 12, 2012 04:51 PM |
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Valery will point out the reason. He made a huge battlefields pack and knows the defect files.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 12, 2012 07:00 PM |
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If a background is wrong, it will not cause clones when creature moving. I don't know what mods he is using.
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Era II mods and utilities
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Bersy
Honorable
Supreme Hero
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posted December 12, 2012 07:32 PM |
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Edited by Bersy at 19:32, 12 Dec 2012.
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You said that some of additional battlefield pictures are wrong and that causes black field. Remember?
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