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mathguareschi
Tavern Dweller
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posted January 23, 2013 10:38 PM |
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Quote: New Upgrades or Grove should be turned off. They overlap.
Did it but nothing changed.
I've tried a quick game with Castle to test it frm the beggining, deactivating Grove mod and it appeared to work. Could just test the nomad (it worked fine), but don't know about the others.
I suppose this was the problema, right?
Also, I've downloaded the 2.4.3 link on the first post and installed it, but when I started this very game above, it said several WoG objects and scripts weren't compatible, like Mirror-Home, Fishing Well (which I don't use)and others.
As I haven't played to test it, did I have to do something else besides running and installing it?
It looks like some stuff need to be fixed.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 23, 2013 10:49 PM |
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Looks like erm version was downgraded from 257 to 243, all scripts will go mad but will work.
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mathguareschi
Tavern Dweller
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posted January 23, 2013 10:51 PM |
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Quote: Looks like erm version was downgraded to 243, all scripts will go mad.
What now?
Can I do something or these won't work never again?
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted January 23, 2013 10:53 PM |
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Quote: Looks like erm version was downgraded from 257 to 243, all scripts will go mad but will work.
Can you elaborate? What do you mean by going mad, factually? And is there a downside to this downgrade?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 23, 2013 10:56 PM |
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Bersy probably made a typo in era.dll, there is a check for erm version in each script and if lower than 257 (now it shows 243), it will pop up a warning, but will work afterwards. My comment was for him.
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Era II mods and utilities
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mathguareschi
Tavern Dweller
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posted January 23, 2013 11:01 PM |
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Quote: Bersy probably made a typo in era.dll, there is a check for erm version in each script and if lower than 257 (now it shows 243), it will pop up a warning, but will work afterwards. My comment was for him.
Oh, didn't see the "will work" at the end of the phrase.
Thanks anyway.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 23, 2013 11:06 PM |
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JimV
Responsible
Supreme Hero
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posted January 23, 2013 11:08 PM |
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Edited by JimV at 23:11, 23 Jan 2013.
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I remember that happening in Era 2.41 - I had to change a couple of scripts. Probably Bersy would prefer that scripts be changed rather than his revision system - unless he dropped a zero at the end in the latest version. I guess that is what he did, if it now is 243 instead of 2430.
Version 2.4 August, 31.
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[+] Updated ERM UN:V command. WoG version is 400 now, ERM version is Era version * 1000.
(E.g., 2410 for Era 2.41.)
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 23, 2013 11:12 PM |
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There was no problem with era version because s/scripts check for lower than 358 and 257, so 400 went ok. But now there is lower version of erm, it is not preferably to change 2 digits in era.dll rather than 70 universal scripts?
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Era II mods and utilities
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Bersy
Honorable
Supreme Hero
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posted January 23, 2013 11:17 PM |
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Reuploaded. Link is the same. Sorry.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 23, 2013 11:22 PM |
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mathguareschi
Tavern Dweller
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posted January 23, 2013 11:26 PM |
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Can I run it over the previous installation to fix those warnings?
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Bersy
Honorable
Supreme Hero
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posted January 23, 2013 11:27 PM |
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mathguareschi
Tavern Dweller
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posted January 23, 2013 11:38 PM |
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Ok, about the creatures names, it worked for the New Upgrades mod, but not for Grove mod.
I turned New Upgrades off and started a new game with grove, but I still get level 1 gnolls with an alt sprite.
The town changes, but the construction menu keep showing Fortress buildings.
Any tips?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 23, 2013 11:47 PM |
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Make sure you have the order in mod manager:
Grove
WoG
Nothing else. If it works, start by adding other mods between grove and wog until it conflicts.
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Era II mods and utilities
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Bersy
Honorable
Supreme Hero
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posted January 23, 2013 11:48 PM |
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Edited by Bersy at 23:50, 23 Jan 2013.
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And what happens if covenant is off?
Both Grove and Covenant replace creature portraits defs. Currently they will overlap. Will try to add frame replacing support in future.
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mathguareschi
Tavern Dweller
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posted January 24, 2013 12:15 AM |
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Yeah, it looks like Covenant was the problem.
I managed to play with both Grove and New Upgrades working (apparently).
I was able to make Nomads and War Zealots on Castle (I use it because it is one of the few towns with level 1 extra upgrade) and Grove had it's town and units with the right names and buildings.
I think it needs a little more testing, as the upgraded creatures were already on Heroes/WoG (Nomads and War Zealots, respectively). Don't know if it will work with new creatures, like Dungeon's Blood Minotaurs or Inferno's Efreet Radjahs.
P.S. Don't know if anyone else knows about it, but XXL prevent you from making a small map without undeground level. It says the game wasn't able to produce a map with that specifications.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted January 25, 2013 12:17 AM |
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Edited by majaczek at 00:50, 25 Jan 2013.
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Standard message for "I don't have RMG template entry that will work with your settings".
Try another RMG.txt or play other sizes/with underground. (Yes XXL mod contains custom RMG.txt else it wouldn't work at all).
Edit:
Would ERA2.5 be in january? Or later?
Any news on what would be new?
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Bersy
Honorable
Supreme Hero
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posted January 25, 2013 03:41 PM |
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The time will show
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mathguareschi
Tavern Dweller
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posted January 26, 2013 03:33 AM |
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Quote: Standard message for "I don't have RMG template entry that will work with your settings".
Try another RMG.txt or play other sizes/with underground. (Yes XXL mod contains custom RMG.txt else it wouldn't work at all).
Nah, that's ok. I wasn't complaining, as I usually play on XL (now XXL) maps with underground levels. It was just to warn everyone (if they didn't know).
And about the New Upgrades + Grove, it's not working. As I said, Nomads and other "default" creatures are fine, but new creatures, like the Ancient Basilisk, work as Water Messengers.
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