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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II
Thread: Era II This Popular Thread is 220 pages long: 1 ... 6 7 8 9 10 ... 30 60 90 120 150 180 210 220 · «PREV / NEXT»
Bersy
Bersy


Honorable
Supreme Hero
posted February 18, 2012 07:00 PM

Valery, thanks, the problem is found. "On enter chat" event + saving game left the "InChat" variable on.

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italo_calvino
italo_calvino


Hired Hero
posted February 19, 2012 12:23 AM

> "Split stacks" options crashes. Don't use it. Simple conclusion and known fact.

Fair enough.  I turned it off and now it hasn't crashed once, unlike the previous WoG install which was always crashing.  Great work.

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italo_calvino
italo_calvino


Hired Hero
posted February 19, 2012 06:23 AM

I encountered an AI-player stack with 2739 Ice elementals.  It had been a few weeks since I saw them, but it still seems weird.  Is that a bug or something?
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Bersy
Bersy


Honorable
Supreme Hero
posted February 19, 2012 10:29 AM

WoG Option "Summon elementals" is on.

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italo_calvino
italo_calvino


Hired Hero
posted February 19, 2012 12:49 PM

Hahahaha, that makes sense.  Thanks.
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 19, 2012 03:04 PM
Edited by majaczek at 15:41, 19 Feb 2012.

rather not, but let it stay
S_disabled is backup from removed scripts (all parsed to one command per line). So if anyone wants a script back he may move from it to S. artificer script has middle changes but was removed. if one wants more the negative gold feature from phoenix in this script than fixed bugs from SU, the person can have it back. im not sure if 78wogify script is detached well, so if one has problems i didn't realised the person can have it back and disable 80prewogify. Most other script differed from default or SU variant only in comments and line breaks. the few other removed has also a change to not include xeron in the loop (i believe it's for old script Asmodeus or new script Capital defenders, but it shouldn't matter)

also there were empty erm files (to disable oryginal wogify scripts) which i don't disabled/removed. the script just has major conflicts with phoenix.erm so i left it this way. For DOTM I'll have to make modified phoenix script with the option which replaces DOTM deactivated inline the script. also i believe the phoenix.erm  with my package were formated a bit badly (it can have extra empty lines) if my later action didn't reverse it (i used change_in_files->replace->";"to";/n" to make the other script formatted one comand per line - and i checked it doesn't break the EOL-whitespaces (LF code and CR code) formatting needed by wog)


PS: installmod.exe is bugged - it SOMETIMES don't see a folder with a mod when i spelled it properly (even used copy-paste) or just it false claims it doesn't see it. it affect only  specific paths. my folder 05_script_update_lite_ordered in example isn't seen by it, or just it claims it.

EDIT: Sorry i forgot click SEND button so it is something late
EDIT2: here https://rapidshare.com/files/2034450056/wogify_changes_doom3d_wogmod_majaczek_scripts.7z is wogify patch with my script patch (majaczek) and parts of wogmod script patch (doom3d). it contains also a copy of Unlimited SS plugin (Two scripts Asserts it's on). Unpack to Mods and register it with installmod exe. Use on top of SU script or later. May work on older scripts but i cannot guarantee it.
NOTE: wogmod_new is partially incompatible with phoenix or phoenix_lite, rest should be compatible with phoenix_lite if phoenix_lite is set to override it. not checked reverse order, but it will definately work wrong if phoenix Dragon Utopia Replace or Dungeon of the Dragonmaster is on because both scripts share the same option number (Phoenix and Phoenix_lite disable DOTDM script by replacing it with empty one, I will try to make it hybride with phoenix script later - i don't like the phoenix alternative for dragon utopia)
PS: I'd like to make leaned version of phoenix scripts to make some options (including those not able to disable through wogify options panel) always disabled, and incorporate my own patches to wogify, and make it one bulk package (including changes from SU lite).

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Bersy
Bersy


Honorable
Supreme Hero
posted February 19, 2012 06:26 PM

Some words about negative gold and Xeron. Negative gold should be allowed, cause phoenix allows up to -50000 debt and introduces army upkeep. Reseting gold to zero is a cheat. Xeron is used as the Capital Defender hero, so no external script should touch it.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 20, 2012 06:29 AM

Majaczek is doom3d? We still wait the caravans!
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Era II mods and utilities

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darkitay
darkitay

Tavern Dweller
posted February 23, 2012 10:03 AM

im getting an "iam016.def not found" if i try to run Phoenix_lite...
any one can point me to the right place to fix this? tnx in advance
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 26, 2012 06:06 PM
Edited by majaczek at 18:23, 26 Feb 2012.

Quote:
Majaczek is doom3d? We still wait the caravans!

sorry doom3d it's not me... maybe i phrased my sentence wrong...
doom3d did the wogmod - the unofficial patch for SU.
I published my own script pack patch for wogify, which i divivded into 3 parts, where 2 of them is just a copy of those from wogmod (credits to doom3d) and one part is a work of mine (credits to me - majaczek).

the part of mine is partially inspired on wogmod changes, and partially incompatible with wogmod, so my pack contains all wogmod scripts which are not conflicting with mine.

the 3 parts are
* "wogmod parts" - changes from wogmod to oryginal wogify scripts (credits to doom3d), excluding those incompatible with my works
* "wogmod new" - all completely new scripts from wogmod (credits to doom3d)
* "majaczek scripts" - a few changes from me to wogify - most is all-mine work (credits to majaczek), one is better fix for cartographer replace (credits for initial idea to doom3d, credits for current implementation and solving to majaczek), one is modified enchanced commander script (for changes incorporated from wogmod (eg. no more not affected by commander jewels) credits to doom3d, all rest is my idea and work - credits to majaczek)

fixes of wogmod bugs:
- wogmod replaced cartographers with tree of knowledge but all trees had same id, so visiting one make rest useless - fixed by my script by choosing objects for replace which do not cause similair bugs - and it depends on another wog options to make it more entertaining (if those options are off script uses fallback object)
- wogmod allowed over 100% spell resistance on commanders and counting up - this sometimes leaded to negative spell resistance - fixed by setting spell resistance to 100% when script wants give more than 100%

fixes for people using unlimited skills binary patch from era:
- School of wizardy will no more cause you to pay horrendal prices if secondary skill count > 7 - it will threat the case as normal
- Battle Academy will no more cause you to pay horrendal prices if secondary skill count > 7 - it will threat the case as normal

PS: all other changes were described in changelog. notice that wog opitons menu descriptions didn't changed according to these changes.
--------------------------------------------------------------
about phoenix lite:
it will not reset gold to zero - rather the ommited artificer script will cause artificer not allow you to buy an upgrade if it will cause negative gold - so people wanting newer scripts may leave it ommited and people wanting to spend more than last gold coin on anrtificer may get it back.
I know that changes to xeron were intentional, but those i ommited has little affecting on game. It's just not including xeron in all-heroes loops from original wogify scripts. all other new changes to xeron from phoenix are kept.
I may left some crucial part of other things intact so please test if any visible bugs occur (I'm worrying about 78wogify if the incorporation of pre-wogify is enough to disable phoenix 78wogify script for beeing overriden, and I'm also worrying if i didn'tt derped anything because work was done in late night - perhaps one or two scripts were removed from override contains tiny but substantial changes - so please check it out)

EDIT: @darkitay
the problem is same as with previous phoenix package. some part of wog couldn't access the def file because it's out of WoG mod (zvslib has some problems). in both packages the def file is incorporated into .pac file so it isn't my or the previous phoenix packager (or previous packager didn't thought of keeping the path or out-of-archive rule). IAM016.def is new adventure map button - it should work well (just ommiting button animation) without it, but you may try to unpack it from the .pac file to mods/phoenix_lite/data or even mods/wog/data if zvslib still causes alarm.

NOTE: my packages are simple packages they wil not auto install the mod, so running installmod.exe tool with apropariate parameters may be neccessary after unpacking any of my packages

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 26, 2012 06:48 PM

For unlimited skills patch, market of time would need an additional version. Actually it checks for 12 skills only. Maybe create page 1/2/3, as only 12 items are allowed in one dialog.
____________
Era II mods and utilities

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Bersy
Bersy


Honorable
Supreme Hero
posted February 27, 2012 05:18 PM

Name: Era II + WoG 3.58f [converted to mod]
Version: 2.0 beta 2 build 5
Size: 76.7 MB
Download: Direct link

Beta 5 Change log:
   [+] Added Era Delphi 7 port by emastergam.
   [+] Added ERM scripts updates by Jim Vogan and rennyo. The information can be found in WoG\data\s\Info. Now almost all WoG scripts became technically compatible with each other. Means less crashes.
   [+] Added extra battlefields pack.
   [*] Removed "ResetEra/SetOption" block from wogify.erm script. Era automatically calls "ResetEra" at map start or loading.
   [*] Fixed BinMagic wrong behavior when using "Optimize" option for overlapping subpatches. The optimization was improved in general.
   [-] Fixed "quick savings.erm" script (Saving game during chat session resulted in disabling ERM keyboard handling before entering the chat again).
   [-] Fixed integer damage overflow in Yona mod.
   [-] Fixed Era's bug: SN:W/M memory was not cleared on map loading.
   [!] Need testing.

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Draker
Draker


Known Hero
Building the Dragon City
posted February 27, 2012 11:29 PM

Problem with displaying custom defs of Diamond and Blood Dragon in Map Editor have returned with beta 5.

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Bersy
Bersy


Honorable
Supreme Hero
posted February 28, 2012 02:52 PM

No, I checked. It's about mod priorities. You either installed beta 5 over beta 4 (and thus WoG overrides your patch because of newer date) or copied old Dragons-Mod folder to Mods without executing "Tools\installmod YourModName".

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VastAire
VastAire


Adventuring Hero
posted February 28, 2012 07:08 PM

Hey bersy, I just downloaded the latest build because I will start to play & test a bit.

I just wanted to ask If I can add all those objects below to my custom map without any issues [crashes etc] ?:



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Bersy
Bersy


Honorable
Supreme Hero
posted February 28, 2012 07:44 PM

Yes, you can.

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VastAire
VastAire


Adventuring Hero
posted February 28, 2012 07:52 PM

So adventure cave crash is fixed?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 28, 2012 07:55 PM

Why don't you try to test the adventure cave and add a log if crashes?
It never crashed in my games, without a log it can not be fixed. And without test, ERA neither.
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Era II mods and utilities

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VastAire
VastAire


Adventuring Hero
posted February 28, 2012 08:11 PM

Will definitely do that, right now I'm doing my own map with new wog-objects and the map editor crashes whenever I try to add [or even mouseover] one of the objects I marked below:





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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 28, 2012 08:14 PM

Same here.
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Era II mods and utilities

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