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Thread: Noob Questions | This thread is pages long: 1 2 3 · «PREV |
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LocoBolon
Tavern Dweller
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posted September 05, 2012 05:45 PM |
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OK guys I'm starting to see some light at the end of the tunel.
I want to tell you that I could run TDS in my 3.58f, I mean, I'm stupid but not that much, but I just keep asking you question because I feel I need to comprehend a little further. In fact, I have a few that come to my mind right now.
I think I've understood the difference between a mod and a custom map by the way they work but, any clue of how can I recognize one or another when I dl them? For example, in the link on Salamadre's signature there seem not to be any sort of differenciation between mods and custom maps, and from what I heared I NEED to know if I'm installing a mod or just a custom map, or maybe in that page there are only mods and i just didn't realize it. Anyway I'm guessing the way to difference them is about the kind of files they have inside, but that brings me another question (that proves I'm paying as much attention to what you say to me as I can)
One of you said earlier that .erm files changes are applied when you wogify the map so... why the hell TDS.rar has a Data/s folder inside with .erm files if this map doesn't need and can't be wogified, and what about .ert files? And the last one, for now, take script00.erm for example, Is the one I already have in my 3.58f the same that I would find in any map's .rar? I'm guessing they are since there is a page where you can dl them (from 00 to 77 I think)all at once, and if so, why do map makers bother to include them in the maps when 3.58f seems to already have them all?
I can't than you enough for your patience and your so detailed answers so far, I apologize If I should just have sit and read tutorials and learn this on my own instead of bothering you so much but I find this a little more didactic and fun. ^^
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Bersy
Honorable
Supreme Hero
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posted September 05, 2012 06:02 PM |
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TDS archive has Data\s folder by obvious mistake. Don't use Data\s part.
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JimV
Responsible
Supreme Hero
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posted September 06, 2012 12:31 AM |
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All you need to know to install any map are the installation instructions, which should be included in the download or given at the site downloaded from. As I said, a "mod", by my definition anyway, will contain instructions for installing it in a copy of Heroes 3-WoG, whereas a regular WoG map's instructions will just tell you to extract its files into your standard Heroes 3-WoG folder.
If you feel there is something you should be doing other than what is in the installation instructions, you should contact the map-maker and discuss it first. And of course if you have some objection to the installation procedure you can decide not to install a particular map.
Data/s contains other things besides .erm script files. There are some graphics files also. Looking at the contents of TDS.rar, I think Bersy is correct that there are unnecessary files in it which could be deleted from the package, however, there is nothing I can see which should cause any problems. As of today there have been 235 downloads of TDS.rar from Box.com, and no one has reported any installation problem that I know of.
Again, these comments are for WoG 3.58f. Under Era, most maps are packaged as self-installing .exe files - but still you should read the installation instructions.
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LocoBolon
Tavern Dweller
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posted September 07, 2012 03:15 AM |
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Do you guys know any good custom map for two players to play as a team?
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JimV
Responsible
Supreme Hero
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posted September 07, 2012 05:57 AM |
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I enjoyed playing "A New Enemy", "Before the Rings II The Black Towers", and "Before the Rings III The Black Towers" with my nephews. The first two are SoD maps, and the third is an updated WoG version of the second. I forget where I found the first two, probably Celestial Heavens. The third is at ByteBandit Maps (the Yahoo Groups WoG Archive). I think (it has been some years since I played them), that each has teams of three colors, but sometimes two of us played, switching at the end of each turn (A plays Blue, B plays Green, A plays Orange, B plays Blue, etc.).
"Friends and Foes" has teams of two colors and is at ByteBandit Maps.
Of course, just because I enjoyed a map does not mean that someone else will, and vice-versa.
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Paganini
Tavern Dweller
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posted July 09, 2014 04:31 PM |
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I can't open a new thread so I'm going to ask here.. Are the original RoE, AB and SoD maps (or some of them) modified to fit WoG? I only ask because at some maps, I noticed changes that seemed intentional, eg. in Good to Go, the unplayable factions have a stack of troops with max experience, in Crimson and Clover there are commander artifacts near to each starting town, etc.
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bloodsucker
Legendary Hero
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posted July 09, 2014 11:06 PM |
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Paganini said: I can't open a new thread so I'm going to ask here.. Are the original RoE, AB and SoD maps (or some of them) modified to fit WoG? I only ask because at some maps, I noticed changes that seemed intentional, eg. in Good to Go, the unplayable factions have a stack of troops with max experience, in Crimson and Clover there are commander artifacts near to each starting town, etc.
Are u sure u didn't Wogify the maps, there are some options to do that to the other tipes of maps, if u didn't notice.
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Paganini
Tavern Dweller
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posted July 10, 2014 12:25 PM |
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bloodsucker said:
Paganini said: I can't open a new thread so I'm going to ask here.. Are the original RoE, AB and SoD maps (or some of them) modified to fit WoG? I only ask because at some maps, I noticed changes that seemed intentional, eg. in Good to Go, the unplayable factions have a stack of troops with max experience, in Crimson and Clover there are commander artifacts near to each starting town, etc.
Are u sure u didn't Wogify the maps, there are some options to do that to the other tipes of maps, if u didn't notice.
I wogify them, but that's not the point. Simply Wogifying wouldn't produce results like giving a max experienced stack to a hero every time I start the map, or put a commander artifact systematically close to every starting town.
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darthgeeku
Tavern Dweller
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posted July 24, 2014 09:28 AM |
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mvassilev said:
Quote: WoG is for custom maps. Trying it on random or not scripted maps with the wogify options will only leave a bad taste because most of those options do not marry well or even incompatible.
I play on Wogified random maps and find it fun.
Me too! However these are in my wish list
1. Option for bigger than XL maps
2. Mithril Pool for generation?
3. Use mithril to reroll spells in Mage Guilds perhaps?
4. Lower cost to add special ability to low level cratures? Why 25 mithril for a Level 1 to attack twice, same cost as Level 7?
I disable commanders and commander artifacts though but it's a personal choice
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Orzie
Responsible
Supreme Hero
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posted July 24, 2014 10:01 AM |
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Edited by Orzie at 10:02, 24 Jul 2014.
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bloodsucker
Legendary Hero
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posted July 24, 2014 11:20 AM |
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Well, this is a noob question so I was thinking where to put it and this seams to be a place as good as any other...
If you limit the hero level to 70 or 72 will it prevent the issue that makes heroes experience levels turn to 0 after a certain level? What is the maximum secure level?
Can we prevent prims overflow?
Thanks
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darthgeeku
Tavern Dweller
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posted July 24, 2014 11:39 AM |
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Orzie said:
Quote: 1. Option for bigger than XL maps
[url=http://heroescommunity.com/viewthread.php3?TID=32264]Already available, thanks to AlexSpl.[/url]
Also, this feature is already implemented in Era.
([url=http://heroescommunity.com/viewthread.php3?TID=39062]Look for XXL mod in this list[/url])
Wow awesome man and thk u
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nexusdarkblue
Tavern Dweller
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posted September 29, 2014 08:12 AM |
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Hi all!
Well, I kinda feel like a 'noob', as it's been nearly a decade since I was really into HOMM3 and the whole WOG project. Yet strangely, it feels like it was only yesterday. So nice to see that WOG continues, and it looks like it's really taking off with this new VCMI project that is completely new to me!
So my 'noob' question is this: are the new creature banks that were added in the earlier days of WOG still here in the current VCMI versions? I am the original author of the Death Chamber, the Cave Of Obscurity and the Cave Of Infinity; plus, I had started (but not yet finished) another adventure map object called the Feral Habitat. Any of these ring a bell? :-)
Sorry if this is in the wrong thread, but I just re-joined the forums and had to reply to some posts before I started a new thread of my own ;-)
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Warmonger
Promising
Legendary Hero
fallen artist
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posted September 29, 2014 02:14 PM |
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Quote: So my 'noob' question is this: are the new creature banks that were added in the earlier days of WOG still here in the current VCMI versions? I am the original author of the Death Chamber, the Cave Of Obscurity and the Cave Of Infinity; plus, I had started (but not yet finished) another adventure map object called the Feral Habita
These are objects with complex bahavior and they need to be scripted. There are no scripts available in VCMI yet.
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The future of Heroes 3 is here!
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