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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted January 31, 2013 12:13 PM |
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The astaroth objects are very good indeed. can you repack them as an era mod if it's not too much work?
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GrayFace
Promising
Known Hero
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posted February 01, 2013 03:40 AM |
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Edited by GrayFace at 03:41, 01 Feb 2013.
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Quote: who all's doing the work for 3.59, anyway?
I don't get what you mean by that expression. Currently active WoG 3.59 developers are me and unknown number of members of Haven and Kremlin new town teams, if that's what you mean.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted February 01, 2013 07:28 AM |
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Quote:
Quote: who all's doing the work for 3.59, anyway?
I don't get what you mean by that expression. Currently active WoG 3.59 developers are me and unknown number of members of Haven and Kremlin new town teams, if that's what you mean.
I thought that was a dead project. Is there going to be a Wog 3.59 outside of Era, something you install like 3.58f? How about Wog Revised then, will all new scripts transfer?
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fred79
Disgraceful
Undefeatable Hero
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posted February 01, 2013 02:26 PM |
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FINAL- i'm not doing the reflected icebergs. if you want them done, talk to salamandre. he did the first one, he knows how, you should all ask him.
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fred79
Disgraceful
Undefeatable Hero
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posted February 01, 2013 09:27 PM |
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Edited by fred79 at 21:30, 01 Feb 2013.
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ok, i tried searching for this info, came up with nada. i want to permanently replace a creature from wog, specifically, the gornych(sp). is this do-able without erm? or is it hardcoded?
and if it is, are these the correct .txt files to make the game changes(i already know where to put the def and other pic-related stuff)?
cranim.txt
crexpbon.txt
CRTRAIT0.txt
crtraits.txt
zcrbank.txt
zcrgn1.txt
zcrtrait.txt
thanks in advance.
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted February 02, 2013 12:13 AM |
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Txt changes can tweak only numerical parameters: attack-speed-hp etc
Abilities are hardcoded.
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fred79
Disgraceful
Undefeatable Hero
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posted February 02, 2013 01:01 AM |
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Edited by fred79 at 03:05, 07 Feb 2013.
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so, the only way i can change the abilities is to use erm? looks like i'm going to learn erm finally. thanks OxFEA.
EDIT: i'll replace the boar instead, since it doesn't have any abilities. that will cut down on the erm time. just need to add poison always, and paralyze as a percentage.
EDIT #2: the name for the boar CAN be changed in those text files, right? or is that hardcoded as well? just want to know before i begin. would i be better off trying to replace a creature that was WOG created?
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GrayFace
Promising
Known Hero
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posted February 02, 2013 02:22 AM |
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Edited by GrayFace at 02:23, 02 Feb 2013.
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You'll have to look into stack experience for these abilities. AFAIR, you must temporary enable stack experience in an instruction (!#UN:P), set up new abilities and set it to its previous state. I'm not sure you can do poison always.
Most already present abilities can't be removed even with ERM.
Quote: I thought that was a dead project. Is there going to be a Wog 3.59 outside of Era, something you install like 3.58f?
WoG 3.59 won't be compatible with Era. It would be installed, but not like 3.58, because it would use a regular installer, not based on *.wog files. Also, it wouldn't modify h3sprite.lod and h3bitmap.lod.
Quote: How about Wog Revised then, will all new scripts transfer?
You mean adding new mods etc.?
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fred79
Disgraceful
Undefeatable Hero
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posted February 02, 2013 02:29 AM |
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Quote: You'll have to look into stack experience for these abilities. AFAIR, you must temporary enable stack experience in an instruction (!#UN:P), set up new abilities and set it to its previous state. I'm not sure you can do poison always.
Most already present abilities can't be removed even with ERM.Quote:
thanks for the info, GrayFace. that means it's a good idea to use the boar instead of one that has special attributes. i'll look around the erm thread to see if i can find the info there, that should make finding what i need easier.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted February 02, 2013 10:08 AM |
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Quote: You mean adding new mods etc.?
Wog Revised IS a mod. It works under Era 2, adding some new scripts to Wog Menu and also replacing some of the buggy ones. The way you describe it, sounds like Wog 3.59 can be turned into an Era 2 mod just like 3.58f. All these platforms, Era, VCMI, 3.59, bringing new features but not compatible is just frustrating. The beauty of Era was bringing in everything together in one platform as an optional feature. Anything compromising from that is a step back.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 02, 2013 10:56 AM |
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We will be dead and buried long time before 3.59 is out, seeing the rate it progressed over years.
As for VCMI, it will bring happiness to all those seeking for more content, towns, creatures, artefacts, and for those dreaming for a bug-free game finally. But wog will still be useful to those seeking for complex and detailed scripts. It takes years to master a language to the point erm is today. We could live by playing both sod and wog, we will survive playing VCMI and Era separately, why not.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted February 02, 2013 12:07 PM |
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Edited by artu at 14:06, 02 Feb 2013.
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Yes, but the thing is whichever platform you play the other will tantalize you. New VCMI artifacts are awesome and the battlefield turn indicator (like in h5) is very handy etc etc. But I cant go back to playing with forced skills, some will miss deconstructing buildings, almost everyone has three or four Wog features that are their basic choice of common play. Warmonger says a new town is more important than a few buildings, yet put in 10 towns, I still hate it when my patiently built up hero gets Learning for his last slot, I lose all joy of game play. So I want my Market of Time. Now before Wog we had no alternative so it was only wishful thinking but now we have experienced the alternative.
I don't mean to be a buzzkill and of course all this stuff existing is better than not. But as long as they are not united the tantalization of it will become a stinger to me.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted February 02, 2013 12:20 PM |
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Well, can't have everything at once, especially not instantly. It may take very long time to add scripts to the game, but when we do so, there will be ALL scripts available for EVERYONE. You need to think in long perspective.
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The future of Heroes 3 is here!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 02, 2013 12:23 PM |
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Or add erm support, then everyone happy.
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fred79
Disgraceful
Undefeatable Hero
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posted February 03, 2013 03:29 AM |
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ok, i'm replacing the nomad instead. while looking for sounds for my creature, i came across the boar that i'm going to replace the h3 one with. i like the nomad dwelling, so i'll use the tent for something else, but the nomads are gone. i like that they are sandwalkers, it makes sense that spiders do not slow for anything. they're fast on whatever. and i think making them a little more powerful to boot helps. the animations are ok(when they move, it's creepy, especially if you have nothing but spiders in your army), but i'm not quite satisfied with the attack animation. they don't really get near their prey, kind of like blowing a kiss(or bite) instead. maybe if i just move them a few pixels, or stretch out the animation some, it'll look better. and, i found some great sounds online, as well as a few names i'm kicking around. i'm leaning toward "Ictinike"(from lakota native americans), but i also have the greek "Apocrypha"(those hidden away), and "Ungoliant"(j.r.r. tolkien's "evil spirit in spider form").
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master_learn
Legendary Hero
walking to the library
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posted February 03, 2013 10:44 AM |
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How about spiders that make a net around their victim?
In the battlefield or out...
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
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fred79
Disgraceful
Undefeatable Hero
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posted February 03, 2013 03:10 PM |
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Edited by fred79 at 03:07, 07 Feb 2013.
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@ master learn- i thought about that, i found sounds for webbing up prey when looking for sounds for the regular animations. i will have to create a spell for that. it will be a little work, unless i could make something that encompasses all of the creatures, just a generic spell animation, instead of showing any external body parts.
i also decided to switch out the nightmare instead of the nomad for the spider, because i'm going to use my version of the fallout 3 scorpion for the nomad. makes more sense, since it will actually be a sand/rough creature. i'm creating a lineup of what i want to replace, and with what, now, so that i don't have to redo any more work.
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Siegfried
Famous Hero
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posted February 03, 2013 04:51 PM |
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What about just making a new "creature": A spider cocoon. Then just change the attacked creature into that, like the wherewolves change their prey into themselves. Nearly no animation needed. Movement zero, attack zero and defense 1 or 2
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fred79
Disgraceful
Undefeatable Hero
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posted February 03, 2013 05:59 PM |
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Edited by fred79 at 03:07, 07 Feb 2013.
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@ siegfried- that'll work great. thanks.
PROBLEM: i hit a snag on my creature sound associating. it seems that the nightmare has no sounds of it's own, and borrows its sounds from the gorgon. i have looked thru the text files, and cannot find where the link is, between the nightmare and the gorgon(or its sounds). if possible, i would like to link it to something else, something i don't use, and what could be another insect-like creature in the future.
anybody who put the nightmares in the game on here?
EDIT: i will try to email the wog programmers listed.
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Voit_Turyv
Tavern Dweller
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posted February 08, 2013 02:17 AM |
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I have a question, are these locations possible to add in the next version?
http://www.wog.acidcave.net/wog/alfa56.gif
http://www.wog.acidcave.net/wog/alfa55.gif
http://www.wog.acidcave.net/wog/alfa54.gif
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