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kazmer
Hired Hero
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posted November 17, 2017 12:25 AM |
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RoseKavalier said:
kazmer said:
How much did you map from the 393984 locations, if I may ask?
The problem is, I'm facing the same problem, testing the results. But it's a pretty good oppurtunity, to dust off my (very little) assembly knowledge.
Over 30%, around 1000 locations
kazmer said:
I guess I could insert a new layer where only blocked hexes are shown, it was on my list anyway, right after fixing the pixel offsets, and testing all the locations.
For what it's worth, every location I compared worked (about 10 )
I hate to disappoint you, but that's "just" 0.25%.
A test map is included in the jar file (rename it to .zip, and go into the resources folder.) Those are the locations I've checked. For the moment, I'm gonna let the users continue the testing.
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RoseKavalier
Admirable
Supreme Hero
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posted November 17, 2017 02:36 AM |
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kazmer said:
I hate to disappoint you, but that's "just" 0.25%.
A test map is included in the jar file (rename it to .zip, and go into the resources folder.) Those are the locations I've checked. For the moment, I'm gonna let the users continue the testing.
No I wrote correctly but not probably not clearly enough.
I checked more than 30% of all possibilities while traveling; from those 30%, I wrote down 1066 interesting locations.
Some terrains tend to give more interesting locations, like Snow.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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kazmer
Hired Hero
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posted November 17, 2017 08:56 PM |
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RoseKavalier said:
If I may suggest something?
Have an option to show busy/free hexes on top of the obstacles. Some obstacles seem to cover a large portion of terrain and then you're surprised to find out that a certain hex is free (or busy).
Done.
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RoseKavalier
Admirable
Supreme Hero
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posted November 18, 2017 06:15 AM |
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Looking sharp!
Within a few minutes I've been able to find some of the more ...interesting... locations I had previously found over hours and hours of staring at screens.
Can't overstate how neat this is.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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kazmer
Hired Hero
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posted January 17, 2018 04:47 AM |
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RoseKavalier said: Looking sharp!
Within a few minutes I've been able to find some of the more ...interesting... locations I had previously found over hours and hours of staring at screens.
Can't overstate how neat this is.
New features coming soon:
- display war machines
- select area on the map to be searched (you can use your own map image too)
- fix the pattern's location
- mirror the pattern vertically/horizontally (only once in the pattern editor, or for every battlefield during search)
Please tell me, if something is not self evident on the user interface.
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RoseKavalier
Admirable
Supreme Hero
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posted January 17, 2018 06:18 AM |
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kazmer said:
New features coming soon:
- display war machines
- select area on the map to be searched (you can use your own map image too)
- fix the pattern's location
- mirror the pattern vertically/horizontally (only once in the pattern editor, or for every battlefield during search)
Nice!
Again you are making some of my work wasted since there is now no longer need to manually flip patterns
Also same for pattern fixing... I once had found a very specific battlefield I wanted to use but it was in the wrong part of map. I spent a few hours looking at terrains of same type until finding it.... now it'll be instantaneous!
I'm curious about map image, how's it gonna work?
Generate png from mapeditor and then Explorer scales the area you select?
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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kazmer
Hired Hero
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posted January 17, 2018 12:40 PM |
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Edited by kazmer at 08:43, 12 Feb 2018.
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RoseKavalier said:
Nice!
Again you are making some of my work wasted since there is now no longer need to manually flip patterns
Also same for pattern fixing... I once had found a very specific battlefield I wanted to use but it was in the wrong part of map. I spent a few hours looking at terrains of same type until finding it.... now it'll be instantaneous!
I'm curious about map image, how's it gonna work?
Generate png from mapeditor and then Explorer scales the area you select?
The image is just a visual aid, for selecting a specific area. Afterwards the searching will be restricted to this rectangle. As you see in the image, the selected area is really small, and there are only two matching battlefields inside. Using the whole map, the result should be 360 matches.
I don't plan to implement scaling at the moment. However, I do want to implement search for non standard map sizes, this area selection is a necessary part of it. Searching a 256x256 map would take ages (or eons with mirrored patterns ).
The war machines are also just a visual aid, so you can find similar battlefields to this one:
(Hint: there are none, but this one. )
Update: I found out, that CombatTerrain.exe has a bug, and 28 locations on swamp terrain are shown incorrectly. For example X:22 Y:33 T:Swamp is one of them. I fixed the bug, but the new version is not yet released. Currently, I'm writing a HDmod plugin to output all the battlefields, so I can write some meaningful tests. I can provide a test map with all these locations, if needed.
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Rince
Hired Hero
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posted March 04, 2018 05:20 PM |
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Does anybody know why exactly AI sometimes stucks in a loop on town entrance (enters and leaves the town until his MP end) and how to avoid it? Not sure, it's the right thread though.
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RoseKavalier
Admirable
Supreme Hero
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posted March 04, 2018 06:48 PM |
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Rince said: Does anybody know why exactly AI sometimes stucks in a loop on town entrance (enters and leaves the town until his MP end) and how to avoid it? Not sure, it's the right thread though.
Send me a save, I can try to have a look.
BTW:
Rince said: I've followed Biobob's guide for creating new monoliths with WoG Editor and it somehow totally screwed up the system of subterranean gates on my map. Some gates began to correspond with ones in completely random places and others stopped working at all.
Latest SoD_SP version has a fix for this. You can use just about whatever monolith subtype you want.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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Rince
Hired Hero
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posted March 08, 2018 03:36 PM |
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RoseKavalier said:
Send me a save, I can try to have a look.
BTW:
Latest SoD_SP version has a fix for this. You can use just about whatever monolith subtype you want.
Strangely enough, AI stopped being stupid in all the tests I've made after your post. It's afraid of you, I suppose.
SoD_SP plugin is truly incredible, but I don't want my map to be only playable with it, so I've managed to use existing monoliths.
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Rince
Hired Hero
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posted April 24, 2018 09:45 PM |
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Edited by Rince at 21:48, 24 Apr 2018.
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Another overcomplicated question that probably only RoseKavalier can answer.
It is said that SoD_SP plugin fixes a bug where unhireable hero by player would still appear in tavern.
What exactly is that bug? I've seen it with Mr.Fat in RoseKavalier's Metataxer walkthrough, but why did it happen?
Secondly, as far as I know, if the player releases from a prison a hero that is set to be unhireable, it becomes hireable anyway.
Moreover, even if a player starts with an unhireable hero, but later retreat with him and re-hires him from a tavern, the hero becomes hireable all the same, even if you dismiss him or lose in a battle later.
So, there is actually no way to prevent an unhireable hero from becoming hireable, is there?
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RoseKavalier
Admirable
Supreme Hero
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posted April 25, 2018 06:46 PM |
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Rince said: It is said that SoD_SP plugin fixes a bug where unhireable hero by player would still appear in tavern.
What exactly is that bug? I've seen it with Mr.Fat in RoseKavalier's Metataxer walkthrough, but why did it happen?
Essentially if a hero visits a town's garrison (not the town, the garrison and vanish from adventure map view), he becomes hireable for that town - no matter the previously set flags.
Rince said: Secondly, as far as I know, if the player releases from a prison a hero that is set to be unhireable, it becomes hireable anyway.
Moreover, even if a player starts with an unhireable hero, but later retreat with him and re-hires him from a tavern, the hero becomes hireable all the same, even if you dismiss him or lose in a battle later.
So, there is actually no way to prevent an unhireable hero from becoming hireable, is there?
The base game has no alternative, but with modding it can be changed to whichever way you want. Unhireable hero could be made to never appear in tavern period.
SoD_SP only fixed the town garrison bug; I was not aware there were other bugs. I'll add it to the to-do list.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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Rince
Hired Hero
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posted April 25, 2018 08:08 PM |
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It's up to you whether to fix it or not. I'm not sure if it's a bug at all.
In my map I have a point where you have to sacrifice a specific hero to the enemy in order to proceed. Kind of dramatic episode from the story perspective and when that hero appears in the tavern it diminishes the whole point.
In the new version there is an opportunity to "change" your main hero from one speciality to another - the same way it was done with A Friend in Metataxer.
I guess, I can somewhat overcome vanilla limitations - there are no taverns before the transformation and the original hero will get negative stats before it making him useless anyway.
As I said, I don't want the map to be only played properly with your plugin - as there will be plenty who will try anyway. Unless... I can make it completely UNplayable without it, so the player will know it right from the start.
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Rince
Hired Hero
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posted May 02, 2018 04:01 PM |
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I think I've found a 100% failproof method of making a one-way one-hero path.
Several pages ago Biobob suggested to use a contraption with 4000 azure dragons and some weak creatures on cursed land like this:
So the player can kill halflings but not the azures
But what if it is the end of the map, you have high level armorer specialist, huge army and the orb of vulnerability and bypassing the author's limitations would radically change the flow of the map?
So instead of azure dragons you can use any WoG creature and then change it appearance into anything of the original game:
The map will work in SoD just fine, but if you try to fight this monster, the game will crash.
I am not sure though, if it will work in WoG with safe SoD mod.
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Hazar
Tavern Dweller
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posted May 10, 2018 02:18 PM |
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Edited by Hazar at 18:29, 10 May 2018.
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Grail + Spell Book
There are some kind of manipulations with such special artifacts the Grail and the Spell book for using in SoD(!) below
1)Original SoD (standard functionality)
****************************************************************
2)WoG editor
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****************************************************************
3)Binary "magic"
3.1) Seer's Hut requires The Grail
3.2) Quest Guard requires The Grail
3.3) Seer's Hut requires The Spell Book
3.4) Quest Guard requires The Spell Book
3.5) Using 3.3 or 3.4
Important! All spells are still there, but you cannot learn new ones.
3.6) Seer's Hut gives The Grail
3.7) Seer's Hut gives The Spell Book
Important! Reward cannot be changed – there is an error in the editor in this case. Nevertheless the game can handle such a structure without any problem.
3.8) Pandora’s Box gives The Grail
3.9) Pandora’s Box gives The Spell Book
3.10) Event gives The Grail
3.11) Event gives The Spell Book
Important! Artifact cannot be changed – there is an error in the editor in this case. Nevertheless the game can handle such a structure without any problem.
3.12) Prisoner has The Spell Book in his backpack
Important!
(1) Artifact cannot be changed – there is an error in the editor in this case. Nevertheless the game can handle such a structure without any problem.
(2) Artifact can be given to another hero into his packback or into the ordinary place.
(3) Spells cannot be learned until the Spell Book is not at the correct ordinary place.
Template is enclosed
[url=http://www.filedropper.com/grailspellbook]map[/url]
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My map [url=http://www.maps4heroes.com/heroes3/maps.php?keywords=Hazar&type=The+Shadow+of+Death&size=Extra+Large&difficulty=Impossible&sort=2]The Last Crusade[/url]
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fred79
Disgraceful
Undefeatable Hero
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posted May 10, 2018 04:38 PM |
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they need to be in .png/.bmp/.jpg format. you linked the page link, not the image link itself.
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Hazar
Tavern Dweller
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posted May 10, 2018 05:47 PM |
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Edited by Hazar at 18:26, 10 May 2018.
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fred79 said: they need to be in .png/.bmp/.jpg format. you linked the page link, not the image link itself.
Thank you!
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My map [url=http://www.maps4heroes.com/heroes3/maps.php?keywords=Hazar&type=The+Shadow+of+Death&size=Extra+Large&difficulty=Impossible&sort=2]The Last Crusade[/url]
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fred79
Disgraceful
Undefeatable Hero
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posted May 10, 2018 05:48 PM |
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you got it. now just do the same with the rest of your screens.
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fred79
Disgraceful
Undefeatable Hero
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posted May 10, 2018 05:52 PM |
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RoseKavalier
Admirable
Supreme Hero
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posted May 11, 2018 04:27 AM |
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Rince said: The map will work in SoD just fine, but if you try to fight this monster, the game will crash.
I am not sure though, if it will work in WoG with safe SoD mod.
While messing around, I previously copy-pasted two creatures on top of each other. You could fight the first creature, but the second one would crash the game.
With Safe SoD I *think* it would not crash, the reason it crashes in SoD is that you are referencing out-of-bounds of a given structure and getting garbage; for example you can use Trainer mod to give you "forbidden" creatures while in Safe SoD.
Hazar said: There are some kind of manipulations with such special artifacts the Grail and the Spell book for using in SoD(!) below[...]
Some interesting things here!
I've been delaying the new editor version due to lack of time to finish up, I can probably see if I can include Grail/Spellbook to hero and event/pandora. For example I made every spell available to Shrine of Magic, probably not too different.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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