Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Typhon 2.1
Thread: Typhon 2.1 This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
planetavril
planetavril


Famous Hero
posted June 26, 2019 06:30 AM

how to add creatures with amethist.dll?or it's simpler with typhon?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fanofheroes
fanofheroes


Famous Hero
posted June 29, 2019 05:04 AM

This may sound like a dumb question, but what are we supposed to do with the sources download? is it necessary to put in the Typhon mod folder and if so, where?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
avatar
avatar


Promising
Supreme Hero
posted June 29, 2019 08:39 AM

Source is... source code written in one of the programmaning languages and it is for programmers who know this language enough to make changes.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fanofheroes
fanofheroes


Famous Hero
posted June 29, 2019 05:08 PM

avatar said:
Source is... source code written in one of the programmaning languages and it is for programmers who know this language enough to make changes.


haha ok, that's out of my league lol!  thank you!

I was asking because I'm having difficulty adding >5 units to the mod.   with 4, it can handle it no problem.  I've set the options.ini to 600 (just to be safe).  Once I add more than 5 the game cannot start and I get an error show up. Has anyone else had this issue too?

I'm using the HD mod 5.0 RC53

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Polish_User
Polish_User


Hired Hero
Trying 2 ERM
posted June 29, 2019 08:41 PM

fanofheroes said:
avatar said:
Source is... source code written in one of the programmaning languages and it is for programmers who know this language enough to make changes.


haha ok, that's out of my league lol!  thank you!

I was asking because I'm having difficulty adding >5 units to the mod.   with 4, it can handle it no problem.  I've set the options.ini to 600 (just to be safe).  Once I add more than 5 the game cannot start and I get an error show up. Has anyone else had this issue too?

I'm using the HD mod 5.0 RC53


What is your ERA mod load order?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fanofheroes
fanofheroes


Famous Hero
posted June 29, 2019 08:53 PM
Edited by fanofheroes at 01:29, 01 Jul 2019.

Polish_User said:
fanofheroes said:
avatar said:
Source is... source code written in one of the programmaning languages and it is for programmers who know this language enough to make changes.


haha ok, that's out of my league lol!  thank you!

I was asking because I'm having difficulty adding >5 units to the mod.   with 4, it can handle it no problem.  I've set the options.ini to 600 (just to be safe).  Once I add more than 5 the game cannot start and I get an error show up. Has anyone else had this issue too?

I'm using the HD mod 5.0 RC53


What is your ERA mod load order?


from top-bottom:

Typhon
My mod
xxl
wog

EDIT=====I could post the error log but its really long and i didn't want to fill up the page lol

update=====
So by coincidence, I left an empty space at the bottom of the Za/Ze/Zo objects files and now it works fine.  I don't have any understanding of how these programs work, but if that explanation makes sense to others who know more about programming than I do, then great.  hopefully problem solved

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fanofheroes
fanofheroes


Famous Hero
posted July 22, 2019 10:57 PM

Hello it's me again. So I've added over 100 new creatures and tested them, they all seem to work with the exception of 4.  My next step is to make dwellings for them.  I'll probably group many together cause it took me a long time to add each creature in lol.  

How can I open the dwelling.dll file? I saw the english translation. I'm not too sure about the method.  I can add the image into mapmaker and sequence it like another dwelling except change the number but i don't know how to activate that dwelling number into a dwelling for each unit.  is there a video link showing this as well?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 28, 2020 07:12 PM

majaczek said:
umm battery2 is here

if you wish to use it as plugin you need only battery2.dll
if you want source code it is also there

it has all functions of battery plus some more. 75% credits goes to Master of Puppets for original plugin, I just rewritten it to c++ and added possibility to use it  for  another buildings.

EDIT:  I would be happy if MoP would use my new version by default


Is this version of battery compatible with the new versions of ERA II?
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 28, 2020 07:27 PM

nope

use this

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
TR4SPY
TR4SPY

Tavern Dweller
2b || !2b
posted April 08, 2020 07:02 PM

Any chances that multiplayer is possible with source?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
planetavril
planetavril


Famous Hero
posted April 23, 2020 06:29 AM

I managed to insert a creature with typhon, it is not inserted on random maps, you have to insert it manually through the editor, how come you can't see it? I declared it in zaobjt, zeobjt, zobjts, cprsmall, twcrport, on typhon in pic, singular and plural name and set the status in Mcredit, did I forget something?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
VMaiko
VMaiko


Known Hero
posted April 23, 2020 06:58 AM

planetavril , for a creature to appear on the map, you must also record the number of objects in zaobjct, zeobjct, and zobjct. For example, here it indicates that I have 1504 lines of objects written, if I write another line for the creatures in the adventure map it will be 1505



Try using object editor to verify if it is spelled correctly zaobjct, zeobjct and zobjct, remember that the Creatures use two def, one for battles and one for the adventure map.


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
planetavril
planetavril


Famous Hero
posted April 23, 2020 08:57 AM
Edited by planetavril at 08:58, 23 Apr 2020.

yes I added the lines on zaobjct, zeobjct and zobjct and added the def files avwcr216, Cr216 but nothing,
seen only in the editor

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
VMaiko
VMaiko


Known Hero
posted April 23, 2020 03:56 PM

planetavril said:
yes I added the lines on zaobjct, zeobjct and zobjct and added the def files avwcr216, Cr216 but nothing,
seen only in the editor


If you did everything correctly and it isn't generated then it's normal, if there are few dwellings or few creatures, they are never generated, it's recommended that you add more creatures and you will see that it works.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fanofheroes
fanofheroes


Famous Hero
posted May 09, 2020 04:44 PM

Hello I have 2 questions:

1) I'm trying to make another unit like Faerie Dragons, so i copied and pasted the Faerie stats into my new monster.  I changed the attack/defense, health, speed etc.  but kept all the spell related stats.  For some reason, the unit only casts the 000summonboat spell during combat instead of the random damage spell as it should.  Are Faerie dragons unique that they can't be replicated?

2) in the magic column, beneath there are mode 1-3 and mode 1-9.  Is there a legend somewhere I can find what each setting will do?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
planetavril
planetavril


Famous Hero
posted May 09, 2020 05:21 PM
Edited by planetavril at 17:22, 09 May 2020.

you looked in cranim.txt, zcrtrait.txt,crexpbon.txt

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
VMaiko
VMaiko


Known Hero
posted May 09, 2020 06:12 PM
Edited by VMaiko at 18:17, 09 May 2020.

fanofheroes said:
Hello I have 2 questions:

1) I'm trying to make another unit like Faerie Dragons, so i copied and pasted the Faerie stats into my new monster.  I changed the attack/defense, health, speed etc.  but kept all the spell related stats.  For some reason, the unit only casts the 000summonboat spell during combat instead of the random damage spell as it should.  Are Faerie dragons unique that they can't be replicated?

2) in the magic column, beneath there are mode 1-3 and mode 1-9.  Is there a legend somewhere I can find what each setting will do?


"Random spell" is the name of the method, or rather, the nickname of the code branch in exe. There is no real chance to set up random spells for a monster. You can only install one from the list.
So it is not possible to make an offensive spell caster like the Fairy Dragon. You can only make existing combinations in Typhon, here is an example:
Resurrection mode 1-mode 1: Resurrection Archangel Style.
Random Friendly Spells mode 2-mode 2: Random Friendly Spellcaster Genie style.
Resurrection mode 1-mode 3: Resurrection Pit Lord Style (you must specify the creature you want to summon from a deceased ally in "Demonology")
Friendly Spell mode 2-mode 4: Friendly Spellcaster Ogre Mage style
Random Damage Spell mode 3-mode 9: Offesive Spell Caster (you must specify whether or not the type of offensive spell, the innate ability of Dragon Faeries is hardcoded like that of Enchanters).

We have a channel specifically about Typhon on Discord if you want to know more.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fanofheroes
fanofheroes


Famous Hero
posted May 09, 2020 06:58 PM

VMaiko said:
fanofheroes said:
Hello I have 2 questions:

1) I'm trying to make another unit like Faerie Dragons, so i copied and pasted the Faerie stats into my new monster.  I changed the attack/defense, health, speed etc.  but kept all the spell related stats.  For some reason, the unit only casts the 000summonboat spell during combat instead of the random damage spell as it should.  Are Faerie dragons unique that they can't be replicated?

2) in the magic column, beneath there are mode 1-3 and mode 1-9.  Is there a legend somewhere I can find what each setting will do?


"Random spell" is the name of the method, or rather, the nickname of the code branch in exe. There is no real chance to set up random spells for a monster. You can only install one from the list.
So it is not possible to make an offensive spell caster like the Fairy Dragon. You can only make existing combinations in Typhon, here is an example:
Resurrection mode 1-mode 1: Resurrection Archangel Style.
Random Friendly Spells mode 2-mode 2: Random Friendly Spellcaster Genie style.
Resurrection mode 1-mode 3: Resurrection Pit Lord Style (you must specify the creature you want to summon from a deceased ally in "Demonology")
Friendly Spell mode 2-mode 4: Friendly Spellcaster Ogre Mage style
Random Damage Spell mode 3-mode 9: Offesive Spell Caster (you must specify whether or not the type of offensive spell, the innate ability of Dragon Faeries is hardcoded like that of Enchanters).

We have a channel specifically about Typhon on Discord if you want to know more.



Awesome! Thank you so much!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Archer30
Archer30


Adventuring Hero
posted May 16, 2020 06:58 AM
Edited by Archer30 at 07:04, 16 May 2020.

Is there a way to fix the commander description issue?

Tested on both typhon and typhonz and got the same result.


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 16, 2020 07:31 AM

I second that request.
Maybe I can find an ERM command to overwrite this text.

Nice starting Henchman btw

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0559 seconds