From the looks of it, it only considers the first obstacle between it and its destination and notices it can cross it with Water Walk? And then once it enters the water, it reevaluates to find the next obstacle and calculate a different path based on it (since it lacks fly to cross the mountain range)?
Salamandre said:Great fix, would it be possible to translate this or levels overflow fix into Era plugins as well? If it is not too much work.
I've seen igrik examples of using Hooks in ERA so it should be possible. I don't understand ChineseERM at all so I can't do it by myself.
Maurice said:From the looks of it, it only considers the first obstacle between it and its destination and notices it can cross it with Water Walk? And then once it enters the water, it reevaluates to find the next obstacle and calculate a different path based on it (since it lacks fly to cross the mountain range)?
That sounds about right. If the AI evaluates it can't reach its destination with only Waterwalk and it lacks Fly, it will just sit tight since that first step on water will never be taken... or pick a different destination.
In other words, the problem is that when AI has stepped on water, there is a procedure checking whether it's worthwhile to cast 'Fly' but it does not check if 'Fly' is available.
The fix I introduced is to check if Fly is available and prevent the cast; this re-initiates path finding which is seen by the extra delay.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
RoseKavalier said:In other words, the problem is that when AI has stepped on water, there is a procedure checking whether it's worthwhile to cast 'Fly' but it does not check if 'Fly' is available.
Regardless of whether it has Fly or not, the fact that it can cast a spell once it has moved onto water is a cheat in its own right. The player is unable to cast anything until the Hero has crossed the water.
I'm aware there's a bug with the latest HDmod 5.0 beta 17, working on fix.
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Links updated
Version 1.12
[+] Trees of Knowledge can no longer give negative experience
[+] Fast leveling to levels 868+ (provided you have the correct experience amount)
i found thos vers usefull tool yesterday (Ty RK for your great effort ), but when i used this with H3 Complete gog version(ver 4.0.0) and HD MOD 5.0 Beta 17 than the game crashed. I would like to play utB SOD v2 map and the game is started(event dialogue window appears correctly),but when i move the cursors to another place a little bit, the game is crashed:/
Screenshot:
What can i do to play with very useful mod?
[url=null]null[/url]
RoseKavalier said:I'm aware there's a bug with the latest HDmod 5.0 beta 17, working on fix.
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Links updated
Version 1.12
[+] Trees of Knowledge can no longer give negative experience
[+] Fast leveling to levels 868+ (provided you have the correct experience amount)
[-] Fixed incompatibility with HDmod 5.0 beta 17
thx for your work! Seems it inspired some guys (just a blind guess) to release a new era version
The .dll should be directly in .../Heroes3/_HD3_Data/Packs/SoD_SP
not in an extra folder, see 3rd image.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
Since Heroes 3 HD+ version 5.0 Beta 13; I could not update the HD mod.
What I did is to simply re-download the latest HD+ mod. of version 5.0 Beta 19 and re-install it over the previous one(Beta 13).
Have not tested either the Update feature if it does works or not. The update feature gets to use files to update the mod. that are scanned as High Risk by the Antivirus software of mine. Therefore the updating process is halted and its .dll files needed to proceed with the installation of the update were completely deleted from my system.
Had to make sure the proper .exe of the Heroes 3 HD+ mod. is in use by the desktop icon. Deleted the backup file of the previous beta version.
Now, HoTA HD works perfectly(won an RMG small map onto it already) and, WoG 3.5.8f HD works perfectly also(won an RMG small map onto it already).
So...when is the final and, official build be fully released?
More so, when HoTA 1.5.0 gets to be released, will I have to uninstall the whole HoMM 3 Complete game and, having to re-install clean all over again?
Thanks for the patch, would like to see an option to change colour of new text in combat log (words - "kill", "to") to original (white) or/and add the golden colour for numbers.
Sure, next version will have #10 as 'Gold' color, equivalent to placing {} around text.
Not sure when I'll post it, I am working on a few things which I would like to include. Could be a few days or a few weeks.
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Speaking of which, I made some promising progress last night so I thought I'd share some of the new features. There is still quite a bit of work to be done and so I will not provide an ETA.
FindMe lets you find most items that are relevant in single player maps. Most of the sprites were borrowed from ERA's 'Find Me' mod by Salamandre who graciously agreed to allow their use. Naturally I had to implement it with the shortcut ctrl-F
Display of Events is also an idea from a mod by Salamandre, however the implementation I have done is completely different and is the result from exploring game code.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
Nice, you skipped the most boring part, which was to shrink all defs to display them in dialog. You smart guy, let me do that work first
I see that your mod allows displaying the grail location? That would be cheating, as the purpose of finding objects is to save time from manual searching, while getting the grail location without visiting any obelisk is different, in my opinion.
Salamandre said:Nice, you skipped the most boring part, which was to shrink all defs to display them in dialog. You smart guy, let me do that work first
I did a few more, it's not so long to do a few but 100+ is another story, thanks for sharing
Salamandre said:I see that your mod allows displaying the grail location? That would be cheating, as the purpose of finding objects is to save time from manual searching, while getting the grail location without visiting any obelisk is different, in my opinion.
Yea, I thought about this...
But then what's the difference between this and...
* looking at map in mapeditor?
* save game, enter cheats nwcwhatisthematrix & nwcoracle, load game?
...
To me answer is clear: player is free to cheat if he wants to, or define what he considers cheating. In any case, I have some more things I'm working on before releasing next update so there is plenty of time to make me change my mind.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
Salamandre said:The difference is that if he types cheat codes, Hall of Fame will show it.
Not if you don't save.
I considered adding cheater flag when using FindMe but it's pointless since player can just save/load.
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I've not yet tested the new HotA version yet with the plugin, there may be conflicts since HotA 1.5.0 has added some of the fixes that were provided by SoD_SP.
From a quick glance at their list of changes: AI cheats, primary skill overflow. Depending on how they implemented their fixes, it may work just fine as well. If there are issues I'll put up a quick update once I've had time to investigate.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2