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VCMI Project - Heroes 3: WoG recreated Forum Index
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  Topic: Help with town editing
misiokles

Replies: 11
Views: 436

PostForum: Content creation   Posted: 2017-04-17, 17:39   Subject: Help with town editing
VampMarcie wrote:
As thought, it didn't work. It's a lvl 8 dwelling and the standard map editor goes up to lvl 7 in dwellings.?


But you've coded external 8lvl dwelling ok in dwellings.json. Without map editor it is hard to test it, but from your side everything is ok. Now you must have lots of luck for random map generator to spawn this building on the map. High lvl external dwellings are rare, but possible. Even in standard H3, Azure Dragon's dwelling is spawned very rare.
  Topic: Help with town editing
misiokles

Replies: 11
Views: 436

PostForum: Content creation   Posted: 2017-04-16, 15:41   Subject: Help with town editing
On contrary! VCMI map editor released to public some time ago was in very alpha stage. Now AVS (one of vcmi team head master) 'silently' prepare new wersion and I think we'll get quite stable official version.
By the way, testing dwelling is possible in vcmi, all you need is to dowload good map for test :)
Look at the attachment, there's S-sized map called ABC. Launch game, choose this map, choose Oblivion town as starting town. Then go your hero through the portal. Behing portal you can see all seven dwellings connected to starting town, so in these case, your Oblivion's external dwellings.
  Topic: Help with town editing
misiokles

Replies: 11
Views: 436

PostForum: Content creation   Posted: 2017-04-16, 14:43   Subject: Help with town editing
The more I think about this, I am more sure that it\'s impossible to do this, because "special" buildings are empy for now and only command that can be applied under building config is "produce" resources :(

Maybe in the future there will be possible something like:

Code:
special2" : {
    "cost" : { "crystal" : 2, "gems" : 2, "gold" : 2500, "mercury" : 2, "ore" : 5, "sulfur" : 2, "wood" : 10 },
    "description" : "The Replicator allows you to replicate Artifacts (not working yet).",
    "id" : 21,
    "name" : "Replicator",
    "recruit" : "8th lvl monster", //example of function to indicate that building is creature generator.
    "requires" : [ "blacksmith" ],
},
  Topic: Help with town editing
misiokles

Replies: 11
Views: 436

PostForum: Content creation   Posted: 2017-04-16, 11:04   Subject: Help with town editing
This could be tricky, or even impossible to build 8th level dwelling.
Every building in townscreen has its own ID. Standard townscreen has 44 IDs. id: 0 is for Mage Guild level 1, id: 16 is for blacksmith, id: 43 is for upgrade level 7 dwelling and so on. But in vcmi there's a algorithm beyond id: 43.
Look:
non upg lvl 1 - id: 30
non upg lvl 2 - id: 31
....
non upg lvl 7 - id: 36
upg lvl 1 - id: 37
upg lvl 2 - id: 38
....
upg lvl 7 - id: 43
and now
second upg lvl 1 - id: 44
second upg lvl 2 - id: 45
...
second upg lvl 4 - id: 47 (like Pirats in Cove)
...
second upg lvl 7 - id: 50
and next
third upgrade lvl 1 - id: 51

and next fourth upgrade and so on.

As you can see there's no room for ID for 8th lvl dweling.

I think that you can try to use some empty ID for special dwellings (there's four special dwellings: special1, special2, special3, special4) Every special has it own ID, but none city use all of them. So, maybe there's way to "trick" 8th lvl dwelling.
  Topic: VCMI 0.99 released
misiokles

Replies: 64
Views: 21763

PostForum: News and announcements   Posted: 2017-04-09, 09:46   Subject: VCMI 0.99 released
Higher resolutions are available but you must enable VCMI essential files in launcher. WARNING: don't click update vcmi essential files. This feature must be enabled, only not updated.
  Topic: VCMI 0.99 released
misiokles

Replies: 64
Views: 21763

PostForum: News and announcements   Posted: 2017-04-08, 18:20   Subject: VCMI 0.99 released
Just delete 'russian translation' folder under wog/mods directory.
  Topic: VCMI 0.99 released
misiokles

Replies: 64
Views: 21763

PostForum: News and announcements   Posted: 2017-04-08, 09:40   Subject: VCMI 0.99 released
Change language? For full english or your native?
  Topic: SOLVED - Map opbject has see through pixels.
misiokles

Replies: 4
Views: 412

PostForum: Content creation   Posted: 2017-03-27, 19:58   Subject: SOLVED - Map opbject has see through pixels.
VCMI has some kind of problems with displaying black color. So if your def will have less black pixels, it's better!
  Topic: I'd like to post some bugs/glitches here (VCMI 0.99)
misiokles

Replies: 2
Views: 175

PostForum: Help & Bugs   Posted: 2017-03-26, 18:34   Subject: Re: I'd like to post some bugs/glitches here (VCMI 0.99)
Pawonashi wrote:

- flags in front of towns have ugly outlines (seen on one of screenshots)

Yeah, VCMI has some kind of problems with H3 colours palette. Buildings especially on snow look uglier.
Quote:

- AI trains many heroes with little to no troops and sends all of them to the same spot, no matter if there is any enemy hero or if it's safe


Try Resourceful AI mod http://forum.vcmi.eu/download.php?id=959
This mod improves AI a bit. But now AI is the weakness point in VCMI mechanics.

Quote:

- Generals (like in WoG) are very weak and leveling them up doesn't help them much

I've noticed the same problem. It seems that commanders' damage leveling is buggy somehow. Replace attached commander.json file and replace it under VCMI/config folder. This partially helps.
  Topic: Warlock town vcmi 0.99 + other stuff probably coming soon.
misiokles

Replies: 17
Views: 670

PostForum: Content creation   Posted: 2017-03-23, 19:52   Subject: Warlock town vcmi 0.99 + other stuff probably coming soon.
Acidchalk, have you considered to make graphic for Grail structure to your Warlock town?
  Topic: Warlock town vcmi 0.99 + other stuff probably coming soon.
misiokles

Replies: 17
Views: 670

PostForum: Content creation   Posted: 2017-03-23, 09:39   Subject: Warlock town vcmi 0.99 + other stuff probably coming soon.
Quote:
Ok so i went through all of those and a couple of them still had camelcase errors and abyss had some problems with the json of a creature for mana drain. I fixed those here are the links if anyone wants them.

Thank you very much! More people play and report/fix bugs, the better mods cometh! :-D
Quote:
Also i noticed Mythology town was missing https://www.dropbox.com/s...hology.rar?dl=0

Because this mod is mess in this form. Now I talk to zeryss (author of this port) about his other town mods and Mythology is in queue. Even mod doesn\'t give any yellow and red warnings, still remain few things to fix. For example:
- Heroes specialities is a mess. Some might heroes have specialities in spells (!), some magic heroes have specialities in creatures (!!), some might heroes have spellbook from the start (!!!), some magic heroes doesn\'t spellbook (!!!!) OK, heroes from MDT Forge are strange too, but MDT Forge Team said this is purpose and will be clarified in planned Forge campaign after relasing map editor. In other cases it is obviously bug.
- AI/Fight values and AdvMap values should be investigated to proper calculating.
- if i recall corretly non upgrated 2nd level creature has more damage than 4th.
- creature map sprites: H3 rule is than non upgraded creatures are right-oriented, upgraded are left-oriented, so some defs need to be mirroring.
- Mythology\'s magic class is Oracle. The same as Abyss magic class. I want to make all vcmi mods as consistent universe, so it will be fine not to use the same names twice. As you see, making good mod with new town is tough work. Details are deadly :)
Quote:
I also went ahead and renamed the old preserve to Glade and replaced all of the creatures using defs from the internet.
Yuppi-yay-yey! I had the similar idea but no time, so I will gladly play your Glade Town. And investige it as well :-P Once again, thank you for your outstanding effort!
  Topic: Warlock town vcmi 0.99 + other stuff probably coming soon.
misiokles

Replies: 17
Views: 670

PostForum: Content creation   Posted: 2017-03-22, 23:09   Subject: Warlock town vcmi 0.99 + other stuff probably coming soon.
Here's mod list with most recent mods: http://wiki.vcmi.eu/index.php?title=Mod_list
  Topic: Warlock town vcmi 0.99 + other stuff probably coming soon.
misiokles

Replies: 17
Views: 670

PostForum: Content creation   Posted: 2017-03-22, 20:29   Subject: Warlock town vcmi 0.99 + other stuff probably coming soon.
Hah, finished Warlock Town! Hoo-ray! Thank you!

Quote:
I think next i'll be working on adding some things to the fairy town

Zeryss not only converted your town to 0.99 but also changed line-up and add heroines with her own specialties. I think it is wise to develop one version to avoid confusing with two different and parrable mod developing. Check mod wiki list.

Quote:
I've also been going through all of the towns that people have made and will be updating them to 0.99 as best i can while squashing any error codes and camelcase stuff

Most of existing towns are converted to 0.99 version without errors and camelCase issues. Only small issuea are missing due to lacking graphic. Check mod wiki list :)
  Topic: Red Castle issue?
misiokles

Replies: 2
Views: 220

PostForum: Help & Bugs   Posted: 2017-03-21, 12:51   Subject: Red Castle issue?
There's two version of Red Castle mod. One of them (available at http://wiki.vcmi.eu/index..._modifications) changes Castle internal look. Second version (made by Lorenzo) introduces Red Castle as completely new town. Mod from mod wiki list has been tested many times and works. Lorenzo's mod is not tested yet. Could you take a sceenshot of console warnings durring error? And remember - some mods are incompatible with each other. For example - Red Castle mod is not compatible with Snow Castle mod because these two mods changes the same graphic at once. Also HoTA's submod called Hota Balance also changes some aspects of castle town view, so I advice disable it during playing Red mod.
And one think - in Red Castle mod only upgraded creatures are red. Non upgraded ones remain unchanged :)
  Topic: Help with mods - questions
misiokles

Replies: 42
Views: 11767

PostForum: Content creation   Posted: 2017-03-17, 08:14   Subject: Help with mods - questions
So, all there four commands work with other spells, right?
 
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