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VCMI 0.98 released
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Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1541
Location: Warsaw, Poland
Posted: 2016-02-02, 18:00   

Quote:
have download firstly Heroes 3 Complete, later ERA 2.4 and i extract VCMI 0.98 to the folder with game ( so with ERA too ). Therefore why I cant run VCMI through ERA? I was adding another mods also and i can't make these mods Enable in the Mod Manager of ERA. I could run these mods only with VCMI_Client. Why? Can i do something with it ?:)


VCMI and ERA are completely different platforms and should be installed in different folders.
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beegee wrote:
Warmonger, you are the best!
 
 
     
Halt 

Joined: 02 Feb 2016
Posts: 19
Posted: 2016-02-02, 19:47   

Thanks. What about question 3 ?:)

And I am wondering if you are still working above this project or if it is closed?
 
     
Tooandorisu 


Age: 29
Joined: 02 Apr 2013
Posts: 83
Posted: 2016-02-03, 00:38   

This project isnt dead. There will most likely be a 1.x version, and maybe... Just maybe a version 2.
 
     
SXX 
VCMI programmer

Age: 25
Joined: 04 Jul 2014
Posts: 360
Posted: 2016-02-03, 11:47   

Halt wrote:
3) Is there any option to switch off some new upgrades like informator on a battle field which tell us who will move next etc.?
showQueue option or just Q in battle.

Tooandorisu wrote:
This project isnt dead. There will most likely be a 1.x version, and maybe... Just maybe a version 2.
We can always adopt google versioning and soon we'll be at version 14 or something. :mrgreen:
 
     
Halt 

Joined: 02 Feb 2016
Posts: 19
Posted: 2016-02-03, 14:06   

Thanks for help. :)

Quote:
This project isnt dead. There will most likely be a 1.x version, and maybe... Just maybe a version 2.


It's nice to hear it :)

I have one more set of questions:

Where can i get the mod which adds a third upgrades tfor elves ( to Sharpshooters ) ? Is it a part of bigger mod which adds third upgrades of each creature in every town? And what mods are you using to VCMI 0.98?

Finally i have problem with Wogification Options. Button "Wog Options" is "unclickable". I can't also set the settings of automatic battle in a battle field. How to fix it??
 
     
SXX 
VCMI programmer

Age: 25
Joined: 04 Jul 2014
Posts: 360
Posted: 2016-02-03, 14:39   

Halt wrote:
Finally i have problem with Wogification Options. Button "Wog Options" is "unclickable".
It's just bitmap from original WoG and it's unlikely that options like these will be ever implemented. More likely that we'll eventually have more options in launcher.

Halt wrote:
I can't also set the settings of automatic battle in a battle field. How to fix it?
Not implemented yet.
 
     
Halt 

Joined: 02 Feb 2016
Posts: 19
Posted: 2016-02-03, 15:39   

Even options like making Sylvan Centaurs in Rampart from Centaur Captains and Grand Elves are not possible?
 
     
SXX 
VCMI programmer

Age: 25
Joined: 04 Jul 2014
Posts: 360
Posted: 2016-02-03, 17:27   

Halt wrote:
Even options like making Sylvan Centaurs in Rampart from Centaur Captains and Grand Elves are not possible?
VCMI is open source engine so anything is possible. What I mean is that it's unlikely that WoG options menu will ever be implemented simply because we don't have any limitations on what can be changed and in some cases it's better to rework UI entirely instead of copying solutions from old H3 "mods".

Reason why button bitmap present at all it's because VCMI just load WoG art assets over H3 include that button image.
 
     
Halt 

Joined: 02 Feb 2016
Posts: 19
Posted: 2016-02-03, 19:41   

Ok. So how can I for example make possible making Sylvan Centaurs in VCMI 0.98? And is there any option to change statistics of creetures ( for example enlarge amount of Hit Points ). If it is possibe, how can I do it?
 
     
SXX 
VCMI programmer

Age: 25
Joined: 04 Jul 2014
Posts: 360
Posted: 2016-02-03, 20:04   

Halt wrote:
Ok. So how can I for example make possible making Sylvan Centaurs in VCMI 0.98?
Check hero config for Gelu. Or if you want to make it in town then you'll need to modify town building behaviour, but then you'll need to add them as creatures somewhere.

Though I have no idea if WoG feature to mix multiple creatures into one is implemented anywhere, but I think it's not.

Halt wrote:
And is there any option to change statistics of creetures ( for example enlarge amount of Hit Points ). If it is possibe, how can I do it?
Check modding guidelines:
http://wiki.vcmi.eu/index...ding_guidelines

HotA adoption is good example of modding features usage.
 
     
Halt 

Joined: 02 Feb 2016
Posts: 19
Posted: 2016-02-03, 20:19   

In which folder can i find script with all creatures? If I want to add new creature i must only add the part of code to this script? And have you some ideas how to modify the code to make possible creating A Sylvan Centaurs from Grand Elves and Centaur Captains? Or even add options like: experience for units or resurrecting First Aid Tents?
Is it possible or we must wait on new versions. And is there a chance that there will be available to choose playing with or without these conveniences in newer versions?

I found also an interesting fragment of code on your link:
[
["centaur", "captainCentaur"],
["dwarf"],
["elf", "grandElf", "sharpshooter"],
...
]
It is code which allows recruit sharpshooters in Rampart? It's only what I have to do ?:) Just slightly modify this part ?
 
     
SXX 
VCMI programmer

Age: 25
Joined: 04 Jul 2014
Posts: 360
Posted: 2016-02-03, 20:33   

Halt wrote:
In which folder can i find script with all creatures?
All creatures listed in config/creatures/.

Halt wrote:
If I want to add new creature i must only add the part of code to this script?
Check WoG mod content, creatures.json.

Halt wrote:
And have you some ideas how to modify the code to make possible creating A Sylvan Centaurs from Grand Elves and Centaur Captains?
Something like that could only be coded in C++ at moment. Eventually we'll have scripting support.

Halt wrote:
Or even add options like: experience for units or resurrecting First Aid Tents?
Stack experience and few other are implemented in VCMI, but I never tested it.

Resurrecting can be added as creature ability. E.g check archangels config and copy it to first aid tent.

Halt wrote:
And is there a chance that there will be available to choose playing with or without these conveniences in newer versions?
Towns and creatures you have depend on what mods you have active. Long time ago VCMI required WoG assets to work, but it's optional for long time.
 
     
Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1541
Location: Warsaw, Poland
Posted: 2016-02-03, 20:37   

We have modding guidelines on Wiki: http://wiki.vcmi.eu/index...ding_guidelines

These question belong to this thread: http://forum.vcmi.eu/viewtopic.php?t=1012
_________________
Think twice if you really need to send me private message. Use public forum for general questions.
DJ Warmonger blog
beegee wrote:
Warmonger, you are the best!
 
 
     
Halt 

Joined: 02 Feb 2016
Posts: 19
Posted: 2016-02-03, 20:55   

Thanks a lot. :)
 
     
Halt 

Joined: 02 Feb 2016
Posts: 19
Posted: 2016-02-05, 15:26   

Where in VCMI 0.98 can i change the action od seconadary skills? I want for example, Armorer which adds 10/20/30 % ( Basic lvl / Advanced lvl / Expert lvl ). Which script is regulating this?
 
     
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