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Horn of the Abyss
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marif 


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2014-07-02, 23:24   

Meh, I just thought that would be easier, but if there is a better method I will certainly not argue :)

Well, if I have time maybe I will make something like this one day then + some tweaks/changes in original H3 that I think would be a nice addition :)

Moved some posts into a separate topic. Ivan.
http://forum.vcmi.eu/viewtopic.php?t=935
Last edited by Ivan on 2014-07-03, 10:02; edited 1 time in total  
 
     
vmonkey
Guest
Posted: 2014-07-11, 08:05   

Using latest nightly build, but this has been appearing since 0.96. When trying to build Citadel in Cove, game crashes with report in terminal:

Code:
Resource with name SPRITES/HOTA/CITADEL and type ANIMATION wasn't found.
 
     
vmonkey
Guest
Posted: 2014-07-11, 10:40   

Yeah and also

Code:

Cannot load game SAVES/AUTOSAVE_5. Error: Resource with name SPRITES/HOTA/CAPITOL and type ANIMATION wasn't found.
terminate called after throwing an instance of 'std::runtime_error'
  what():  Resource with name SPRITES/HOTA/CAPITOL and type ANIMATION wasn't found.
Neúspěšně ukončen (SIGABRT)


That means I am probably missing some file /or the file is missing in installed mod/.[/quote]
 
     
Ivan 
VCMI programmer

Age: 25
Joined: 08 May 2009
Posts: 1438
Location: Ukraine
Posted: 2014-07-12, 17:46   

Thanks for report - I've made an update with fixed paths. You should be able to install it via launcher.
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marif 


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2014-07-18, 16:34   

Will the hota mod include graphical nad gamplay mechanic changes to castles like in Kuririn's mod here? I do not see it included...
 
     
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1530
Location: Warsaw, Poland
Posted: 2014-07-18, 16:59   

Ask Kuririn, he walks his own paths ;-)
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marif 


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2014-07-18, 20:16   

I am trying to create a mod that replaces creature defs from those from hota. Either replacing creatures is not supported am doing something wrong (more probable :) ). For starters I try to replace Orc and Orc Chieftain. By trial and error i tried to use:

Code:
core:stroghold


or

Code:
core:creatures


but none of them work, I get:

Code:

    Error: Unknown entry found: orc
At <root>
    Error: Unknown entry found: orcChieftain
At <root>
    Error: Required entry faction is missing


Full JSON file:

Code:

{
    "core:stronghold" :
    {
        "orc" :
        {
            "graphics" :
            {
                "animation" : "battle/CORC.DEF",
                "map" : "map/AVWORC0.DEF"
            },
            "sound" :
            {
                "killed": "OORCKILL.wav",
                "wince": "OORCWNCE.wav"
            }
        },
        "orcChieftain" :
        {
            "graphics" :
            {
                "animation" : "battle/CORCCH.DEF",
                "map" : "map/AVWORCX0.DEF"
            },
            "sound" :
            {
                "killed": "ORCCKILL.wav",
                "wince": "ORCCWNCE.wav"
            }
        }
    }
}


Could you give a hint what am I doing wrong?
 
     
Ivan 
VCMI programmer

Age: 25
Joined: 08 May 2009
Posts: 1438
Location: Ukraine
Posted: 2014-07-18, 20:32   

Code:
{
    "hota:pirate" :
    {
        // entries that you want to replace in object "pirate" from mod "hota"
        // Note that hota is submod so you need to write "hota.cove:pirate" (if I haven't missed anything)
    }
}
    "core:orc" :
    {
        // entries that you want to replace from H3 object "orc"
    }
}

Add file with such code in "creatures" section of your mod and it should work.
 
     
marif 


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2014-07-18, 20:41   

Excellent, thanks :)
 
     
marif 


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2014-07-18, 23:32   

Ok, I managed to successfully make a mod implementing all changes and graphic fixes to creatures from HotA. Unless I am wrong, VCMI does not support shooting area attacks at any hex (Magog, Lich) ? I could not find any info on that, so I assumed that it does not, therefore obviously it is not implemented :p

I do not know if it will be helpfull, but I think it can be added as a submod to hota. I managed o quickly test it and fix most obvious errors, but it would be nice if someone looked at it as well. I'm attaching it below :)

BTW, does VCMI use graphics from map symbolizing creature attack when hero gets close right before the battle (AVWATTAK.DEF)?

Quote:
Changed creatures.

Pikeman.
Graphics changed.

Halberdier.
Graphics changed.

Monk.
AI Value increased from 485 to 582.

Griffin.
Battle image gamma lightened.

Dendroid Soldier.
Graphics changed.

Magog.
Can shoot fireball at any hex of the battlefield except for its own hex and adjascent ones (unless sniper bow is present). Targeting dialogue is called by pressing G.
Can damage immune to fire units only with a central hex of a shot.


Efreeti.
Black bounding line removed from the map image.
Fixed image in battle.

Efreet Sultan.
Fixed image in battle.


Arch Devil.
Decreases Luck by 2 (instead of 1 from the original), if both Devils and Arch Devils are present on the battlefield, only the Arch Devil ability counts.

Skeleton Warrior.
Black bounding line removed from the map image.

Lich.
Can shoot death cloud at any hex of the battlefield except for its own hex and adjascent ones (unless sniper bow is present). Targeting dialogue is called by pressing G.
Can damage immune to death cloud units only with a central hex of a shot.

Power Lich.
Can shoot death cloud at any hex of the battlefield except for its own hex and adjascent ones (unless sniper bow is present). Targeting dialogue is called by pressing G.
Can damage immune to death cloud units only with a central hex of a shot.
Troglodyte.
Fixed image in battle.
Orc.
Graphics and sounds replaced.

Orc Chieftain.
Graphics and sounds replaced.


Gnoll.
Fixed corpse image in battle.
Water Elemental.
Fixed facing on the adventure map (now image is faced to the right).

Fire Elemental.
Fixed gamma on all images.

Earth Elemental.
Fixed image on the map (now faces right).

Psychic Elemental.
Cost increased from 750 to 950 gold.
Fixed in-battle graphics.

Magic Elemental.
Cost increased from 800 to 1200 gold.

Firebird.
Fire immunity replaced with 50% Fire Resist.
AI Value reducted from 4547 to 4336.
Fight Value reducted 3248 to 3097.
Cost increased from 1500 to 2000 gold.
Growth reduced from 2 to 1.
Fixed the shadow of the main image.

Phoenix.
Cost increased from 2000 gold + 1 mercury to 3000 gold + 1 mercury.
Growth was reduced from 2 to 1.
Bounding line, shadow and claws fixed on the main image.


Gold Golem.
Fixed the image in battle (incorrect attack and corpse shadow frames)


Diamond Golem .
Fixed the shadow image in battle.


Faerie Dragon.
AI Value increased from 19580 to 30501.

Troll.
Portrait fixed.


HotA creature changes.zip
Download 139 Time(s) 3.29 MB

 
     
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1530
Location: Warsaw, Poland
Posted: 2014-07-19, 06:53   

Good job!

Quote:
AI Value increased from 19580 to 30501.

However, I don't see how making Faerie Dragon stronger than Rust Dragon could help balance :P
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DJ Warmonger blog
beegee wrote:
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marif 


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2014-07-19, 10:51   

Code:
However, I don't see how making Faerie Dragon stronger than Rust Dragon could help balance :P


Well, HotA team should probably be asked about it :D
 
     
Ivan 
VCMI programmer

Age: 25
Joined: 08 May 2009
Posts: 1438
Location: Ukraine
Posted: 2014-07-19, 12:39   

marif, OK, will take a look on it in a few days. I wanted to create such mod but never got to actually doing this. Thanks, will include it in HotA soon :)

Quote:
BTW, does VCMI use graphics from map symbolizing creature attack when hero gets close right before the battle (AVWATTAK.DEF)?

Not yet.
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Send PM if there is something that needs my attention.
 
     
marif 


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2014-07-19, 12:52   

I'll try to look into Town screen corrections, but probably not this weekend. Kuririn's mod has a few bugs and crashes VCMI altogether as far as I checked...
 
     
marif 


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2014-07-21, 22:34   

Ok, I did it :) I made all HotA Town Screen corrections into a mod (attached below) and (hopefully) polished and tested it. New creature backgrounds are implemented as a part of the mod as well. I aligned some of the buildings as some of their areas are different. Sample screens for Conflux (most altered town), Inferno and Tower are below as well.

Everything should work fine but... well, it doesn't :(

While modding I encountered some problems. I am not sure if I am doing something wrong or mods are conflicting with one another (I don't think they are, but...) or maybe it is the problem of modding functionality itself... The problems are:

If I have both the mods for Town corrections and HotA creature changes (the previous one I made) enabled, it seems that at least some of the changes in creatures do not work. Lets take Firebird/Phoenix for example. At first The Town corrections mod did not alter anything but horde growth for The Vault of Ashes. Rest of the creature modifications from HotA are in the other mod. When Conflux was fully expanded I noticed that Phoenix growth is 7 (2 Basic + 2 Castle + 2 grail + 1 Vault of Ashes) instead of 4 with the mod (1 Basic + 1 Castle + 1 grail + 1 Vault of Ashes). The changes to the price from Creature changes mod did not work as well (gold increased from 2000 to 3000).

When I disable Town corrections mod, HotA creature changes kick in and lower the basic growth and increase the price as it should. I thought that maybe one mod overwrites the other. But that is not consistent with another fact. The changes to Firebird from hota give him fire resistance of 50% instead of full immunity. I did add this ability, but it seems that not the Firerbird has both of them (screen), so nothing is overwritten. Is this a bug? I do not see how to disable full fire immunity via a mod and add lower. :/

Anyway... at this point I just added "growth" to Town corrections as well so at least this works but I have no clue what is wrong :(

It would be good I thing if one of you guys takes a look at that...

Tower.png
5682 Time(s) 1.13 MB

Conflux.png
5682 Time(s) 1.01 MB

Inferno.png
5682 Time(s) 954.49 KB

bonuses.png
5682 Time(s) 826.45 KB

Last edited by marif on 2014-07-22, 19:32; edited 1 time in total  
 
     
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