VCMI noob, my experience so far


#1

Hi there!

I’ve been trying VCMI with the latest daily build (27 Aug)…

The mods I’ve got installed are:
VCMI Essentials 0.98
Horn of the Abyss 1.3.11
Android Bonus Icons 0.6

Retreat 0.3
Pavilion 2.49
Preserve 1.2.1
Bastille 1.02
Grove (Trith) 1.0
Abyss 0.72
Forge (mod design team) 1.3.1
Ruins 1.0b
(Cove from HotA)

Neutral Creatures 1.0
Axolotl Creatures Pack 0.995
Plague Tent 1.0

-The game seems to work allright for the most part…

There’s just one Big Crash that happens Everytime, if you click on any creature inside of the Fort/Citadel/Castle…
It dosen’t matter which faction you choose, and it happens even with all Mods Disabled.

The game will crash inmediately giving this error:
“Disaster happened.
Reason: 0xc0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:0x28f,e32
Attempt to write to 0x 0x1
Thread ID: 2712
Crash info will be put in VCMI_client.exe_crashinfo.dmp”

Also, the Checkboxes on the System or Combat Option menu don’t seem work…

-And then there’s few minor yellow flags appearing on the console from time to time like:
“File/CONFIG/DEFAULTTEMPLATES/CROSS3 is not a valid JSON file!
At line 1, position 0 error: Not a valid UTF-8 file”

"no original data in loadMOD(neutral) at index 9

“Warning: indentifier creature.Roper is not in camelCase!” (so I disabled Ropers)

"no templates found for 38:1, 9:1, 79:1, 90:1, 100:1, 103:1, 113:1, 172:0, 186:0, 189:0

“Desync found! Position 170398” (Red)

“ADVOPT.worldViewGraphic is empty => bitmap not loaded
bgWorldView not defined in resolution config; fallback to VWorld.bmp”

“virtual const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (64 3 0
) is not visible!
virtual std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs
(int3, bool) const: (64 3 0) is not visible!” (Red, when entering fight)

“battleGetHeroInfo: side 1 does not have hero!
Warning: IntObject re-activated with mismatching used and active” (ending battle)

-Then when I hit the Turn button the Console gets flooded with messages like:
“Another allied hero stands in our way” (happens all the time, hundreds of times)

“virtual std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs
(int3, bool) const: (54 132 0) is not visible!
virtual const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (21 18
0) is not visible!”

“virtual std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs
(int3, bool) const: (21 18 0) is not visible!
virtual const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (20 27
0) is not visible!”

“virtual std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs
(int3, bool) const: (20 27 0) is not visible!
virtual const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (54 132
0) is not visible!”

“Cannot get object with id 4718. Object was removed”

“Hero Pears: VisitHero::fulfillsMe at (76 142 0): object 4718 not found”

And many other messages of the same kind…

However the game keeps on running nicely!!

-Questions:
Why is the AI so stupid?
It just sems to wander around my castles with super-weak heroes, waiting to be killed!

Is it possible to use the old AI, or improve this one?

-I really like Horns of the Abyss, and the idea of also having all this extra Races/Towns to choose from…
However, is this the only possible way to put them togheter?

Is there no other way to integrate the Extra Towns inside of the regular H3+HotA+HD?

What is the difference between Era2 and VCMI?
Will Era2 allow me to integrate HotA and the extra Towns/Mods aswell?

Whats the best features that Era2 and/or WoG offer in comparison with VCMI?

And… I guess that’s it for now!

Thank you very much to everyone involved for in all of this…
Great Work!

PS:
All of this makes me think somebody could do some nice Towns/Races inspired in real historic Mythology, like say:
Viking
Greco/Roman
Hindu
Egyptian/Arabic
Sumerian
Maya/Aztec/Inca
Indigenous (Native American, Australian, Brazilian, Rapa Nui…)

Now don’t get me wrong,
the Egyptian/Arabic and Chinese styles are well represented with the Great “Retreat” and “Pavillion/Bastion”…

But it would be cool to have mythologically “correct” stuff, like say:
Odin/Thor vs Zeus/Hades/Chronos vs Ra/Toth/Anubis vs Brama/Shiva/Kali vs Quetzalcoatl and so on…

Just an idea! :slight_smile:


#2

Known bug

Because it is hard to write good AI in open-source (and free) games.

No. VCMI is not Heroes 3. It is completelly new written game that emulate h3 mechanics and uses h3 graphic resurces. For player’s point of view - it is heroes 3. From technical point of view - h3 and VCMI are totally diffirent game, so they are incompatible and always will be. For example - for the same reasons you can’t mix diffirent version of solitaire clone games :slight_smile:

Almost impossible. You know - h3-hota-hd and vcmi are technically two difffirent games. VCMI is written from scratch and one of its features is new design that easilly allow to add new towns/spells/artifacts etc.

ERA is a huge mod for 20-years old game Heroes 3, VCMI is a new game, that emulate h3 look.

It is question for ERA developers.

It is very wrong question. H3-wog-era-hota - they are technically mods for heroes3 game. Source code for heroes3 is unknown so modding is very limited. VCMI is open source game, so almost everyone who has knowledge about C++ programming can add his own code with features as he wishes,