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It's assembly with Era 3 and autoupdate feature. The most used variant for now. Btw, for map-mod you could provide but file, which could run "h3era HD.exe" modlist=your_mod_list.txt
The initial idea, as Era being offered without any noise mods around was great.

Now I have to handle with all people who (try to) run my maps with "pandaidontknowwhatupgradeandgameenhancement" then complain everything is wrong. I just can't, I spent 2 months to test compatibility then this.
This is a Panda assembly with some old version of ERA, definitely not Launcher.

Valery, In addition to clear ERA, maps compatibility, as for me, is only needed with assembly from Launcher

Just install Launcher and open full changelog in the news to see if it's "worth it." Ab

p.s. today daemon_n will most likely update ERA version in assembly
Я уже много раз говорил, что для специфичных модов/карт нужно использовать чистую сборку, либо делать её самим. Даже ведь сделал отдельную чистую сборку, а так же закрыл и удалил ссылки на свою сборку, тк больше нет возможности делать что-либо. Но раз видимо чистая сборка так же никому не нужна, то и её больше обновлять не вижу смысла.
Ну а Лаунчер версия содержит почти тоже самое, что и содержала моя сборка, отличий и изменений там кот наплакал. Хотя может за пару месяцев чего и изменилось, но это уже вопросы не ко мне, я уже ушел из команды.
Valery, what exactly map do you mean? I would try to test
Berserker, hi,

I don't understand a thing. Why does PM:P value of non-visitable tile of Pyramids started with 1 for every players' colour? (ignore the sprite. I checked without mods)
Shouldn't it be the same as the entrance?
Image: eqiI3CG.png


My script relies on this value to check whether a player has visited a pyramid object once, is brokenUnsure
а не надо ли добавить поиск входа для твоего кода?
Thanks!
I thought CM:P is enough to handle. It's good to learn SN:O which is nowhere to find from the English help 96-copy
x1 - x3 also work for !?CM
ON:C can be unique for each map tile, thus you have to get objects entrance using SN:O, right.

Code:
Version 2.6
------------------------
[+] Added !!SN:O command. Get object entrance. SN:O?$/?$/?$
Initialize any three variables with object square coordinates. Pass them to command to update coordinates with right object entrance square. Thanks to gamecreator.

!?CM0;
!!CM:R0 P?y1/?y2/?y3;
!!VRv2:Cy1/y2/y3;
!!SN:O?y1/?y2/?y3;
!!IF:M^%V2 %V3 %V4 => %Y1 %Y2 %Y3^;
ERA 2.6 was too early before I'm into modding 96-copy

A reuquest: Could you please implement an ERM way of renaming Commander's class (from znpc00.txt) and even the biography (znpc01.txt) if it's not taking too long to do?

My plan is to add in alternative commander sprites. However, the concern of editing znpc00 stopped me completely Unsure
(26.09.2021 09:56)Valery Wrote: [ -> ]This is not Era 3, right? I see a bunch of preinstalled mods
Image: 1632643630.jpg
возможно, хз..
я глянул там их описание только у 1 мода/плагина был скрин нововведений в соотвествующей панели, в итоге больше эту ересь никогда не открывал..
ибо читать левые тексты мне влом, всегда проще все видеть наглядно, а этого там нет.. Ab
    !!SN:Ex1/1/5942672/(gem_OnBeforeHeroSwap); 5AAD90 - сработает перед окном встречи и на карте, и в окне города


    !!SN:Ex1/1/5968384/(gem_OnUpdateHeroInteractionScreen); 5B1200 - работает в окне встречи постоянно

    !!SN:Ex1/1/4893738/(gem_OnAfterHeroSwap); 4AAC2A - сработает после окна встречи и на карте, и в окне города
I propose some more fixing ideas to be added to the skeleton transformer fix.bin.

Bone Dragons -> Bone Dragons
Ghost Dragons -> Bone Dragons
Diamond Dragons -> Bone Dragons

Blood Dragons, Darkness Dragons to Bone Dragons are already included in the current ERA.

and maybe, prevent golems, elementals and gods to be transformed. A list from GoW:
Seems like user mod. There may be dozens of opinions on how transformator should work.
Btw, why already ghost dragon should be converted to bone dragon?
agree, undead dragon, like ghost dragon, should not be transformate to bone, imo
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