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Ah, I see, thanks for the info!
I know it's a lot to ask, but in order to give more visibility to the user, I wish there was an in-game UI about disabling plugins in the plugin manager. I can't help but think of a day when I want to do something completely different with my mod, but people won't like it or will make irreversible ACM compatibility, so I'd give them the option to easily disable the plugins they want in an interface. visible and noticeable even to the most distracted.

Let's be honest, most casual gamers don't know about the existence of plugin managers nor do they bother to disable plugins that could benefit them to remove features they don't need in some mods like mine. There are people who don't like new artifacts? So they have to disable emerald.dll, but no one bothers to go to mod manager and then plugins, or worse, go to wog's plugins manager separately.
V_Maiko, much simpler make plugin working depending on option is enabled
(04.03.2022 16:24)daemon_n Wrote: [ -> ]V_Maiko, much simpler make plugin working depending on option is enabled

However, the goal is to give priority to mod plugins, just as we did with scripts. Plugins are essentially more important in large mods like mine to disable non-scripting features.
If you place empty file (size 0) with the same name and extension as plugin in your mod and your mod has higher priority, the plugin will be disabled.
(04.03.2022 22:30)Berserker Wrote: [ -> ]If you place empty file (size 0) with the same name and extension as plugin in your mod and your mod has higher priority, the plugin will be disabled.

That's not what I mean at all, I mean implement manager plugins or something similar within the game as a switch to disable options, and I'm not referring to third-party mods, I mean my own plugins so that users have the visibility that they can disable them if they wish. I can't expand my mods, if there are users with various complaints/feedback about possible implementations that they don't want, either because the future plugins won't work with ACM or because they previously preferred not to have them. It already happened to me when adding artifacts with emerald, but I let it slide as it didn't affect compatibility. But there are new things I want to try to keep expanding my mod, for example new secondary skills or new spells, something that would be completely rejected in ACM.
Optionally ACM support will still be present in future updates, but I want some way for new users, mere mortals regarding mods, to understand in a straightforward way that they can disable unwanted plugins within the game.

It's kind of hard for you to understand, because older generations of the H3 community have never had high caliber mods like mine, but this could be highly beneficial in the long run.

I can tell you a simple way to implement something like that, in Master of Puppets the system is similar. It is only to create a button in the main menu or in any new game menu and that button can redirect you to disable/enable the plugins of the mod that you want by opening the plugins window of the respective mod that is in mod manager for example. Yes
Товарищ @Berserker, два года на форум не забегал, новых версий не качал-и на тебе. Не открываются ссылки https://mods.hmm35.ru/Era%20Update.exe
ВПН включал-выключал, где мог быть залогинен-залогинен. Ничего не понимаю. Ответ на форуме сам поискать попробовал, но мог провтыкать. Бажожда, поясните непутёвому(
Darhalas, приветствую. Запрос в техподдержку отправил. А пока рекомендую воспользоваться готовой сборкой:
http://wforum.heroes35.net/showthread.php?tid=5235
V_Maiko, it is very hard because when the game is opened all patches are already done, and I am not sure that there is a way to find and disable all of them. In my opinion it will be easier to make a switch in the plugin and connect it with a WoG-option. I did the same thing with new heroes in my mod. I also have an option to disable all new content (new monsters and artifacts), and something like that can be used in the future plugins.
Raistlin, So is it possible to disable the plugins function by scripting like switch? I want something like that, for example; I'll make a wog option called "TUM: New Secondary Skills", this script will allow the plugin to be enabled/disabled to allow TUM to be used seamlessly with ACM when this option is disabled.
V_Maiko, it is hard to enable or disable a plugin, so my solution was to add functions that undo changes of my mod when a player enables the option.
Berserker, Предлагаю кровавым драконам сделать не шанс вампиризма 50% а 15-20% вампиризма действующего всегда

Насчёт сантагремлинов - они стали самыми сильными нейтралами и если они разделены на 7 отрядов практически невозможно их пробить
Всегда на старте игры боюсь чтобы проход к лесопилке не охраняли санты - тогда нужно как то вертеться без ресурсов
Никого так не боюсь как сантагремлинов - приходится ждать достаточного кол-во стрелков и делить на 7 отрядов чтобы это пробить
В битвах с ними часто проигрываю или теряю почти всю армию - на начальном этапе это просто ужас
Урона 4-5 им надо и тогда они будут равны своей цене а так черезчур сильны
У санта-гремлинов урон в среднем стал 5 на единицу без штрафа за дальность. Но это третье улучшение и Боевая Ценность у них соответствующая.
Hi! It looks like MM:S still relies on z var to work


Possible to improve?

________


It looks like i^battle_withoutHuman^ lost its definition from Era Erm Framework, while it's been used by i^battle_isVisible^;

I would proposed this to be added in between:
Archer30, afair, no easy solution.
Seems like I forgot to replace i^battle_withoutHuman^ with ^battle_aiOnly^. Thanks.
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