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ERA III
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daemon_n Offline
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Posts: 4343
Post: #2236

Berserker, imo guards is really stupid abilitiy as it is - we have 20 stack per side limit - summonnig useless stacks makes gameplay overloaded and nonses cause of stupid "meat" placement - imo almost wog creatures is just a "look we can sth that was never possible before, we don't know why, but we can add that"
Same is about werevolves, ghost and dracoliches - i don't like these creatures at all - hundreds lines of code which make unmodable a lot of game functions and dependent on the new one.
In short Santa gremlins should be replaced or cut


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10.04.2023 14:36
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Archer30 Offline
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Post: #2237

Quote:Though there is no easy way to distinguish between them and regular stacks

Try this? Old addresses found by Hawaiing:
Santa Balance

Quote:i don't like these creatures at all
Just turn "Some Monsters are replaced with WoG Monsters" off. Rolleyes


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(This post was last modified: 10.04.2023 20:04 by Archer30.)
10.04.2023 20:01
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daemon_n Offline
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Post: #2238

Archer30, that will not remove "bad" code from the application 105


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10.04.2023 21:08
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Spamexecute Offline

Posts: 5
Post: #2239

Добрый вечер, проблема с рассинхроном (wog с опытом существ).
Из 3х игр, в 2х при нападении на вражеского героя (не компьютера), примерно на 7 - 10 ходе происходил рассинхрон. Где - то на форуме читал, что вроде - как это пофиксили, но не уверен.
Есть обновлённая информация ?
По надобности, моги приложить скирны с разных компьютеров.
Заранее спасибо.
11.04.2023 19:16
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Archer30 Offline
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Post: #2240

It is rather surprising to realise that %Vi and %vi are actually different.

Script for testing:

%Vi was kept for legacy support?
Basically it's safe to batch replace all the %Vi to %i?


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(This post was last modified: 24.04.2023 18:09 by Archer30.)
24.04.2023 16:12
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Berserker Offline
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Post: #2241

Legacy support was a number 1 priority.


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25.04.2023 07:47
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Archer30 Offline
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Post: #2242

Reporting an issue with the ERA engine:

It seems to me w vars might have some issues in the SN:T syntax. Sometimes the w index is not recognised.

Check this screenshot for example:
Image: PmCDntm.png
Download the debug saved by clicking yes here

The code was not wrong:
Yet I can reproduce the problem 100%.
It was resolved only when I changed the code to:


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25.04.2023 15:25
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Berserker Offline
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Post: #2243

   I thought there is a restriction for up to 16 parameters for single ERM command. Could you try to reduce the number of parameters?


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26.04.2023 08:59
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Archer30 Offline
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Post: #2244

Berserker, it did not help.
The same error happens with
Not sure if this is related, but the problem only happens to a hero without an owner. Any difference in data for a hero with and without an owner on w160?

****

This may be a bug report. OnPreTownScreen doesn't get triggered when you teleport your hero from one Inferno to another with Castle Gate.


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16.05.2023 14:25
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Berserker Offline
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Post: #2245

Archer30, You must use IF:W to set hero for w-wars before using w-vars, afair.

OnPreTownScreen probably does not trigger if the same town dialog remains on the screen. Daemon_n wrote about some issue with town screen events, afair.


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16.05.2023 22:12
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Archer30 Offline
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Post: #2246

Berserker, I am an experienced erm writer and IF:W's never been forgotten. It's been put in the start of the function.
We are talking about the w index out of range - this is unrelated to the value of w160.

****

Quote:OnPreTownScreen probably does not trigger if the same town dialogue remains on the screen
Well, it would be very welcome to have OnPreTownScreen include all the switches of town screens, otherwise the trigger is sort of abundant.

****

And I wonder if it is possible to implement a scrolling feature for pop-up dialogue. This is sometimes very desirable.
Check out the latest GEM feature, right-clicking on combi artifact set pieces to show the all the other pieces:
Image: M9umgV6.png
A good feature but lack of scrolling support, turns it into an incomplete one.


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(This post was last modified: 17.05.2023 00:48 by Archer30.)
16.05.2023 23:16
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Archer30 Offline
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Post: #2247

I recon this should be fixed:

As it showed in Liso's latest video, Cavaliees/Unicorns can be turned into Black Knights, yet Champions/War Unicorns can only become Skeletons. This behaviour exists in ERA without mods.

I propose restoring the conversion of Cavaliers/Unicorns to Skeletons like in SoD. I would update skeleton transformation fix.bin if it's agreed.


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(This post was last modified: 01.06.2023 05:59 by Archer30.)
01.06.2023 05:53
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Berserker Offline
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Post: #2248

IMO, skeleton transformer should either transfor anything into skeletons or transform anything to corresponding level necro town creatures. 2 different approaches from balance point of view. Anyway, this file is just a nice patch to have in Era package, you can change it to whatever you consider more balanced or realistic. Probably, this building is for conversion to skeletons only.


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01.06.2023 12:40
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Archer30 Offline
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Post: #2249

Berserker, well I agree that anything into skeletons except I also accept Bone Dragons as "Skeletons". Dragons and Hydra can be turned into Bone Dragons. This is the SoD behaviour (Wiki) in case it's forgotten.

As I see the goal of ERA is to become a pure modding engine. It is reasonable to keep things the same in SoD in most situations.
The bin patch is enabled by default in ERA - it represents what ERA is for most players, so I take it seriously Sm

The latest skeleton transformer fix.bin can be found here (permanent link).
Changes:
- Cavaliers/Unicorns can no longer be converted to Black Knights, they would be turned into Skeletons.


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(This post was last modified: 01.06.2023 17:26 by Archer30.)
01.06.2023 16:20
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Berserker Offline
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Post: #2250

Thanks!


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01.06.2023 17:34
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