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Ошибки, баги и недочёты ERA
» crash logs / errors / bugs of era
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Archer30 Offline
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Posts: 1175
Post: #751

Solved

Battle happens when demolishing a town dwelling results in a crash if Sucubus's Charm ability successfully steals some troops
If you demolish a dwelling you owned in your town and decide to fight the troops in the dwelling (since you don't recruit them), Sucubbus's ability would still be activated and steal some troops from this battle.

If you see this before battle, it means your game will crash at the end of battle
Prepare to crash

Download the save game and debug for testing

Steps to reproduce with this save game:
- Enter the town With Crag
- Right-click on Mess Hall (the dwelling of Goblins)
- Confirm to demolish
- Don't agree to pay Gobloins for their leaving
- Accept the fight
- If you see that your commander attracts some goblins to the army, it means everything goes right. No matter whether you accept the goblins or not, the game crashes at the end of the battle.

Quick solution:
Can't see why Charming should activate in this case. I just disable it


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(This post was last modified: 10.03.2024 23:20 by Archer30.)
22.02.2024 15:24
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XEPOMAHT Online
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Posts: 2356
Post: #752

Хотел использовать png на замену 256-цветным PCX в !!DL-диалогах, а эровский движок отрисовывать там png отказывется - рисует чёрный экран вместо png, хотя сам png ЭРА подгружает. В общем в воговских !!DL придётся оставлять графику в старом pcx-формате. Подмена pcx на png работает только в содовских диалогах, возможно, что ЭРА в воговских !!DL с чем-то конфликтует, не понятно...
27.02.2024 13:49
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Berserker Offline
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Posts: 16657
Post: #753

Первый раз о таком слышу. Если кто сталкивался, отпишитесь.


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27.02.2024 23:41
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Archer30 Offline
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Posts: 1175
Post: #754

Removing an object below the entry point of refugees corrupts the creature type in the refugee
Original report: https://discord.com/channels/66574215930...7997750363 (WOG Bug: After attacking a stack of War Unicorns, the Refugee Camp army is ALWAYS a pikemen from the bug report channel)

Basically:
Image: 4Xzj6rZ.png
If the archers were in the position of one tile on the left, this won't happen.

Download the map for testing
Try to defeat the unicorns and see what happens to the refugee camps above them (The creature type would become Pikemen).

In my experiments, I replaced the archer with another object other than neutral stacks, but the bug still happens.


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(This post was last modified: 01.03.2024 17:09 by Archer30.)
01.03.2024 06:28
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Archer30 Offline
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Posts: 1175
Post: #755

Solved

Wog Native Dialogues has a different round number (in the battle log) with ERA (v997) when the tactics phase is active

If the tactics phase is active, instead of starting from round 0, the battle log shows it starts from round 1, the value is different from v997 (1 more).
If the tactics phase is inactive, round 1 is shown on the second turn of the battle, value is the same with v997.
It would be better to standardise the numbers here, keeping the round number equal to v997 (or v997 plus one) to avoid confusion.


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(This post was last modified: 10.03.2024 23:20 by Archer30.)
01.03.2024 08:06
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igrik Offline

Posts: 2819
Post: #756

(01.03.2024 08:06)Archer30 Wrote:  Wog Native Dialogues has a different round number (in the battle log) with ERA (v997) when the tactics phase is active
Fixed!


game bug fixes extended.dll || My Plugins || My GitHub
01.03.2024 16:46
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Archer30 Offline
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Posts: 1175
Post: #757

Solved

Free banner on defending a siege

If you defend a siege with a hero with some of the slots empty and some creatures from the town are available to merge into the army, upon entering the siege battle, these merged troops will obtain 4 banners for no reason.

Download map for Testing
Simply move Christine to the entrance of your town and wait for Red to attack on turn end.

Step by step to analyse the issue:
- Before entering the siege, check the banners in town. It can be seen that none of the creatures has a banner.
- Now end the turn and start the siege battle.
- Recheck the banners. It can be found that creatures originally from the town now have 4 banners for each stack. Creatures originally from the hero army won't have this bonus.


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 10.03.2024 23:23 by Archer30.)
06.03.2024 12:05
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Archer30 Offline
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Posts: 1175
Post: #758

Fixed

Revived stack doesn't trigger Regeneration phase (00446B50)

As the title, if a stack is killed and revived (with Resurrection spell) in the same turn, this will completely skip its regeneration phase (00446B50), which potentially leads to an infinite loop for AI player if the killed stack has defended last turn and not yet acted this turn.
This can be a bug of the original H3. But I haven't got a chance to test yet.

Download save game and video for testing
Tested with only ERA.
game bug fixes extended.dll is not related.

Steps to reproduce with this save game:
- pretty much just do the same as the video shows
- The key point is, must kill a stack that has been defended last turn and not acted this turn. When AI revives the killed stack, it would try to defend (because the stack can do nothing else due to the gate getting blocked), and this leads to an infinite loop due to the stack is already defending (inherited from the last turn, meaning 00446B50 is not executed).

Quick script to fix:
Just ensure whenever it's on a stack's turn, the defending status is correctly removed.


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 08.04.2024 22:04 by Archer30.)
29.03.2024 07:47
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Archer30 Offline
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Posts: 1175
Post: #759

Commander's Regeneration ability conflicts with Elixir of Life (inconsistency of regeneration mechanism)

A basic fact: In WoG/ERA, Elixir of Life provides full HP regeneration instead of 50 like in the original H3 (amount of regen: 00446C2E)
This is OP. I don't see a reason to make such a big buff to an artifact.
At the same time, if a commander learns "Regeneration", he would lose the full health regeneration from Elixir of Life.
This goes the same for other creatures with regeneration abilities. For example, Troll's regeneration amount is always 50 no matter whether Elixir of Life is equipped.

My suggestion:
- Just restore Elixir of Life's regeneration to 50 HP each time. I don't see why it should be buffed.
- Perhaps make Elixir of Life stackable with other sources of regeneration. Like Trolls can have 100 HP (50+50) regeneration if Elixir of Life is equipped. This could be more fun to play.


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(This post was last modified: 29.03.2024 08:07 by Archer30.)
29.03.2024 07:59
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daemon_n Offline
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Posts: 4343
Post: #760

Archer30, Actually I 've found it works another way. Elixir restores full hp for the all creatures!
that's ridiculous


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30.03.2024 01:42
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Berserker Offline
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Posts: 16657
Post: #761

Archer30, oh year, used that imbalanced feature for henchman full regeneration ))

I agree, that current solution is hacky and imbalanced.


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30.03.2024 04:03
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daemon_n Offline
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Posts: 4343
Post: #762

My solution is rewrite wog hook with NPC/Creature Experince calculation.
I found that the current one breaks Elixire of Life logic


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30.03.2024 04:06
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Berserker Offline
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Posts: 16657
Post: #763

Elixir of Life should restore health in percents of a known creature, perhaps (in case ERM scripts change XP of creatures, for instance). It may also take into account creature level.
What's about 25 * (SoD Crusader's health)/(current Cursader's health) * Level (1..7)?


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30.03.2024 06:00
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Archer30 Offline
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Posts: 1175
Post: #764

A little buff to Elixir of Life is welcome. In WoG/ERA hp is less valuable due to all those hp increases from stack exp.
The strategy should be consistent. Learning "regeneration" ability leads to a reduction in regeneration should never happen.

I don't get the idea of Bersy‘s formula but connecting the regeneration to creature level is not bad.

Speaking of that, Commanders' regenerating 50 HP each turn is also a very weak ability. Give it a little buff?


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(This post was last modified: 30.03.2024 07:13 by Archer30.)
30.03.2024 06:49
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XEPOMAHT Online
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Posts: 2356
Post: #765

Печально, что на последнй версии ЭРЫ сломалась воговская функция, которая ставит города на карту. Город она ставит, но он становится дубликатом самого последнего города на карте, который был до установки. В итоге - пользователи жалуются, что города начали изчезать с карты, если кто-то ставит новый город (например ИИ), в самих городах - глюк с раздвоением героя, когда при нападении на город герой нападает сам на себя (или открывается окно обмена, в коем герой обменивается сам с собой), ещё какие-то глюки (у города на карте не работает проходимость и т.д.), пока игра не начинает вылетать (там похоже память под новые города тоже не выделяется).

В общем, ради совместимости с последней версией ЭРЫ, которую кто-то испортил в обновлённой версии ЭРЫ, придётся воговскую функцию установки городов полностью переписать (т.к. не я один жалуюсь на глюки с городами) в рамках ERA+, чтобы не пересаживать игроков обратно на старую версию ЭРЫ.
(This post was last modified: 05.04.2024 06:27 by XEPOMAHT.)
05.04.2024 06:23
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