Current time: 22.11.2024, 05:32 Hello There, Guest! (LoginRegister)
Language: english | russian  

Post Reply 
Threaded Mode | Linear Mode
ERA III
Author Message
Archer30 Offline
Moderators

Posts: 1175
Post: #2266

Valery, I am happy to assist you to fix the compatibility of the latest Era Launcher Build and your maps. If you like we can talk via Discord or any other IM so the conmmunication would be more efficient.

Quote:I have a problem with the TrainerX mod, I open on my main hero, don't do any modifications and when closing it automatically "cures" from all curses my hero and sets it to level 1
Quote:The main hero started with negative experience and a lot of courses, by default.
Idk.
I have no knowledge TranierX executes script at the start of a map dealing with exp. I need more info to diagoise, like on what exactly map this happens.

Quote:Thats a bit annoying because it makes a lot of my maps using dat file unplayable. I am not sure the secondary skills scrolling mod would be a replacement
The recommendation is using SSS. Just let me know if you encounter any compatiblity issue so we can start to adjust.


Latest ERA mods and scripts in development - My GitHub
01.07.2023 05:38
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1175
Post: #2267

The shooting function from EEF doesn't fully work on Liches/Magos, who have extended shooting range for some timing (like OnBattleActionEnd) when the shooting target is different from the BG:E target.

And the solution is found (thanks to Hawaiing). It can be fixed by changing BM:G data. For example:

My suggestion is to add this BM:G manipulation into FU(BattleStack_Shoot) so that the function works more universally. Is that ok?


Latest ERA mods and scripts in development - My GitHub
01.07.2023 06:34
Find all posts by this user Quote this message in a reply
Valery Offline

Posts: 2196
Post: #2268

I would need only to know how to remove the capitol script from 77.erm safely, then how to replace with old version without screwing the whole thing. Can I just replace the script with old 77.erm of other modifications were done to it and will not work?
(This post was last modified: 01.07.2023 09:32 by Valery.)
01.07.2023 09:28
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1175
Post: #2269

Valery, if I understand correctly, you want to Display Hidden Skills since you mentioned SSS.

For achieving such a purpose, you'll need to embed the removed Display Hidden Skills script into your build.
Display Hidden Skills

Let me know if you also need the solution to learn the 9th/10th skill.

Quote:Can I just replace the script with old 77.erm of other modifications
It may work. I don't recall anything that could conflict but can't promise.


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 01.07.2023 09:59 by Archer30.)
01.07.2023 09:56
Find all posts by this user Quote this message in a reply
Valery Offline

Posts: 2196
Post: #2270

Ok, I managed to cut the script you gave me to strictly necessary for display hidden skills, after the game gave me thousand errors when I just pasted the whole in then removed the check for activating the script. 36

Now looks safe, thanks.

Secondary skills scrolling can not 100% replace Display Hidden Skills, since it does not allow leaning new skills at huts, universities and scholars once you had the 8th skill, while Display hidden skills allow it by using the commander's hat (which gives always First Aid) equip/ctrl + click on experience icon then swap skills between hidden and not hidden. So a new skill emplacement is free.

So it had its purpose, especially in chinese maps by Woodmelon where this functionality is part of the game.
(This post was last modified: 01.07.2023 17:32 by Valery.)
01.07.2023 16:56
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1175
Post: #2271

Valery, SSS does not allow heroes to learn 9th/10th skills. It only provides the ability to check out more than 8 skills from the hero screen if applicable.

The classic map rule of Learning the 9th/10th skills was removed for the following reason:
- It was badly implemented due to technical limitations. The 9th/10th are not given by using the native way.
- We have way too many options/plugins in the Era Launcher Build for extending the skills limit. It led to confusion for players. Currently, there are 10 SS mod (by igrik), Maximum Secondary Skills (provides 12 skills limit by default, Option 824 by igrik) and unlimited secondary skills (bin patch in wog mod) all available from era launcher build.

An alternative / recommended way to raise the skill limit to 10 is to use the following script:
This provides the native way of learning secondary skills up to 10. Should be safe to be inserted in any map.


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 01.07.2023 18:27 by Archer30.)
01.07.2023 17:54
Find all posts by this user Quote this message in a reply
Valery Offline

Posts: 2196
Post: #2272

There is no problem with learning 9th and 10th skill, since there is a plugin to learn them all. The problem, as I see it, is the removal of hidden skills display, since it allowed actions that SSS do not. Sure you can always come with new ways, new scripts and finally achieve same result, but the main problem is that a lot of maps use the former version from 3.58, which was functional also in Era 2 up to Era 3.8 or so, and the removal makes them unplayable.

I would suggest this script return to WoG scripts, since built capitol everywhere script can just be an additional option, why not.
(This post was last modified: 01.07.2023 18:26 by Valery.)
01.07.2023 18:24
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1175
Post: #2273

Valery, if you put this 53 map options script into ...\Mods\WoG Scripts\Data\s, does it serve you the purpose of displaying hidden skills?
Download 53 map options

Please make sure option 182 is enabled.


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 01.07.2023 19:09 by Archer30.)
01.07.2023 19:08
Find all posts by this user Quote this message in a reply
Berserker Offline
Administrators

Posts: 16657
Post: #2274

Archer30, maybe we should check some flag, which means area attack, not exact creature ID? I agree, that shooting function can be improved using Hawaiing's code.


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
01.07.2023 21:59
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1175
Post: #2275

Berserker, it's only for the example I made a creature type checking. As I recon checking creature/flag are not necessary, setting BM:G data can be universal:


Latest ERA mods and scripts in development - My GitHub
02.07.2023 03:47
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1175
Post: #2276

There is a problem with SN:H^object^ and !?FU(OnAdvMapTileHint). They don't work as the native mechanism.

In H3, when the cursor hovers over a hero visiting an object, the hint/pop-up would display the hero's info. However, if SN:H^object^ is set (same as !!HT), it would display the info of the object instead.
The problem of !?FU(OnAdvMapTileHint) is usually it's used to set the hint of an object by MM:M. Yet the pre-defined parameters of it provide only the object type of the entrance underneath the hero, which in most situations is not what we want. Ideally, I hope the object type of the real coordinates is one of the hero (return hero if hero is above the object).

To resolve the inconsistency, I've corrected the script for setting hints/pop-ups:
Setting pop-up/hint for Emerald Tower (depending on whether the tower has been visited)
I don't think it can be shorter without the imrovement of SN:H^object^ and !?FU(OnAdvMapTileHint)


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 02.07.2023 04:35 by Archer30.)
02.07.2023 04:16
Find all posts by this user Quote this message in a reply
Valery Offline

Posts: 2196
Post: #2277

(01.07.2023 19:08)Archer30 Wrote:  Valery, if you put this 53 map options script into ...\Mods\WoG Scripts\Data\s, does it serve you the purpose of displaying hidden skills?
Download 53 map options

Please make sure option 182 is enabled.

Thanks but I don't think I need such thing, since the maps use a dat file so the player doesn't need to read wog options. In my opinion, the main subject remains why the Display hidden skills script doesn't return.

I encountered a bug when playing Launcher version, the warfare II option doesn't give the number of tents specified, but only 1. It should be 14, as my hero level. Catapults are ok.

I see the script was redone by daemon and it says the tents and catapults are limited to 2 (yet I have 3 catapults at 14th level). Any functional changes were done to combat scripts?
(This post was last modified: 02.07.2023 05:53 by Valery.)
02.07.2023 05:13
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1175
Post: #2278

Valery, the display hidden skills option can be returned to 53 map options so that when player load the .dat, Display Hidden Skills is auto-enabled. Sounds okay?

If you check out the description of Enhanced War Machines II from WoG 3.58f / wog options menu, it says exactly this option does: Putting a limit of 2 for First Aid Tents and Ballistas. Catapults' number was not mentioned because in regular H3 they do not appear. In Enhanced Warmachines II their number is the same as Ballistics level - perhaps the script comment did not mention this bit.

Quote:Any functional changes were done to combat scripts
There are perhaps many changes, although most are on the detials improvements and bug fixing.


Latest ERA mods and scripts in development - My GitHub
02.07.2023 06:14
Find all posts by this user Quote this message in a reply
Valery Offline

Posts: 2196
Post: #2279

Well, no, because comparing with Era 3.0 which I still have, at 14th level my hero has 14 tents and 3 catapults. In the launcher version, catapults are still 3 but tents are only 1. So impossible to go past battles which required 14 at that moment.

About Hidden scripts, I just added the script to my main erm file. It is activated as I removed the check. So the only way now is to ship with the map, which will be not so difficult for me, but difficult for the tons of maps using it which are not mine and creators long time gone.
(This post was last modified: 02.07.2023 06:47 by Valery.)
02.07.2023 06:41
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1175
Post: #2280

Quote:I still have, at 14th level my hero has 14 tents
This is because another script, First Aid II gives additional tents without the regulation of Enhanced War Machines II in the previous version. With this combo, most random maps become way too easy since it is so difficult to get casualties now.
It was considered a bug after some discussion. (There is no way to ask both the script authors whether the behaviour of FAII + EWII was intentional, unfortunately). We decided to make the behaviours this way when both FAII and EWII were enabled:
Quote:FAII now provides only one additional tent (instead of the number based on the hero level).
If the hero is a First Aid Specialist, FAII would provide another tent.
In the best scenario, a total of 4 tents can appear on the battlefield (artifact + Rampart commander + FAII + FAII hero spec).
This change of FAII is mentioned in the latest option description.
I understand that the change may not be favoured by some custom maps. My suggestion is to add a script to maps to increase the tent number so that battles can be easier.

Quote:I just added the script to my main erm file. It is activated as I removed the check
Not ideal if the launcher build added this script, it's possible to have a double script triggered.
I will add this script in the launcher build and the option is enabled by default. With this, the compatibility with old maps should be preserved.


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 02.07.2023 07:21 by Archer30.)
02.07.2023 07:16
Find all posts by this user Quote this message in a reply
« Next Oldest | Next Newest »
Post Reply 


Forum Jump:

Powered by MyBB Copyright © 2002-2024 MyBB Group