Archer30
Posts: 1174
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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
Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 10.03.2024 23:20 by Archer30.)
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22.02.2024 15:24 |
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Berserker
Posts: 16637
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27.02.2024 23:41 |
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Archer30
Posts: 1174
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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:
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.
Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 01.03.2024 17:09 by Archer30.)
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01.03.2024 06:28 |
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Archer30
Posts: 1174
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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.
Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 10.03.2024 23:20 by Archer30.)
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01.03.2024 08:06 |
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igrik
Posts: 2819
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01.03.2024 16:46 |
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Archer30
Posts: 1174
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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.)
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06.03.2024 12:05 |
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Archer30
Posts: 1174
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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.)
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29.03.2024 07:47 |
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Berserker
Posts: 16637
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30.03.2024 04:03 |
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Berserker
Posts: 16637
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30.03.2024 06:00 |
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XEPOMAHT
Posts: 2348
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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.)
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05.04.2024 06:23 |
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