Current time: 18.04.2024, 14:27 Hello There, Guest! (LoginRegister)
Language: english | russian  

Post Reply 
Threaded Mode | Linear Mode
ERA III
Author Message
XEPOMAHT Online
Moderators

Posts: 2265
Post: #2221

(24.03.2023 07:28)Archer30 Wrote:  Yes, they are different. One is a normal attack and one is spell casting. But why should they use different strategies for positions? There is no reason, right? When a hero casts Fireball, the Fireball would appear in exactly the position of mouse-clicking. The same applies to Magog's normal attacks. That's why I stack exp Fireball casting in the mouse-clicking position would also be favored. It follows the original H3 logic.

Потому что в ВоГе это дело сделано костылями: доступ к стеку, по которому кликнули мышью, возможен только по 1 ячейке на поле боя. Соотвественно, чтобы получить ячейку для двухклеточного монстра, нужно сделать пересчёт, потеряв при этом место клика. ВоГ не сохраняет место клика. А код опыта монстра применяет заклиние на кликнутом, не важно как, монстре, а не на кликнутом гексе (т.к. гекс получается из структуры монстра, игнорируя гекс, по которому кликнул игрок). По идее, гекс, в который производится атака, хранится там же в структуре монстра, но ВоГ эту информацию не использует - возможно потому что её можно использовать после физической атаки, а не до, как сделано в ВоГе.
24.03.2023 16:27
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1110
Post: #2222

Something weird is happening

This script sets the specialty of all the heroes to Upgrading Pikeman and Cyclops to Cyclops Kings. Yet for some reason, Cyclops are also promoted to upgrade to themselves. And - if you refuse, you are even getting a 25% of stack exp penalty just like you upgraded.

Image: xtS3fOA.png


Latest ERA mods and scripts in development - My GitHub
30.03.2023 17:48
Find all posts by this user Quote this message in a reply
XEPOMAHT Online
Moderators

Posts: 2265
Post: #2223

(30.03.2023 17:48)Archer30 Wrote:  This script sets the specialty of all the heroes to Upgrading Pikeman and Cyclops to Cyclops Kings. Yet for some reason, Cyclops are also promoted to upgrade to themselves. And - if you refuse, you are even getting a 25% of stack exp penalty just like you upgraded.

Потому что под апгрейд по специализации подпадают 4 типов монстров. Так это работает в SoD. И в WoG, соотвественно, так же точно.
30.03.2023 18:56
Find all posts by this user Quote this message in a reply
SergOz Offline

Posts: 1292
Post: #2224

Archer30, так получается только если в специализации героя выставить существо для улучшения и улучшенное существо такими, которые можно улучшить в городе, при наличии соответствующей постройки. То есть: Циклопов в Королей Циклопов, Кавалеристов в Чемпионов, Гогов в Магогов и так далее. Если ты поменяешь Циклопов на любое другое существо - такого бага не будет.


Карта-мод "Война на Холсте"
(This post was last modified: 30.03.2023 19:45 by SergOz.)
30.03.2023 19:18
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1110
Post: #2225

SergOz, this is a known issue? Thanks. after replacing Cyclops, the bug is resolved. Yet I still need the Cyclops to Cyclops King specialty.


Latest ERA mods and scripts in development - My GitHub
01.04.2023 04:33
Find all posts by this user Quote this message in a reply
SergOz Offline

Posts: 1292
Post: #2226

Archer30, может быть через !?FU(OnHeroScreenMouseClick) можно?
В том смысле, чтобы блокировать вызов диалога улучшения, если в слоте Короли Циклопов.
Я, правда, не знаю как можно отследить двойной клик Sorry


Карта-мод "Война на Холсте"
(This post was last modified: 01.04.2023 09:00 by SergOz.)
01.04.2023 08:32
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1110
Post: #2227

SergOz,


FU(OnDetermineMonInfoDlgUpgrade) works ok for setting new upgrades for specific creatures/heroes. This allows to set upgrading specialty without HE:X6.
But some of my other scripts require HE:X6 to return correct values, this bug makes it a bit inconvenient.

Edit: wait a minute...
A proper fix for this problem:

I believe upgrading to self should be globally disabled in ERA. Noone wants to do that as it's meaningless and costs stack exp.


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 01.04.2023 09:17 by Archer30.)
01.04.2023 09:06
Find all posts by this user Quote this message in a reply
SergOz Offline

Posts: 1292
Post: #2228

Archer30, да, хорошее решение. 20


Карта-мод "Война на Холсте"
01.04.2023 09:21
Find all posts by this user Quote this message in a reply
Berserker Offline
Administrators

Posts: 16476
Post: #2229

Right, should be a global fix.


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
01.04.2023 18:27
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1110
Post: #2230

I wonder if this is intended:
Santa Guard cannot move and melee attack, yet they can shoot. Ideally, the ability to shoot and melee attack should be the same. Otherwise, Master Gremlins get too many advantages as they are the only type of guards that can attack.

My suggestion is to enable the melee attack for Santa Guards. This balances ranged guards and melee a bit. Seeing a troop that cannot attack doesn't make much sense in the first place.


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 09.04.2023 04:48 by Archer30.)
08.04.2023 06:09
Find all posts by this user Quote this message in a reply
Berserker Offline
Administrators

Posts: 16476
Post: #2231

You mean guards, granted by wog default stack experience settings?


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
08.04.2023 15:12
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1110
Post: #2232

Berserker, not exactly. The guards are given by Santa Gremlins' hardcoded ability, and WoG stack experience ability upgrades the guards from level 1 unupgraded troops to level 1 upgraded troops. In the case the hero belongs to the Tower faction, the upgraded guards are Master Gremlins, which are the type of guards that can attack as they can shoot.


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 09.04.2023 04:51 by Archer30.)
09.04.2023 04:50
Find all posts by this user Quote this message in a reply
Berserker Offline
Administrators

Posts: 16476
Post: #2233

So the issue is wog experience settings. Maybe just change them to provide more non-upgraded guards?


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
09.04.2023 22:20
Find all posts by this user Quote this message in a reply
Archer30 Offline
Moderators

Posts: 1110
Post: #2234

Berserker, this is not an exp ability problem. What if there is a 13th faction and the 1st non-upgrade can shoot? Also in some mod, Centaur may be able to shoot without exp.

Currently, Santa has two abilities. one is upgraded guards, and the other is more guards.

I am happy with two solutions:
a. Give the guards the ability to melee, just like they can shoot.
b. Disable the guards' ability to shoot, just like they should not melee. If this is adopted, it's preferred automatically skip the guards' turn as it's meaningless clicking the defend button.


Latest ERA mods and scripts in development - My GitHub
09.04.2023 22:27
Find all posts by this user Quote this message in a reply
Berserker Offline
Administrators

Posts: 16476
Post: #2235

Seems like b is intended solution, because guards are not summoned creatures, they should not move or shoot. Though there is no easy way to distinguish between them and regular stacks, afair.


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
10.04.2023 03:12
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