I've been having problems since last March 18th with trying to attach files to forum posts that exceed a certain file size. I get a Database Error message when I attach them. The files I'm trying to upload are well within the posting file size limits, but it looks like they've been reduced temporarily. @Nike-IT sent in a ticket about 2 or 3 weeks ago, but it still hasn't been fixed. So I've broken the file into 720KB parts and I was able to attach all 5 parts here. I tried 1.44MB attachments (i.e. 3.5" floppy size, but they were apparently too big).
You need to delete the .zip at the end of each archive's file name (leave the .zip before the 00X numbers) so that they are .001, .002, etc. and then you'll be able to un-ZIP them. For example, rename mod_h3b_VBeta2013_03_18.zip.001.zip to mod_h3b_VBeta2013_03_18.zip.001. Do this for the other 4 files and then you can un-ZIP them.
I apologize for this inconvenience, but it is beyond my control. Hopefully they'll be able to get this resolved sooner or later, otherwise I'll have to find a place to host my mod files...
I've been making progress on my H3T mod, where I'm working on implementing the tomes. I'm probably about 60% done with that implementation and hope to complete that aspect of my mod soon and then I can go on to implementing the rest of my H3T mod...
So here was my original post from back then...
Okay, I finally finished my current playthrough with my Paladin and made some more bug fixes and changes. I was able to play no loss impossible, only incurring losses when I fought Xeona.
There were some other tough battles along the way, but now with all the +resist all abilities, I had my Phoenix up to 95% Resist All with the Twinkling Boots (+15 Physical Resist) and Healer Jacket (+20 Poison Resist) after the first round of cast. This was not quite what I intended and so the Resist Bonus for summoned units is now +percent base instead of +absolute. With this, the resistances are 68 Physical, 62 Poison. Summons still get the +Physical Resistance for their first round from your Start Defense skill so they can still get 95% Physical Resistance for a turn. If you play Mage, you should be able to get the summon resistances higher if you have the same two items, but not up to 95% resist all.
I also thought having Orc's Ill-Tempered occur all the time was too much so I made it happen 50% of the time. This is better as it is harder for them to move 3 times a round if they move once and get Critically Hit twice (which I was seeing quite often actually).
I still had a bug with Enchanted Hero and Dispel where if they enemy hero had cast Enchanted Hero on their troop and Dispel had been cast, there was the possibility of the check not resetting properly and if you cast Dispel on them it would Dispel the penalty not the bonus spells. So now I think I have this bug fixed for good - it was very tricky and subtle.
I've also made some improvements to some more bugs most deal with nil values being compared to greater or less than comparators (this is illegal in LUA) so now I check to ensure that the value is not nil before I perform the compare. This mostly affected the new features that I had implemented.
Here is the detailed change list:
Version: Beta 2013-03-18
- *.ATOM
- ORC.ATOM - Ill-tempered now works only 50% of the time
- ORC2.ATOM - Ill-tempered now works only 50% of the time
- *.LNG
- EN(G)_UNITS_FEATURES.LNG - changed Ill-tempered description to indicate that it works 50% of the time
- *.LUA
- ARENA.LUA
- Added check for spell when they are being mass cast to reduce the AI spamming the same mass spells repeatedly
- LOGIC_HERO.LUA - slight tweak to Paladin rune level-ups: now 12, 21, 12 (26.7%, 46.6%, 26.7%) for Might, Mind, and Magic runs (was 11, 23, 11)
- SPELLS.LUA
- Dispel still wasn't working properly if the unit had Enchanted Hero cast on it - now I think I've fixed it for good
- For Summon Spells (i.e. Phoenix and Evil Book, Resistance increase is Percent Base instead of Absolute). This lowers their overall resistance since they are now getting significant bonuses from Defense and possibly the Tolerance Skill and for Phoenix especially it was too easy to get 95% resist all across the board with items to help.
- UNIT_FEATURES.LUA
- Fixed features_giant_attack such that it ensures the receiving unit did not get killed before it implements its effect
- Fixed features_ogre_attack such that it ensures the receiving unit did not get killed before it implements its effect
- Fixed features_bonedragon_attack such that it ensures the receiving unit did not get killed before it implements its effect
- Fixed features_archdemon_attack such that it ensures the receiving unit did not get killed before it implements its effect
- Fixed features_entangle such that it ensures the receiving unit did not get killed before it implements its effect
- Changed Enchanted Hero Dispel call so that hopefully it now works properly...
- Orc Ill-tempered now works only 50% of the time
- Fixed orc_posthitslave to check for angry ~= nil (thanks Windows 8!)
- Fixed features_ogre_attack to check for receiver_level ~= nil
- Fixed features_archdemon_attack to check for receiver_level ~= nil
- Fixed features_bonedragon_attack to check for receiver_level ~= nil
- Fixed features_dissipate_energy to check for titan_energy ~= nil
I'm going to transition to working on my H3T mod again and don't plan on doing any more updates on this mod for a while unless I find a critical crashing bug or someone tells me of a serious problem.
I now know how I can implement certain things in AP / CW now that I didn't before with this latest upgrade process over the past several months.
There are still things that I'd like to do with my mod like possibly implementing level-ups for your wives / children, but I'll learn how to do this with my H3T mod. I'd also like to add Sapphire Blue Dragons and tie them to Drahha somehow after you complete his quest, but unfortunately I can only have Drahha sell a fixed amount due to his shop being an NPC shop instead of a regular shop. I tried to figure out how to do this by hand editing the LOC files and trying to change him to a regular shop, but unfortunately I think I may need the original development tools to convert him (i.e. Skaar is an NPC, but has a regular shop tied to him). So I may have Skaar or even Ank (the Giant that you rescue from the Land of Death) sell them (and the Sapphire Blue Dragon Eggs, which can't be sold in Drahha's NPC shop) with the typical unit probabilities. Maybe even have a shop (or shops) in Demonis sell them. So for now I have not created a new Sapphire Blue Dragon unit as I wanted to ensure that I could sell them from Drahha first. Maybe I'll learn more about how to do these things when I work on my H3T mod.
Creating a quality mod is time-consuming and difficult (as can be seen by the WotN bugs) and so unfortunately it just takes a lot of time as there is a lot of trial and error when you're figuring things out and doing them where there is very little documentation. I've tried to share some of this in the mod tutorial posts to share my knowledge and I've literally tried many things that are not implemented simply because I couldn't figure out how to do them (such as Drahha not being able to have a regular shop like I mentioned above). So if anyone has any insight that would be most appreciated and conversely if you want to know how to mod a certain aspect of the game just ask me via post or private message (although I tend to not notice that I have notifications in my inbox so please be patient as it may take a couple of days for me to notice).
So thanks for being patient through this past development cycle and trying out my mod and providing comments!
/C\/C\
Please see the first or last post to download the latest version as this release has been removed.