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#181
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Thanks for the save game - I'll look into it and post back here if I have any questions on duplicating the problem...
I know that I did a lot of debugging with this to make sure it worked, so you must have found another problem I didn't notice. Unfortunately, I don't have any info on my AP/CW mod right now as I haven't had a chance to work on it the past month, but I'm almost done with my home remodeling project (just in time as the Phoenix heat is here!) and so should be able to make some progress on this as well as the AP / CW mod during the next few weeks / months... /C\/C\ Quote:
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#182
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I then reloaded your save game and tried another approach where I tried to not kill any units (i.e. make corpses) and I think I went 3 or 4 turns before someone died, but each turn, the Dark Crystal summoned a new unit. Once someone died, the Dark Crystal was able to use its Animate Dead ability to resurrect corpses. I couldn't get Karador to use his Necro Call on a Level 1 unit, so I'm not sure if there is no problem there. Hmmm... I'll see if I can continue to debug this, but so far it seems to be working on my version - I'm using V1.7 (build 35.234) and the Gamer's Gate version just in case that makes any difference. I can't remember if there is any difference between any of the file sets in specific versions, but just in case, here is the information for my (un-modded) ses.kfs file: Date: 07/08/2010 10:01 PM (this might be my install date so the date may not matter) Size: 6,365,376 bytes I'm about ready to go through the Cemetary with my new Mage game, I'll keep an eye out for what is going on there. Also even though you said that you have the latest version, it might make sense to re-download the latest version and re-extract it again to be sure something didn't get corrupted somehow. I know that when I was working on this portion of the code, that I was getting a crash to desktop when the Necromancer tried to use its Animate Dead ability as well as heroes using Necro Call. It seems like you're having problems that are reminiscent with an older version so just double check. Also, I had that error with the Unicorns where if it was cast on them it would crash to the desktop. I fixed all these problems (at least I think I did) and haven't had any problems since, but need to play through with my current game just to make sure. Here are the dates and sizes of the KFS files that I'm using to double check: mod_homm3_babies.kfs - 04/08/2012 12:27 AM / 428,928 bytes mod_homm3_babies_eng_lng.kfs - 01/13/2012 2:23 AM / 146,700 bytes (you're probably not using this, but en_) mod_homm3_babies_en_lng.kfs - 01/13/2012 2:25 AM / 146,646 bytes (you're probably using this one) mod_homm3_portraits.kfs - 01/12/2012 11:22 PM / 1,662,384 bytes mod_tougher_eheroes.kfs - 12/27/2011 11:41 PMP / 67,822 bytes These comprise the V2012-04-08 beta. If you can post a save game with steps on how to make it crash, I can follow those steps and check it on my end and then I'll be able to debug it. If I can't get Karador to cast Necro Call, I'll just modify his hero file so he only casts Necro Call and try that out. Hopefully we can get this figured out! ![]() /C\/C\ |
#183
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I managed to fix this, but have no idea what was problem. I updated again lates mod version, and now it works fine.
On other note : in skills.txt what is 3rd parameter in rune stone skill ? Code:
3 { deps=1 runes=0,15,0 trade= pars=+15,+6,+30 } Last edited by Fatt_Shade; 05-17-2012 at 06:19 PM. |
#184
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Glad it is now working for you - was starting to drive me crazy!
![]() The third parameter for Rune Stone is for it to give the proper number of runes when you get the skill. So parameter 1 is for showing you how many runes you'll get, but parameter 3 is for actually giving you the right amount since the way the SKILLS.LUA worked is that it would only give you the difference between the current and previous level. Parameter 2 is for the defense increase. So for level 1: +5, +1, +5 you get 5 Might and Magic Runes for 5 Mind Runes. For level 2: +10, +3, +15 you get 10 Might and Magic Runes for 10 Mind Runes, but in order for it to work properly you have to specifiy +15 since it takes the difference between +15 and +5. For level 3: +15, +6, +30 the same as above, it is +30 less +15 so +15 Might and Magic for 15 Mind Runes. I actually had this wrong when implemented the first time (i.e. I just had +10, +3) and I only got 5 Might and Magic Runes when I went to the second level and that's when I discovered the above and added the third parameter. Hope that explains it - I guess I decided to do it this way for some reason, but can't remember why at the moment... /C\/C\ Quote:
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#185
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Was off for long time
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#186
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Hmmm... I like this idea - as you remember I played around with allowing them to ressurect other units, but limited it to just Orcs, but if you get tolerance (or maybe I'll have both tolerance and diplomacy) then their resurrection works on the races that you get better relations with (or what diplomacy gives).
I'm pretty sure it can be implemented - I'll look into it down the road... You know as I've been playing Crosswolds, I'm kind of wondering how I'm going to merge what I did here (with the Orcs) with it, but for AP, it's not a problem... /C\/C\ |
#187
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I dont think you should lose sleep about getting your ideas from here to CW since there orcs have adrenaline abilities and dont need more, just move rest of your mod (except rage spirits, because we have that silly pet dragon in AP/CW
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#188
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Unforgivable
![]() I just tried paladin game (imp/no loss ofc), and decided to give orcelin a go with new lds gain, and will you look at her kids. No shaman bonus at all, and shaman are orc troops very interesting with your new add for orc race in this mod ![]() Just joking Matt, but yo really did miss shamans in whole orceling babies file. I added them in my game, but try to fix this in dl file you post. C ya ![]() |
#189
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Oh no - those poor Shamans!
![]() Well Gurnisson gives bonuses to all Orcs so that counts and don't forget Orcelyn herself! ![]() You know, if you wanted to do it right, Tyraxor would be the perfect candidate since he only gives bonuses to Catapults - I could easily see having him include Shamans there (@ level 4 unit bonuses - look at Jabarkas for example of difference between level 3 Orcs and level 4 Veteran Orcs bonuses). Also Vey and Boragus both give bonuses to Ogres (since they both gave bonuses to Ogre / Ogre Magi in HOMM3), but one of them could be considered as an alternate for switching to Shamans. Boy, I'd love to see Ogre Magi - anyone want to work on a skin for them?! I think I like Tyraxor as the better choice for the Shaman bonuses. By the way, if you're wondering, all the kids unit bonuses (for the most part) will be the same, except you'll include their "like" unit in AP / CW. So, for example, Gretchen will include Goblin Shamans since she has Goblins / Furious Goblins, and Jabarkas will include Orc Trackers since he has Orcs / Veteran Orcs... There's a few new unit classes (like Droids, for example) that I'll have to pick someone who doesn't have a standard unit class bonus (i.e. Gurnisson's "unit skill" is the Ballista and so I had great flexibility with his unit bonus - that's why it went to all Orcs). By the way, in my CW playing I've noted some more things I'm going to change sooner or later in my TL mod, including: 1) Cyclops - give them an ability like knocking units unconscious (they are throwing rocks after all - ouch!); 2) Gizmo - I haven't released this yet, but I've made an improvement to the Gizmo AI in CW that I think works even better than what I did in TL; 3) still need to add mana burn to EGD's; 4) a few other things that escape me at the moment... Thanks for pointing out the missing Shamans! So many units and so many babies - hard to get them all! ![]() /C\/C\ Quote:
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#190
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Hey, by the way, how's the higher Paladin Leadership working out in your current game?
Is it nice to get all that extra Leadership?! ![]() /C\/C\ |
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