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Posts from Heroes V - Remake "File restructuring, 'junk' cleanup, and game optimization"

2.3 (3 ratings)
In reply to 13zl
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8 years ago
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13zl
Generally speaking, I'll consider it; perhaps we can adapt the unit names to resemble some kind of destroyers and ravagers, thereby distinguishing them from the heroes of their faction. But for now, I'm not sure – I'll add your suggestion to the list of ideas.
We once discussed the idea of creating ravagers based on devils by attaching the head and arms from the ravager model from Heroes 6. As far as I remember, the devil has an animation for a hand strike, so we can safely remove the weapon from its hands (ravagers don't have weapons).
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8 years ago
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That's a good idea, by the way. But the vanilla version is good too.
I don't see any reason to change the name of the demons.
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8 years ago
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I think that if we are going to change the devils, we should only change their name, but completely redesigning them into jaguars from Heroes 6 wouldn't be a good idea, because they would have an animation and hand position as if they were holding their axe, but in reality, they don't even have hands.
In reply to Михаил Алексеевич
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8 years ago
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Mikhail Alekseevich
I think that if we are going to change the demons, we should only change their name, but completely redesigning them into Juggernauts from Heroes 6 is not a good idea, because they will have the animation and hand position as if they are holding their axe, but in reality, they don't even have fingers.
Well, I was talking about replacing the hands with the ones that the Juggernaut has in Heroes 6/7 - they have growths and no fingers at all.
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8 years ago
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I understand what you meant; I just wanted to say that their arms will be in a position as if they are holding a weapon, even though they are not holding anything, simply because they are not capable of it. And if you were to create Jagged Ones, perhaps Blood-Eyed Cyclops would be a better fit for that role, but that's not the main point.

Added 20 hours 17 minutes ago
In the next update, only missions for Isabel will be available until I return to the Campaigns.
It's still too early to talk about this, but if you are going to add fan-made scenarios to the main branch of the Campaigns after the full release of the mod, you should increase the number of available missions from 6 to 7, as there may not be enough space for many missions. For example, in the Unicorn Empire campaign, there are 5 missions and two additional scenarios. The "Supreme Lord" scenario would fit well into the campaign for Arantir, but there is also a scenario from Nival for Giovanni and Ornell the Alliance. So, when you decide to add fan-made maps, keep this in mind.

Added 3 hours 41 minutes ago
And you will also need to block the second upgrades for Humans and Necromancers in the first campaigns for them – for Isabel, Markel, and partially for Frida, because during the campaigns of Markel and Isabel, these troops did not yet exist, and Frida was initially with the Red faction and then joined the rebels.

Added 13 minutes ago
I hope I'm not being too annoying.
In reply to Михаил Алексеевич
8 years ago
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Mikhail Alekseevich
I understand what you meant. I just wanted to say that their hands should be in a position as if they are holding a weapon, even though they are not holding anything, simply because they are not capable of it. And if they were to make Jagged Ones, perhaps Blood Cyclops would be a better fit for that role, but that's not the main point.

Added 20 hours 17 minutes ago

It's probably too early to talk about this, but if you are going to add fan-made scenarios to the main branch of the Campaigns after the full release of the mod, then it would be worth increasing the number of available missions from 6 to 7, as there may not be enough space for many missions. For example, in the Unicorn Empire campaign, there are 5 missions and two additional scenarios. The "Supreme Lord" scenario would fit well into the campaign for Arantir, but there is also a scenario from Nival for Giovanni and Ornell. So, when you decide to add fan-made maps, keep this in mind.

Added 3 hours 41 minutes ago
And you will also need to block the second tier upgrades for Humans and Necromancers in the first Campaigns for them - for Isabel, Markel, and partially for Frida, because during the Markel and Isabel Campaigns, these units did not yet exist, and Frida was initially with the Red faction and then joined the rebels.

Added 13 minutes ago
I hope I'm not being too intrusive.

You can write your ideas here, in a private message, or in the VK group; I will respond faster in the group. I am open to people and communication with users.
Regarding blocking the second tier upgrades, this idea has already been suggested, and its implementation will be done as new Campaigns are added to the mod.

There was, for example, a suggestion to speed up the game by making the 3rd tier creatures and buildings within cities limited to one level - so that the 2nd tier dwellings are built immediately. This should both speed up the game and diversify the armies.

P.S. - I want to tie the granting of a unique racial skill to all heroes upon reaching level 25/30, allowing players to have any desired hero build and thus give the user freedom. Comrade "dredknight" suggested formatting everything as a script, but I'm not very good at scripting; I would be grateful if you could at least provide a specific example of such a script, with the granting of a skill to a hero upon reaching a level.

I removed the restrictions on the Orcish skill so that it is available from level 1 and wrote the following function:

function UltraSkill()
if(GetHeroLevel(TownStrongholdHero1) == 3) then
GiveHeroSkill(TownStrongholdHero1,HERO_SKILL_ABSOLUTE_RAGE);
end;
end;

The game doesn't complain, the console is clean, but the script doesn't work. Any ideas where to look?
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8 years ago
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The game doesn't throw any errors, the console is clean, but the script doesn't work. Any ideas where to look?
You wrote the function, but you didn't write what should trigger it...
For example, startThread. Outside the function.
The second problem is that your function will only run once. To make the game constantly check something, create a loop inside, an infinite one:
while 1 do
end;

But don't forget to add sleep, otherwise the game will freeze.
GetHeroLevel(TownStrongholdHero1) == 3
Starting from level 3? But you wrote that it starts from level 1... I don't understand...
Only for one hero? It would be better to search for all heroes of the stronghold on the map, probably. Also, there's a problem: if this hero dies, the function will crash with an error. You need to check IsHeroAlive.
And ideally, add a break after the skill is acquired, to exit the loop.
If the goal is to wait for the level to reach 3, you can use a trigger instead of an infinite loop; there seems to be a level-up condition there, so check it out.
P.S. Yes, scripts are like that. What did you expect? )
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8 years ago
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As far as I know, scripts for granting skills only work with skills; they won't be able to grant abilities.
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8 years ago
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There was, for example, a suggestion to speed up the game, such as limiting the levels of creatures and buildings within cities to a maximum of 3 levels – so that dwellings of the second level could be built immediately. This should, in part, speed up the game and diversify the armies.
The idea is interesting, but ambiguous, and I don't have it in ВК.
In reply to Nargott
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8 years ago
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Nargott
As far as I know, the scripts for granting skills only work with skills, they won't be able to grant abilities.
GiveHeroSkill can grant an ability, but only if the conditions for acquiring it through the normal method are met.
In reply to Ment
8 years ago
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Ment
You wrote a function, but you didn't specify what should trigger it...
For example, startThread, outside the function.
The second problem is that your function will only run once. To make the game constantly check something, add a loop inside, an infinite loop:
while 1 do
end;
But don't forget to add a sleep function, otherwise the game will freeze.

From level 3? You wrote that it starts from level 1... I don't understand...
Only for one hero? It would be better to search for all stronghold heroes on the map. Also, there's a problem: if that hero dies, the function will crash with an error. You need to check IsHeroAlive.
And ideally, add a break after the skill is acquired, to exit the loop.
If the goal is to wait for the hero to reach level 3, you can use a Trigger instead of an infinite loop, as there seems to be a level-up condition there. Take a look.
P.S. Yes, scripts are like that. What did you expect? )

I specified level 3 in the function specifically to test whether it works or not. And it will be easy to change it to the desired level later.
And for now, I decided to implement it for one hero - after all, it's just a test.)
And after a successful test, I'll specify the hero's race in the function instead of the name.
Thank you for pointing it out - I'll try to implement it according to your suggestions.
In reply to 13zl
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8 years ago
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Remake, EWA, and 5.5 have different goals. In some ways, they are all similar and introduce comparable changes, but they also have different architectural approaches with their own advantages and disadvantages.
Remake uses the philosophy of a "monolithic game," where everything is compact and implemented through one or more files.
EWA uses a fine-grained modular approach to game customization through a unique launcher.
5.5 uses a modular approach to game operation.
Remake has a slightly different purpose; it is not only about cleaning and optimization but also about incorporating the best ideas that fans have come up with. Essentially, at this point, the mod partially or fully incorporates and adapts more than 50 mods, both fan-made and original, created specifically for Remake, according to the defined philosophy. At this stage of development, work is still underway on the game files and a complete restructuring of resources.
At the end of March, a planned update will be available with the addition of fan-made maps adapted for the game.
In the future, new maps will appear in updates, and if necessary, unsuccessful fan-made maps will be removed.

Closer to the end of development, a selective implementation of creatures from "NCF" will occur because the quality and relevance of most of the creatures from the "NCF" project to the world of "Heroes" are questionable and evoke associations with flying locomotives in Skyrim.
P.S. - Enjoy the game and stay tuned for updates.
Yes, the mod is indeed interesting. I think it makes sense to include some interesting features and developments from your mod in the Ewa mod
In reply to atlant108
8 years ago
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atlant108
Yes, the modification is indeed interesting. I think it makes sense to include some interesting features and developments from your mod in the Ewa mod.

If only some elements need to be recreated from scratch, rather than simply ported, by looking at the Remake. The Remake has broken backward compatibility with the original game because without it, implementing the mod's philosophy would have been impossible.
The release will be tomorrow or the day after. There was a serious bug in the duel arenas for maps that caused crashes; this has been fixed in the new version.
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8 years ago
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Overall, everything is good, but Colossi don't need lightning damage, because then it would be inconsistent. They don't shoot; they walk and attack with their heel. Why would they need lightning? Of course, you could give them the ability to shoot, but then you would have to balance them (reduce their minimum and maximum damage by 10).
In reply to Уриэль Септим Х
8 years ago
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Uriel Septim X
Overall, everything is good, but Colossi don't need lightning, because then there would be incompatibility. It doesn't shoot; it walks and attacks with its heel, so why does it need lightning? Of course, you could give it the ability to shoot, but then it would need to be balanced (reduce the minimum and maximum damage by 10).

Colossi and Co. in the mod have become mechanical. We will consider the lightning around them as a kind of visual convention, like from a mechanism/magic. And with the upgrade, the creature can use these lightning bolts for attack.

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