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Posts from Epic War Age (EWA) - Adapted Mod Collection Auto-translated

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In reply to Mokara
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#62
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Mokara
Are these issues only present in these files? Maybe I could help?
By the way, what about the beta test?
That would be helpful.
The previous version was quite raw and lacked polish in terms of gameplay and compatibility.

We also need to remember that the maps themselves contain mods, which can cause many problems.
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#63
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I've already fixed these creatures; now, I just need to create their icons. Most creatures are currently using placeholder icons.
The Nexus faction is quite a mess. The creator seems to have lost track. In GM, there was a creature with ID 253, but in MO, that creature referenced ID 254, and so on, with a shift.
Otherwise, as I mentioned, because the creators used an unconfigured text editor, line breaks were either completely messed up or doubled (nix+win).
Next, I'll tackle the following two archives. Not only do I have to translate from Polish, but the author also used standard creature names from MO.

Last time, I released a "patch" 1.0 with almost no testing, which, in some cases, made things even worse. I know I shouldn't do that, but...
This time, I've gone through the old bugs, and I'm carefully checking and re-checking the problematic areas. Whether it's a beta or a release doesn't matter; the main thing is to have enough time to fix critical bugs.
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In reply to mrHalfer
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#64
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mrHalfer
Oh crap. I'll have to spend more time with these creatures. RTMG is just flooding me with warnings:
\Neutrals\Creature_768.xdb > tagGM.Error in SPELL_ABILITY_SCAVENGER [Status = Creature ignored]
\Neutrals\Creature_768.xdb > tagGM.Error in [Status = Creature ignored]
\Neutrals\Creature_768.xdb > tagGM.Error in ELEMENT_NONE [Status = Creature ignored]
\Neutrals\Creature_767.xdb > Open Tag Creature not found. 0 [Status = File ignored]
\Neutrals\Creature_255.xdb > CREATURE_256 not found in string "\Neutrals\Creature_255.xdb" [Status = Creature ignored]
\Neutrals\Creature_254.xdb > CREATURE_255 not found in string "\Neutrals\Creature_254.xdb" [Status = Creature ignored]
\Neutrals\Creature_253.xdb > CREATURE_254 not found in string "\Neutrals\Creature_253.xdb" [Status = Creature ignored]
\Neutrals\Creature_252.xdb > CREATURE_253 not found in string "\Neutrals\Creature_252.xdb" [Status = Creature ignored]
\Neutrals\Creature_250.xdb > CreatureIconFileName = "\Characters\Heroes\H5A2\Fun_Objects\ufo_icon.xdb" not found. [Status = Creature icon Ignored]
\Neutrals\Creature_269.xdb > CREATURE_270 not found in string "\Neutrals\Creature_269.xdb" [Status = Creature ignored]
\Neutrals\Creature_479.xdb > Open Tag Creature not found. 9 [Status = File ignored]
\Neutrals\Creature_478.xdb > tagGM.Error in 925 [Status = Creature ignored]
\Neutrals\Creature_478.xdb > tagGM.Error in true [Status = Creature ignored]
\Neutrals\Creature_478.xdb > tagGM.Error in [Status = Creature ignored]
\Neutrals\Creature_478.xdb > tagGM.Error in ABILITY_INVISIBILITY [Status = Creature ignored]
\Neutrals\Creature_478.xdb > tagGM.Error in ABILITY_NO_ENEMY_RETALIATION [Status = Creature ignored]
\Neutrals\Creature_466.xdb > CreatureTown = TOWN_SPECIAL = TOWN_NO_TYPE [Status = Automatic fixed value]
\Neutrals\Creature_270.xdb > CREATURE_271 not found in string "\Neutrals\Creature_270.xdb" [Status = Creature ignored]
\Neutrals\Creature_488.xdb > tagGM.Error in 644 [Status = Creature ignored]
\Neutrals\Creature_488.xdb > tagGM.Error in true [Status = Creature ignored]
\Neutrals\Creature_488.xdb > tagGM.Error in CREATURE_479 [Status = Creature ignored]
\Neutrals\Creature_488.xdb > tagGM.Error in CREATURE_478 [Status = Creature ignored]
\Neutrals\Creature_268.xdb > CREATURE_269 not found in string "\Neutrals\Creature_268.xdb" [Status = Creature ignored]
\Neutrals\Creature_267.xdb > CREATURE_268 not found in string "\Neutrals\Creature_267.xdb" [Status = Creature ignored]
\Neutrals\Creature_266.xdb > CREATURE_267 not found in string "\Neutrals\Creature_266.xdb" [Status = Creature ignored]
\Neutrals\Creature_265.xdb > CREATURE_266 not found in string "\Neutrals\Creature_265.xdb" [Status = Creature ignored]
\Neutrals\Creature_264.xdb > CREATURE_265 not found in string "\Neutrals\Creature_264.xdb" [Status = Creature ignored]
\Neutrals\Creature_263.xdb > CREATURE_264 not found in string "\Neutrals\Creature_263.xdb" [Status = Creature ignored]
\Neutrals\Creature_262.xdb > CREATURE_263 not found in string "\Neutrals\Creature_262.xdb" [Status = Creature ignored]
\Neutrals\Creature_261.xdb > CREATURE_262 not found in string "\Neutrals\Creature_261.xdb" [Status = Creature ignored]
\Neutrals\Creature_260.xdb > CREATURE_261 not found in string "\Neutrals\Creature_260.xdb" [Status = Creature ignored]
\Neutrals\Creature_259.xdb > CREATURE_260 not found in string "\Neutrals\Creature_259.xdb" [Status = Creature ignored]
\Neutrals\Creature_258.xdb > CREATURE_259 not found in string "\Neutrals\Creature_258.xdb" [Status = Creature ignored]
\Neutrals\Creature_257.xdb > CREATURE_258 not found in string "\Neutrals\Creature_257.xdb" [Status = Creature ignored]
\Neutrals\Creature_256.xdb > CREATURE_257 not found in string "\Neutrals\Creature_256.xdb" [Status = Creature ignored]
\Neutrals\Creature_780.xdb > Ability = ABILITY_DRAGON_BREATH not found. [Status = Deleted]
\Neutrals\Creature_250.xdb > Upgrade = CREATURE_252 not found. [Status = Deleted]
\Neutrals\Creature_467.xdb > BaseCreature = CREATURE_VAMPIRE = CREATURE_UNKNOWN [Status = Automatic fixed value] The BaseCreature is not compatible.
\Neutrals\Creature_763.xdb > Ability = ABILTY_CALL_STORM not found. [Status = Deleted]
\Neutrals\Creature_763.xdb > Spell = SPELL_ABILITY_CALL_STORM not found. [Status = Deleted]
\Neutrals\Creature_766.xdb > Upgrade = CREATURE_767 not found. [Status = Deleted]
\Neutrals\Creature_766.xdb > Upgrade = CREATURE_768 not found. [Status = Deleted]
And I still have to check all of them... So the release will be delayed by a few more days.

First, they use text-based editors (or just don't know how to configure them), and then they have Unix line breaks in their files instead of Windows ones >_<

If I remember correctly, RTMG stands for Random Template Map Generator, i.e., Generator of Random Maps based on Templates?!

It turns out that its author has built testing of all internal links for their validity into it! :smile08:

All that remains is to run all creatures through RTMG, and there will be happiness! :smile13:
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#65
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Psatkha, almost, it's a template generator and a "re-generator" for maps, meaning it can create new templates and modify existing maps by replacing certain objects and creatures (you can choose what to replace).

I also use it to check for validity; the only issues I ignore are related to the green Haven faction belonging to the Haven faction.
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In reply to mrHalfer
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#66
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mrHalfer
Psatkha, you're almost right; it's a template generator and a "re-generator" for maps. That is, it can create new templates and modify existing maps, replacing certain objects and creatures (you can choose what to replace).

I also use it to check for validity; the only issues I ignore are related to the green Haven creatures belonging to the Haven faction.

Only three "creatures" from my website had errors?!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
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#67
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psatkha
Only three "creatures" from my website had issues?!
Adamantine Golem 441 - RTMG didn't complain about it (it doesn't scan the appearance of creatures, that's too deep), but because of it, online play is impossible. I figured it out by trial and error. It's already been fixed.
Tormentor 297 and Maenad 443 - RTMG can't check it, it crashes with a critical error. I haven't fixed it yet; I'll look at it manually.
Summoner 454, Greater Summoner 455, and Battle Summoner 456 - RTMG doesn't like that the and <base creature> fields contain the names of NCF creatures, which are assigned to them by script, rather than numbers (like CREATURE_455).
Asker 440, Turgak 458, and Gaplan 459 - they also don't like names instead of numbers in upgrades and the base creature.

I haven't checked how names instead of numbers work in the game; I just changed the values. It might be normal.
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In reply to mrHalfer
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#68
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mrHalfer
Adamantine Golem 441 - RTMG didn't complain about it (it doesn't delve into scanning the appearance of creatures, as that's too deep), but it makes online play impossible. I figured it out through trial and error. We've already dealt with it.
Tormentor 297 and Maenad 443 - RTMG can't check them; it crashes with a critical error. I'll look into it manually until I fix it.
Summoner 454, Greater Summoner 455, and Battle Summoner 456 - RTMG doesn't like that the and <base creature> fields contain the names of NCF creatures, which are assigned to them by script, rather than numbers (like CREATURE_455).
Asker 440, Turgak 458, and Gaplan 459 - the same issue: names instead of numbers in upgrades and the base creature.

I haven't checked how names instead of numbers work in the game; I just immediately changed the values. Maybe it's fine.

Well, at least now I'll remember to be more careful when optimizing unnecessary tags! :smile54:

Regarding names and numbers, they are the same for single-player, BUT since they are critical for online play, it means we need to bring them all to a common standard!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#69
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psatkha, here's another bug:
Ulem (449) - file \MapObjects\Neutral\Ulem.(AdvMapMonsterShared).xdb
Animation string:
But the actual xdb file for the animation is missing from the archive.
I simply replaced the animation path with:
<animset href="/Characters/Creatures/Academy/Alternative Upgrade/T4_Combat_Mage-arena.xdb#xpointer(/AnimSet)">
Now they look normal on the global map, instead of having their arms spread out to the sides :D
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#70
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mrHalfer, have you already fixed the creatures from my list? I could take care of translating the Polish creatures and so on! Or, we can wait before adding them to the mod.
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#71
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Mokara, besides the creatures from the list, are there any other suggestions related to modifying EWA?
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#72
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Mokara, it would be great if you could translate the contents of these two archives (there isn't much). Ideally, I'd like it done by tomorrow evening (around 9-10 PM, let's say, Moscow time).
I'll take care of the technical part. Right now, I'm drawing icons for the Nexus creatures, and then I'll start fixing the Wintrial and Sanktuarium packs.
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In reply to atlant108
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#73
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atlant108
Mokara, besides the creatures on the list, are there any other suggestions related to modifying EWA?
Suggestions? What else could be added to the mod? There are plenty! But first, we need to finish the main part.

Mrhalfer, it will be done);)
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#74
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psatkha, I fixed Menada and Tormentor. The problem was with the new line format. In DOS/Windows, it's 0Dh, 0Ah. In Nix, it's 0Ah, and in Mac, it's 0Ah. The first screenshot shows your version. I simply resaved it, and everything started working.


It seems that the RTGM code wasn't written very carefully. I've already encountered several similar creatures among the recently added ones, but in those cases, the program didn't crash with a critical error; instead, it complained in the log that it couldn't find the tags.

And here are the corrected files in an archive; you can simply replace them and upload them to the site. The creatures are clean, and there are no further issues with them.
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#75
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What will happen when the other mods that make up this collection are updated?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
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Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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#76
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Dyrman
What will happen when updates for other mods, which this collection consists of, are released?
It depends on the significance of the update itself. Since almost all mods in EWA have been modified, fixed, and expanded, I will assess whether it is even worth updating.
I have extensive experience creating something similar for Fallout; most often, I would update the mod and re-implement my changes (if required). I release updates as a cumulative patch. You install the distribution (~1.5 GB), and then apply the patch on top of it. The patch's size increases with each update, but it is insignificant compared to the main distribution.
You won't have to keep track of EWA versions on the forum. The launcher checks the relevance of the installed version when launched (it doesn't scan files; the version is written in a txt file, and the same file is on the server; the launcher only compares two lines).

But I might take a break from modding for the next few months; I'm going to be a dad soon :D But I will still have time to read the forums and take notes, at least while I'm at work :D I can even do some minor things :D
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