Buglist

Official forum of the Wake of Gods mod to Heroes of Might and Magic III.

Moderator: Moderators

User avatar
Variol
Pit Lord
Pit Lord
Posts: 1249
Joined: 05 Sep 2008

Postby Variol » Oct 23 2008, 20:51

It would be nice to fix the Pandora's box with respect to the AI heroes. They already know the box is empty and never open it.

User avatar
Muszka
Round Table Hero
Round Table Hero
Posts: 2568
Joined: 06 Jan 2006
Location: Nowhereland

Postby Muszka » Oct 29 2008, 23:21

AI sometimes opens Pandora's Boxes sometimes not, even if they are empty.
"Rage against the system, the system, what kills the human spirit."

User avatar
Variol
Pit Lord
Pit Lord
Posts: 1249
Joined: 05 Sep 2008

Postby Variol » Nov 22 2008, 12:01

It would be nice to fix the "ballistics" skill as well. What's the point of being able to control it, if it never hits where you want it to??

User avatar
Qurqirish Dragon
Genie
Genie
Posts: 1011
Joined: 06 Jan 2006
Location: Flying the skies of Ohlam

Postby Qurqirish Dragon » Nov 22 2008, 13:02

Variol wrote:It would be nice to fix the "ballistics" skill as well. What's the point of being able to control it, if it never hits where you want it to??


If you are talking about the original ballistics skill, then the control makes it more likely to hit where you want it to- never a guarantee, but it is more accurate. Also, you get extra shots with the catapult at advanced level.

If you are talking about any of the existing war machines scripts, which alter the skill, then which one is not working as described? Or was this a request, and not a bug report?

User avatar
darknessfood
Round Table Hero
Round Table Hero
Posts: 4009
Joined: 02 Jul 2007
Location: Netherlands
Contact:

Postby darknessfood » Nov 22 2008, 17:49

Variol wrote:It would be nice to fix the "ballistics" skill as well. What's the point of being able to control it, if it never hits where you want it to??


I hated that as well. It's the only part of HoMM 3 that I hate. It messes up your battle plan BIG TIME.
You can either agree with me, or be wrong...

User avatar
Variol
Pit Lord
Pit Lord
Posts: 1249
Joined: 05 Sep 2008

Postby Variol » Nov 23 2008, 22:53

Well, I see it as a bug. If you can aim your catapult at the gate or towers and just end up hitting walls all the time, get rid of the stupid thing. Or, have it hit exactly where you are aiming.

User avatar
Salamandre
Genie
Genie
Posts: 1032
Joined: 13 May 2006
Location: France
Contact:

Postby Salamandre » Nov 23 2008, 23:21

yeah, indeed. Among all bugs who lead to lethal crash: clone bug, sorceress ability bug, ressurect bug, dispel bug, recurring events bug, all we need is working on BIG BUG catapult. WoG can't live if catapult is not aiming well.

User avatar
Variol
Pit Lord
Pit Lord
Posts: 1249
Joined: 05 Sep 2008

Postby Variol » Nov 24 2008, 1:03

Well, if there's gonna be a patch anyway...

..and I have never encountered any of what you're talking about.

User avatar
Salamandre
Genie
Genie
Posts: 1032
Joined: 13 May 2006
Location: France
Contact:

Postby Salamandre » Nov 24 2008, 1:27

Clone bug:

1) casting berserk on clone crash the game
2) Casting clone when the targeted creature is surrounded from every adjacent hexes will kill the creature
3) Automatic clones will hidden other creatures in same circumstances, so you will not be able to attack with them, except quick combat.

Sorceress bug:

With its initial ability not removed (mass clone) any creature in the corner squares of the battle field when targeted will crash the game, because its clone will go outside the screen.

Ressurect bug:

If the targeted creature has the ability of healing it will freeze when its turn.
Often when AI cast ressurect, the same freeze thing happens, the creature gets its turn ad infinitum and does not move anymore.

Dispel bug:

If more than 3 enchanted spells are on the creature, casting dispel from the AI side will make the game crash in more than half of battles.

Recurrent events:

If you enable a customized battle setup at x/y/z after killing that neutral stack it will be enabled again if your or any AI hero is standing on that square but will be now part of the army of that hero.

User avatar
Storm-giant
Minotaur
Minotaur
Posts: 693
Joined: 13 Jun 2008
Location: Torrelavega

Postby Storm-giant » Jan 15 2009, 22:50

Important!!:If you have placed a custom artraits.txt inside your data folder and run WoG, the new artifacts either they won't be placeable(magic wand, gold tower arrow&crimson shield of retrubition, and their have as descriptions either nothing(a blank text) or ''this artifact is a kick-ass'') or they will force the game to crash. H3WMAPED may no work too if you have artrait in data folder.
And the kick ass was written by NWC :D

User avatar
doom3d
Peasant
Peasant
Posts: 73
Joined: 31 Jan 2006

Postby doom3d » Jan 24 2009, 14:29

The following code:
!?CM5;
!!UN:P905/?y1;
!!IF:M^error flag:%Y1^;
!!FU:E;

will generate erm error message ONLY at first click after mapstart, but
!?CM5;
!!FU:E;
will not. A second CM5 trigger in the same erm file will run propely, so it occurs only with the first trigger.

Therefore it's adviseable to use
!?CM5;
!!UN:P905/0;

Test system was Ubuntu Linux 8.10, Wine 1.1.13 running in WinXP mode, WoG 3.58f +script update on H3 Complete (english version).
Please, anybody with "real" windows could check it? :creative:

User avatar
sick-boy
Leprechaun
Leprechaun
Posts: 22
Joined: 26 Feb 2009
Location: Kalundborg, Denmark

Postby sick-boy » May 22 2009, 13:35

looks nice :D

User avatar
Pol
Admin
Admin
Posts: 8854
Joined: 29 Nov 2005
Location: IN SOMNIS VERITAS
Contact:

Postby Pol » Jan 31 2010, 18:33

Is the following true?

Did anyone try the HENCHMEN option? It is super cheap if you pick a ghost as your henchmen. The henchmen should only be one creature but the ghost ability allows you to have a horde of advanced level creatures.
"We made it!"
The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet

User avatar
Zamolxis
Archangel
Archangel
Posts: 1406
Joined: 06 Jan 2006
Location: still too foggy to tell

Postby Zamolxis » Jan 31 2010, 21:33

Not really true (if I understand the reported issue correctly). At least in my version - 3.58f+ScriptUpdate - The Ghost hanchman may grow during a battle, but it loses all HP/size bonuses at the end of the battle (nothing is carried over, except the regular bonus of any hanchman).

So yeah, you can say that we can exploit a bit the creature ability for the duration of 1 battle, but then again, it's one of the weakest creatures I could think of choosing as hanchman, so I don't think it needs any further tweaking.
'Only two things are infinite, the universe and human stupidity, and I'm not sure about the former' - Albert Einstein

'Science without religion is lame, religion without science is blind' - same guy

User avatar
emrysblack
Peasant
Peasant
Posts: 50
Joined: 02 Apr 2006

Postby emrysblack » Jan 8 2011, 7:18

I'm not sure if this is the place to post this, but I've found a problem with first aid tents. It is impossible to do anything besides heal or skip tents action (hero cannot cast spell, cannot retreat, or surrender while it is first aid tent's turn)
This is present in unwogified maps with all scripts turned off. Has anyone else noticed this?

User avatar
Pol
Admin
Admin
Posts: 8854
Joined: 29 Nov 2005
Location: IN SOMNIS VERITAS
Contact:

Postby Pol » Jan 8 2011, 8:53

@emrysblack
Yes, but very long time ago. It was 2005 I think. Later I didn't encounter it.
"We made it!"
The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet

User avatar
emrysblack
Peasant
Peasant
Posts: 50
Joined: 02 Apr 2006

Postby emrysblack » Jan 8 2011, 17:29

@pol
really? I can't seem to get mine to work normally at all. It's driving me crazy. Thanks for the feedback though

User avatar
Pol
Admin
Admin
Posts: 8854
Joined: 29 Nov 2005
Location: IN SOMNIS VERITAS
Contact:

Postby Pol » Jan 9 2011, 0:09

Really. It sounded off with something. Don't remember with what, maybe that I enabled some scripts or did some minor wogification in the end. Try it. :)
"We made it!"
The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet

djs64
Leprechaun
Leprechaun
Posts: 5
Joined: 31 Jan 2011

Postby djs64 » Feb 25 2011, 19:57

new bug???

cannot play multiplayer (3 or more "human" players)

sometimes we are able to start the game but right after player 2 has finished his/her round the game crashes...

we have been trying many times and still cannot get it working.

any fixing possible?

User avatar
Kalah
Site Admin
Site Admin
Posts: 19993
Joined: 24 Nov 2005

Postby Kalah » May 8 2011, 19:18

Just thought I'd bring thisto your attention, in case you only read the WoG forum ...
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.


Return to “Wake of Gods”

Who is online

Users browsing this forum: Majestic-12 [Bot] and 1 guest