this is the save file,
https://drive.google.com/file/d/1Mtqe-p ... sp=sharing
as soon as enemy hero casts earthquake, the battle ends and I be defeated.
Is this a bug or existing function of earthquake?
Bug? earthquake has defeated my troops instantly
Re: Bug? earthquake has defeated my troops instantly
I see only "request" access. What game version?
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Re: Bug? earthquake has defeated my troops instantly
it is written as HOMM3 HD 5.0 RC90Pol wrote:I see only "request" access. What game version?
what do you mean by request?
Last edited by quartet4 on 11 Jun 2020, 15:35, edited 1 time in total.
- iLiVeInAbOx05
- Equilibris Team
- Posts: 788
- Joined: 21 Jul 2014
Re: Bug? earthquake has defeated my troops instantly
He means that you need to fix the sharing permissions on your google drive file because clicking on it takes you to a page that says "You need access" in order to view the file.
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- Leprechaun
- Posts: 6
- Joined: 19 Nov 2016
Re: Bug? earthquake has defeated my troops instantly
Earthquake can incorrectly target creature (at defender's index 0) instead of walls and modify their flag as war machine; if the hero only has war machines he is considered defeated.
I made a very simple fix for that without changing the way Earthquake normally works.
I made a very simple fix for that without changing the way Earthquake normally works.
Re: Bug? earthquake has defeated my troops instantly
This is great!
All of that is already part of SP_Plugin?
Code: Select all
//////////////////////////////////////////////////
// AI bugs
//////////////////////////////////////////////////
pi->WriteLoHook(0x56B344, AiTpCursedCheck); // disallow casting Town Portal on cursed ground for AI
pi->WriteLoHook(0x43020E, AiWaterwalkFly); // disallow AI from casting Fly if they don't have it (v1)
pi->WriteLoHook(0x42DDA6, AiSplitDiv0); // if AI has tactics and shooters, but you have 0 creatures -> crash
pi->WriteLoHook(0x42437D, AI_combat_div0); // divides by speed which shouldn't be 0
pi->WriteLoHook(0x426FE4, AI_NecromancyFix); // Army is deleted before Necromancy action, so skip army deletion and execute it in HH below
pi->WriteLoHook(0x42B146, AI_DeathKnightsAmplifier); // [1.19.0] {Ben80} AI ignores Death Knights when considering to build Necromancy Amplifier
pi->WriteHiHook(0x426EE0, SPLICE_, THISCALL_, _HH_AI_NecromancyFix); // this HiHook runs the skipped over code from @AI_NecromancyFix
pi->WriteHiHook(0x426390, SPLICE_, THISCALL_, _HH_AI_QB_GetDamage); // don't allow negative damage in QB
pi->WriteHiHook(0x42443B, CALL_, THISCALL_, _HH_AI_QB_hugeArmy); // prevent loss to small army
pi->WriteHiHook(0x4274D4, CALL_, THISCALL_, _HH_AI_PreventCreatureSpawning); // flag for below hook
pi->WriteHiHook(0x44A950, SPLICE_, THISCALL_, _HH_AI_GetArmyValue); // prevent endless turns for negative ai value
//////////////////////////////////////////////////
// turret armorer bug
//////////////////////////////////////////////////
H3Patcher::NakedHook5(0x41E39E, TurretBug1);
H3Patcher::NakedHook5(0x41E4DA, TurretBug2);
H3Patcher::NakedHook5(0x46593E, turret_bug3);
//////////////////////////////////////////////////
// GUI errors
//////////////////////////////////////////////////
pi->WriteLoHook(0x5F4C99, FaerieDialogRmb); // right click on cast-spell icon didn't give correct text
pi->WriteLoHook(0x5F5320, FaerieDialogHover); // same as above, but for mouse hover
GuiFixesByIgrik(); // various DEFs and positions
horizontalScrollbar_init(pi); // horizontal scrollbar using arrows not correctly drawn
H3Patcher::BytePatch(0x49E4ED, 0x63); // Repair Arena Cancel button
H3Patcher::BytePatch(0x41DBE8 + 1, 0x5C); // if AI is teleporting and you had "Don't show enemy moves" on, it would still check if area is visible and show them
//////////////////////////////////////////////////
// Misc errors
//////////////////////////////////////////////////
pi->WriteHiHook(0x476143, CALL_, THISCALL_, _HH_FirstAidTentTargetEnemy); // [1.18.0]
pi->WriteLoHook(0x5D52BF, ViewHeroScreenRapidly); // If you click fast enough in garrison exchange dialog, sourcePage is left as 0 and crash ensues
pi->WriteLoHook(0x4AC157, VisitBankBug); // after viewing hero screen during creature reward of creature bank, potential crash
pi->WriteLoHook(0x465656, EarthquakeBug); // do not kill the first creature stack while using earthquake
pi->WriteLoHook(0x4AC5F5, PreserveMonsterNumber); // prevents the loss of upgraded stack creatures from the total number of wandering monsters
pi->WriteLoHook(0x446BCD, WaitPhaseBug); // do not use restore hit points ability a second time in wait phase bug function
pi->WriteLoHook(0x447DA5, EnchantersTargetting); // Targetting of Enchanters spells was strictly done on first stack of each side
pi->WriteJmp(0x464DF1, 0x464DFB); // Wait Phase Bug part 1
H3Patcher::BytePatch(0x4FD495 + 1, 0xA); // error check didn't correctly redirect Hero structure calculation
H3Patcher::WordPatch(0x4F8758, 0x63EB); // disable F1 HELP button effects ~ glitched in modern OS
static LPCSTR rogue_sound = "rogu";
H3Patcher::DwordPatch(0x67448C, DWORD(rogue_sound)); // Rogue Sound instead of gremlin sound
pi->WriteLoHook(0x47CA04, DefType1); // [1.19.0] {GrayFace} corrects parameter use for def-type1 on the adventure map (although unused)
pi->WriteLoHook(0x47D69F, DefType1); // [1.19.0] {GrayFace}
H3Patcher::BytePatch(0x600530 + 1, 0); // [1.19.0] {GrayFace} original instruction is an endless loop
H3Patcher::DwordPatch(0x4C5D09 + 2, 0); // [1.19.0] {GrayFace} event message length is not capped at 65,535 chars
pi->WriteLoHook(0x41D433, FixDimensionDoorSpellCost); // [1.19.0] use the starting terrain for Dimension Door spell cost calculation
pi->WriteLoHook(0x41D9D4, FixTownPortalSpellCost); // [1.19.0] use the starting terrain for Town Portal spell cost calculation
//todo written as lohook for now, pondering whether I should make this optional
// alternative is simply pi->WriteJmp(0x41DA12, 0x41DA2B);
pi->WriteLoHook(0x41DA12, SkipOldTownPortalSpellCost); // [1.19.0] skip the old Town Portal spell cost procedure
///////////////////////////////////////////
// Hero hireability
///////////////////////////////////////////
pi->WriteLoHook(0x4D7BF0, FixHireables); // swap in town, hire in town, etc.
pi->WriteLoHook(0x4A3D14, FixHireables); // prison
////////////////////////////////////////////////////////
// Movement updates that were missing or movement bugs
////////////////////////////////////////////////////////
pi->WriteLoHook(0x49E340, UpdateMaxLandMovement); // after landing, max movement was not always updated
pi->WriteLoHook(0x4AA76B, RecalculateMovementAfterVisitObject); // only for human ~ useless for AI
pi->WriteLoHook(0x5BE69A, RecaculateMovementAfterExitingTown); // only for human ~ useless for AI
pi->WriteLoHook(0x4A9173, UpdateSeaMvmtLighthouse); // when visiting a Lighthouse, all human heroes in boats should get their movement updated
pi->WriteLoHook(0x4E4D40, CastleLighthouseOwnerCheck); // castle's lighthouse only applies to its owner
pi->WriteHiHook(0x5BED30, SPLICE_, THISCALL_, _HH_AfterBuildingLighthouse); // when building Castle Lighthouse, update max water movement
pi->WriteHiHook(0x4A2470, SPLICE_, THISCALL_, _HH_HeroesMeeting); // due to HDmod, you can directly switch to second hero, whose max movement is not updated
//////////////////////////////////////////////////
// Other
//////////////////////////////////////////////////
anchorbug_init(pi); // corrects anchor bug in combat
pi->WriteLoHook(0x40B0E2, ResetTextBufferForAdventureHint); // [1.19.0]
"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
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
-
- Leprechaun
- Posts: 6
- Joined: 19 Nov 2016
Re: Bug? earthquake has defeated my troops instantly
Yes, that's an exact copy of that part of the code from the plugin.
Re: Bug? earthquake has defeated my troops instantly
Thanks!
I'm going to study that a bit.
I'm going to study that a bit.
"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
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
Re: Bug? earthquake has defeated my troops instantly
https://drive.google.com/file/d/1Mtqe-p ... sp=sharingPol wrote:Thanks!
I'm going to study that a bit.
I corrected the access.
when u pass the turn, u can see that my troops are defeated altho my army is still alive. could you explain why this is happening?
Re: Bug? earthquake has defeated my troops instantly
thank you for your comment! but I do not understand what you mean by 'defenders index0' 'flag' 'only has war machine'. Could you explain?RoseKavalier wrote:Earthquake can incorrectly target creature (at defender's index 0) instead of walls and modify their flag as war machine; if the hero only has war machines he is considered defeated.
I made a very simple fix for that without changing the way Earthquake normally works.
-
- Leprechaun
- Posts: 6
- Joined: 19 Nov 2016
Re: Bug? earthquake has defeated my troops instantly
defender - the defending hero that is behind the walls
index - the position of the stack (left to right, 0 - 6)
flag - a hex representation of various states for any creature (e.g. undead, stoned, war machine)
You could get the sod_sp plugin referenced by Pol or if you prefer the duct tape fix, split your stack into 1 unit (leftmost) and the rest (anywhere on the right). Earthquake will erroneously mark the 1 unit as a war machine and the battle can go on.
index - the position of the stack (left to right, 0 - 6)
flag - a hex representation of various states for any creature (e.g. undead, stoned, war machine)
You could get the sod_sp plugin referenced by Pol or if you prefer the duct tape fix, split your stack into 1 unit (leftmost) and the rest (anywhere on the right). Earthquake will erroneously mark the 1 unit as a war machine and the battle can go on.
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