Like this how?:
Code:[map03665] NAME_TEXT = Brumtal ;NAME_ID = 202 ENSIGN_POS = 191 747 ENSIGN_ZOOM = 191 747 PLAYERS = 1 SPEECH = hohgood01 hohbad01 LAND_VIEW = rgmap00 viframe00 OPTIONS =
EDIT: Works, thanks
Like this how?:
Code:[map03665] NAME_TEXT = Brumtal ;NAME_ID = 202 ENSIGN_POS = 191 747 ENSIGN_ZOOM = 191 747 PLAYERS = 1 SPEECH = hohgood01 hohbad01 LAND_VIEW = rgmap00 viframe00 OPTIONS =
EDIT: Works, thanks
Last edited by UnknownMaster21; March 5th, 2015 at 13:34.
- Like I said, it broke for me so I got stuck. Before that there was not enough to do, I could have walled in with enough gold, no rooms to build and just train my creatures until I decided to kill the heroes.
The aesthetics of the map could use some work, make dirt/rocks/ground/gold look more naturally placed to give it an underground look.- It worked and I finished the level. I felt it took a bit too long, giving the player the create imp spell to research would help the flow of this map and wouldn’t make it any less of a challenge I think.
Also you could have made it in such a way the player only needed to cast destroy walls once and not wait for enough gold to be mined to break through twice.- Did you do this on purpose somehow, or is it a bug:
On the map it looks like rock, in the center screen it looks like dirt, but I cannot select it to be dug out and the tiles to the right will not be claimed by imps.
I cannot do anything on this map,... not even pick up my creatures, so I have no idea how to proceed.
It is a secret, accidentally indented one... But I try for myself as well, to be sure,
if it is broken, I fix it!
EDIT1: What I have been thinking? : MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,0,0)
it should be MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,0) or MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1), if cannot be researched
EDIT2: I will fix it the power hand thing, I think it was about the time bomb spell thing, which occurred by a bug, it was on hold, but laterly changed the idea...
Damn, Another wrongly made.
But the good news is: The secret thing, works. So yes, it is done by a fancy glitch. I will quickfix the power_hand spell
EDIT3: yeah, aethestetic look would do a good thing, I will fix this, if more aethestetic looks is needed.
Last edited by UnknownMaster21; March 5th, 2015 at 17:15.
Ok, how did you do it?
Secret. I told you there are secrets, I won't reveal them. Find them! There are plenty!
poanddathoh.zip
As I made .po file and created even .dat file, I did use all 278 strings, as I need 288 strings, 10 is missing, how to add remaining 10?
Also, Did I even understood correctly how to do it?
Blah...
EDIT: link should work now
Last edited by UnknownMaster21; March 5th, 2015 at 22:40.
I don't know why you attempted it like this. You should have started with the POT file, not with a PO file, and then simply replaced the texts from the burnedimp campaign and added where needed.
This is what you wanted to end up with in your hoh.POT:
And if you would have run out of existing strings, you could include the unused strings, so turn:Code:#: guitext:10 msgctxt "In-game message" msgid "" "This story tells about the Har, pure evil with it's powers and minions. They " "say they are good, but gone in bad, very bad if not even hellish and " "therefore you have to be even more evil! Your primary mission is to defeat " "Har and all the other enemies, who seeks also to conquering and commanding " "the world." msgstr "" #: guitext:11 msgctxt "In-game message" msgid "" "Enjoy the exciting and new things what you will counter. The land and places " "are fictively placed in Olavinlinna ( Olavi's castle, translated from " "finnish, which is in this campaign to be ehhh... huge!) You can start the " "mission when an objective is revealed." msgstr ""
into:Code:#: guitext:93 guitext:94 guitext:95 guitext:96 guitext:97 guitext:98
Edit: But I guess this can work as well, because after all you end up with a DAT file that works. It was just a lot more work for you.Code:#: guitext:93 msgctxt "In-game message" msgid "" "Har this, Har that, more text." msgstr "" guitext:94 msgctxt "In-game message" msgid "" "Har such, Har so, more text." msgstr ""
Simply add the unused strings and create another .dat file.
Last edited by YourMaster; March 5th, 2015 at 22:56.
DDD
I think I am pretty stupid, you know.
Link works now... I have no clue what you are even talking about. I started from pot. file, how you can create pot. file to pot. file? Do I need another software to make it or what?
I feel amused, at least I tried to understand, but apparently, no...
I am pretty sure the problem is on communication, also I have to tell, if I did something wrong, then definitely manual about creating pots needs an update...
Blah...
I'm not sure where our communication breaks down either.
What you could have done was:
1. Download the pot file you started out with(like you did).
2. Open it with notepad or whatever text editor you want.
3. Replace the texts in there you DONT want with texts you DO want. So when you see info that says "this is a message, right click to delete", simply replace that bit of text with "Read carefully".
4. When you have more messages in your campaign than the pot of the campaign you used as a basis, add new ones yourself that are unused, like I showed in my post above.
That would have been easier, but nevermind all that, you did all the work in a roundabout way, no need to redo it all again. Lets just get you the remaining 10 strings and be done with it.
If you look at line #715 in your hoh.po file you'll see this:
Those are 6 unused strings. With your text editor simply remove that line, and now paste this piece of text in its place 6 times:Code:#: guitext:93 guitext:94 guitext:95 guitext:96 guitext:97 guitext:98
Add the ID (93, 94, etc) and your text like you did before, and generate a new dat file.Code:#: guitext: msgctxt "In-game message" msgid "" msgstr ""