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Caagr98
Hired Hero
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posted April 13, 2013 03:05 PM |
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Edited by Caagr98 at 15:18, 13 Apr 2013.
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Quote:
Quote: EDIT: Would it be possible to use some UN:C magic to make the game use the "Standing" creature animation instead of just the first frame while standing still in combat? Would look much less boring.
No
Okay, so there are actually some limits to what UN:C can do... Then I guess I (or someone else) will have to make a binary patch or something?
Quote: The whole standing animation is only used in creature screen, in battle you get the first frame only, which I consider a good option, having 14 stacks in constant animation (+ possible clones) will look like HoMM5-6 and we know how much we love them.
Oh, I didn't think of that, but I still think it would be nice to be able to do it, to see how it looks. And I've only seen one screenshot from H5 ever (the one on Wikipedia's article about HoMM), and I think I'm glad for that.
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted April 13, 2013 03:32 PM |
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Edited by OxFEA at 15:32, 13 Apr 2013.
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Quote: Then I guess I (or someone else) will have to make a binary patch or something?
DLL.
binary patches allow less than UN:C, UN:C allows less than DLLs
Quote: to see how it looks
You'd run HotA.
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Caagr98
Hired Hero
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posted April 13, 2013 04:15 PM |
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Edited by Caagr98 at 16:18, 13 Apr 2013.
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Quote:
Quote: Then I guess I (or someone else) will have to make a binary patch or something?
DLL.
binary patches allow less than UN:C, UN:C allows less than DLLs
Quote: to see how it looks
You'd run HotA.
Well, I don't know much about DLLs and patches and stuff, and I'm not interested in HotA at all, so I guess I'll have to do some other, interesting (to me), stuff instead. Like adding a new building that acts like a skeleton transformer but gives different troops, is that possible?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 14, 2013 11:50 PM |
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Something to add in erm help:
To make hero master of upgrades
X6/$1/0/0/0/$2/$3 or X6/$1/$2/$3
$1=creature 1 to upgrade (see Format C )
$2=creature 2 to upgrade (see Format C )
$3=creature to upgrade to (see Format C )
Actually if you use the second form, the upgrade cycle will never finish and you will be offered to upgrade the last too, into same and will lose experience.
X6/$1/0/0/0/$2/$3 is working properly.
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Era II mods and utilities
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Sguazz
Known Hero
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posted April 15, 2013 02:08 AM |
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I use this script in my mod.
!?BA52;
!!HE12:X1/8; [Better with Monks and Zealots]
!!HE12:E?y1;
!!HE12&y1>=v789:X1/9; [Better with Zealots and War Zealots]
In HSB file I'm not able to apply this rule (v789 is 2000 to test).
!!HE12:E?y3;
!!FU8361006/8/6/12/0; Ingham - Monks +5
!!FU836&y3>=v7891005/169/5/12/0; Ingham - War Zealots +5
or
!!HE12:E?y3;
!!FU8361005/8/5/12/0; Ingham - Monks +5
!!FU836&y3>=20001005/169/5/12/0; Ingham - War Zealots +5
HSB doesn't want to accept my variable and especially my check on the Hero Experience. Why?
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hawaiing
Adventuring Hero
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posted April 15, 2013 09:03 AM |
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In Combat window,the "Wait" Button means
"Delay this unit's turn until after all troops have had the opportunity to move".
How can i check that now "all troops have had the opportunity to move"?
After that, the "Wait" Button disable, it's the "waiting" unit's turn now,
and the stack's waiting flag (33554432) was removed also.
Or....
in BG0 tigger,how to check that :
the current stack was the first one after that time?
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Caagr98
Hired Hero
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posted April 15, 2013 12:47 PM |
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Edited by Caagr98 at 13:57, 19 Apr 2013.
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Quote: In Combat window,the "Wait" Button means
"Delay this unit's turn until after all troops have had the opportunity to move".
How can i check that now "all troops have had the opportunity to move"?
After that, the "Wait" Button disable, it's the "waiting" unit's turn now,
and the stack's waiting flag (33554432) was removed also.
Or....
in BG0 tigger,how to check that :
the current stack was the first one after that time?
Maybe simply check if the current stack has the waiting flag?
Is there some jewel plugin (like Emerald and Amethyst) (or any other way) that lets me add new buildings to a town type?
Also, I need some more UN:C magic (I think), namely changing what you get from a creature in a skeleton transformer, and open the skeleton transformer dialog. And change the text displayed at the top of the dialog, if possible. Probably possible with a DL, but I think it would be easier to use the standard dialog of it's possible.
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Sguazz
Known Hero
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posted April 19, 2013 09:41 PM |
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When I play a random map with my friend, we have seen that often AI doesn't not collect Resources, Treasures, Artifacts or doesn't capture Mines. This thing depends on !!UN:J4/$;?
Then I read: $ = 32000 is a SoD default and $ = 4096 is a current WoG default. This means that SoD AI is cleverer than WoG AI?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 19, 2013 09:58 PM |
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Now values are identical in Era and SoD. May be more related to the difficulty you select, 200% is best AI.
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Sguazz
Known Hero
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posted April 22, 2013 12:04 AM |
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Can AI use !#HExx:X6/$1/$2/$3? Doesn't seem... And even Gelu and Dracon upgrade their units... Or am I wrong?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 22, 2013 01:13 AM |
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Maybe they can't, or maybe they don't have the gold for. You could create a timer which checks their troops every day and automatically upgrade if found.
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Era II mods and utilities
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Sguazz
Known Hero
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posted April 22, 2013 03:05 PM |
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Quote: Maybe they can't, or maybe they don't have the gold for. You could create a timer which checks their troops every day and automatically upgrade if found.
AI has a mountain of gold, but doesn't use the upgrade speciality...
For example doesn't want to upgrade Peasants to Archers, but we know that's convenient.
And is the same for Gelu or Dracon without mods.
So you say that I should to create a daily script that upgrades (for free I suppose that you say) to give to the AI Heroes this ability.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 22, 2013 03:08 PM |
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This could be one option, yes. Run through AI heroes, check their specialty, run through their army slots, if find that creature, store number/experience/subtype, delete then add upgraded stack.
I tested, looks like AI never upgrades on hero. Gelu with 10 elves will stay like that whole game.
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Era II mods and utilities
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Sguazz
Known Hero
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posted April 22, 2013 03:21 PM |
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Quote: I don't know why they don't upgrade, are you sure your script is correct?
A test without mods (difficulty is 200%):
little map with AI-Gelu, a lot of gold for the AI and after 2 Months, Archers remain Archers...
A test with this simple mod (difficulty is 200%):
ZVSE
!#HE5:X6/139/139/3;
AI-Sorsha (with 20 Peasants in her army) doesn't upgrade her units to combat 20 Peasants in the adventure map that block her way and stays in her place without move.
Is it normal?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 22, 2013 03:26 PM |
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Normal, no. But looks like you are right. Then the only option is to "help" him.
Use this to check every hero specialty if custom:
!?CM0;
!!HE$:X?y5/?y6/?y7/?y8/?y9/?y10/?y11;
!!IF:M^%Y5, %Y6, %Y7, %Y8, %Y9, %Y10, %Y11^;
You will get specialty in y5, y6, y10 and y11. IF y5=6 then he is upgrade specialist
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Era II mods and utilities
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Sguazz
Known Hero
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posted April 22, 2013 04:07 PM |
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Appears 6, 139, 0, 0, 0, 139, 2.
It's correct... AI is so stupid?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 22, 2013 04:11 PM |
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Caagr98
Hired Hero
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posted April 25, 2013 03:56 PM |
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Quote:
!?CM0;
!!VRy1:S99;
!!VRy-1:S99;
!!FU23456:P;
!!IF:M^%Y1 is y1, %Y-1 is y-1^; you will get y1=99, y-1=-1
!?FU23456;
!!VRy1:S-1; [function local variable, unique to this function]
!!VRy-1:S-1; [trigger local variable]
!?FU123344;
!!VRy1:S1;
!!VRy-1:S1;
!!IF:M^%Y1 %Y-1^;
!#VRy1:S0;
!#VRy-1:S0;
!#FU123344:P;
!#IF:M^%Y1 %Y-1^;
This prints "1 1" and then "0 0".
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 25, 2013 04:27 PM |
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Caagr98
Hired Hero
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posted April 25, 2013 05:00 PM |
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Quote: Correct.
Shouldn't it be "1 1" "1 0"?
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