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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: What would you like to see in H3 wog in future???
Thread: What would you like to see in H3 wog in future??? This thread is 2 pages long: 1 2 · «PREV
Ste
Ste


Promising
Famous Hero
Passed away
posted November 01, 2004 07:42 PM

Quote:
1. if it can be possible can it be done ? i hate not being able to build a grail structure in one of my favorite castles because of this reveal the whole map spoiler

Yes, one solution is to delete the grail building and just give bonus gold, creatures and knowlege(stupid)

Quote:

2. why u ask ? simple. 'cause i don't want to see the enemy flee with the artifacts and a chunk of creatures simply because my army is better then his, that's why. and if one does not like this option then they can easily turn it off in the wogify options screen.


Actually i want this option too I was just asking

Quote:

3. if u refuse 4 or 5 times u won't be asked for no hidden skill ever. and even if it offers me an hidden skill that i do not want by this randomness, until i get the skill i want i may not be needing it at all 'cause i'll be finishing the map by then. and then what's the use of hidden skills if i can not make full use of them ?


Yes this is a problem. I think(though i haven't tested) that you get offers for 9-10-th skill as long as you have skills to improve(basic or advanced). But there is no easy way to show the normal dialogue for choosing a skill. And besides instead of the choice between two(possibly stupid) skills you get the REAL choice to get a skill or not. After all the 9-10-th skills are special

Quote:

4. i have 3.58 final patched to Heroes 3 Complete (or Platinum) Edition. i know i can upgrade an external dwelling that gives me Pikemen to Halberdiers. what i want is to upgrade Pikemen external dwelling to Pixies external dwelling. can this be done in the new patch ?


Yes this is entirely possible(and simple to implement)

Quote:

5. i think it may be done. the artifact bonus is placed after the standard map has been loaded and before any current ERM scripts are loaded, right?


But the option is made in the advanced settings before you start the game. So The script will have to loop through all starting heroes and and all artifact positions and if the hero has one artifact the script has to assume that this is the bonus artifact. So after all it should be possible.

I posted your suggestions to the group and hopefully someone will want to implement the ideas. If not i will have to do s/th.
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fnord
fnord


Promising
Famous Hero
posted November 01, 2004 07:45 PM

Quote:
well, in future versions of h3 wog i would like to see...

1. when i build 'Skyship' (Tower grail strucutre) i would want to have the option to OR not to reveal all the map. i hate to see all locations on the map before i get there. it spoiles the whole game



I don't know if this is possible or not but I can't think of any way that it could be done with ERM scripting at present.

Quote:

2. the blacksmith in any castle type should sell once and only once to any given hero a 'shackles of war' artifact. and if this artifact were to be sacrificed on the 'altar of sacrifice' for experience then it should not give any experience (the same as sacrifying a spell scroll, because it was bought from the blacksmith )



I guess this would be mostly possible but I don't know if anyone would do it. The part that isn't possible is the "no experience" bit unless you set the gold value for ALL Shackles of War to 0 (experience is based on gold value) since individual artifacts can't be tracked.

Quote:

3. the 9th-10th skills option...i would want to have the option to choose that/those extra skills (if i want 'eagle eye' then 'eagle eye' i'll choose and have as an extra(hidden)skill) not to have random generated one/s



The original script writer of the Map Rules script is no longer with the team although we do have other people looking after the scripts now. I don't know if they would want to try and make this change or not for 3.59 but anything's possible.

Quote:

4. upgradeable external dwellings...for example the option to upgrade a 'gnoll hut' to its corresponding level 1 creature dwelling, let's say a 'pikemen' dwelling. the cost would be the sum of the non-upgraded and upgraded building normally build in its respective town type plus 10 mythril



One team member started work on a script called "Switching Dwelling Types" which I think was for external dwellings but I don't remember. I don't know the details of the script but the name suggests it might be what you're looking for (unless I'm mistaken and it was for internal town dwellings). Anyway, he got busy but perhaps he'll continue working on it for 3.59.

Quote:

5. when selecting from the starting bonus, artifacts, i wish i would have the option to let me choose the artifact i want to start with not to get a random one



I think this could be done (during WoGification) by checking for a treasure artifact and then removing it and offering a choice through a dialogue of some type, but I don't think there would be any way to tell if a hero was given an artifact in the map editor or as a starting artifact (at the moment, we can't even check which type of starting bonus a player chooses). So if a map was customized and a hero started with a treasure artifact, either one hero at random would get the option for an artifact to be replaced, or both heroes would get the option for an artifact replaced or perhaps only one but it would cycle through all heroes until you said "yes" to replacement of one treasure artifact.

If a hero has more than one treasure artifact (again, from a customized map), it would get more complicated. Either it would have to be scripted to go through each treasure artifact a hero has and offer to replace each, or it would be random (or the first one found).

So it should be possible, but obviously somewhat complicated by the possibility of customized maps that start heroes with artifacts already.

Quote:
well...that's all for now...



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Ste
Ste


Promising
Famous Hero
Passed away
posted November 01, 2004 08:06 PM

Quote:
Quote:
well, in future versions of h3 wog i would like to see...

1. when i build 'Skyship' (Tower grail strucutre) i would want to have the option to OR not to reveal all the map. i hate to see all locations on the map before i get there. it spoiles the whole game



I don't know if this is possible or not but I can't think of any way that it could be done with ERM scripting at present.


Did you see my solution?

Quote:

Quote:

2. the blacksmith in any castle type should sell once and only once to any given hero a 'shackles of war' artifact. and if this artifact were to be sacrificed on the 'altar of sacrifice' for experience then it should not give any experience (the same as sacrifying a spell scroll, because it was bought from the blacksmith )



I guess this would be mostly possible but I don't know if anyone would do it. The part that isn't possible is the "no experience" bit unless you set the gold value for ALL Shackles of War to 0 (experience is based on gold value) since individual artifacts can't be tracked.


Anyway i don't see reason for setting the experience to 0. But you could use a w var to track if the hero has this artifact from blacksmith and set the gold value before entering artifact merchant.
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idrus2121
idrus2121


Hired Hero
posted November 01, 2004 10:21 PM

1. Is it possible that before building a skyship in any castle and by anyone, to be able to record the map's status (where the current player explored the map or not) in an ERM script, and after the map is completely discovered because of the skyship's presence, it should go back to the script's recorded state.

3. there may be another way to learn 1 or 2 hidden skills... if we visit let's say the University and pay with some gold and mithril...then a scholar presents a list of skills minus those already learned...then the hero will learn those skills that we (human player/s) want to...and not those random ones

4. i was reffering to the buildings outside the castles.

5. if it is so complicated wouldn't it be possible to disable the standard bonus system and through ERM give only to the human player the option to select the starting bonus: resources, gold or artifacts. and as for the AI give a random bonus. if the human player selects the artifact bonus there should be a list from which we specically choose an artifact.
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Ste
Ste


Promising
Famous Hero
Passed away
posted November 02, 2004 12:15 AM
Edited By: Ste on 1 Nov 2004

Quote:
1. Is it possible that before building a skyship in any castle and by anyone, to be able to record the map's status (where the current player explored the map or not) in an ERM script, and after the map is completely discovered because of the skyship's presence, it should go back to the script's recorded state.


Practiacally no. It will take too much on a xl map and maybe it will be too much even for small. And there is no  appropriate command to show/hide the shroud.

Quote:

3. there may be another way to learn 1 or 2 hidden skills... if we visit let's say the University and pay with some gold and mithril...then a scholar presents a list of skills minus those already learned...then the hero will learn those skills that we (human player/s) want to...and not those random ones


Are you sure that any map will have an univercity? However it is possible to show a dialogue like the standard one when gaining a level. I just forgot about it.

Quote:

4. i was reffering to the buildings outside the castles.


I believe fnord was referring to the same.

Quote:

5. if it is so complicated wouldn't it be possible to disable the standard bonus system and through ERM give only to the human player the option to select the starting bonus: resources, gold or artifacts. and as for the AI give a random bonus. if the human player selects the artifact bonus there should be a list from which we specically choose an artifact.

Perhaps but the team has only one person who is hacking the exe and he is quite busy right now
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idrus2121
idrus2121


Hired Hero
posted November 02, 2004 06:40 AM

Fnord wasn't sure what that script was for

i guess we all know that after we completly destroy a castle after 5 days ghosts will appear in the blacksmith building and after they've been recruited the castle can be restored to it's former type or another. instead wouldn't it be possible to destroy the castle and in the same day reconstruct it but not being able to access it for a number of days? and after those days passes to retun under castle destroyer's flag ?

wouldn't be possible to insert another option under the 'message disabling' (when you right click on the 'system options'), that annoying message telling me if i want to see what are the future spells inside the unbuilt mage guild levels ? 'cause there were so many times when i lost all my hero's move points when destroying mage guilds because of that option in the mysticism skill

it is possible for a commander to learn all of available 6 'basic skills' and the 15 'extra skills' ?

we all know what succubus charming ability does. we also know that if the creatures charmed into joining your army will be forever removed from the neutral stack if they are nou put in the hero's army. wouldn't be better if the creatures stays in the neutral stack if they are not incorporated into hero's army instead of losing them thus losing some experience points and, if necromancer, some skeletons?

anyway 10x for answering to the posts, both of you
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fnord
fnord


Promising
Famous Hero
posted November 02, 2004 07:28 AM

Re: Skyship Grail
Quote:
Did you see my solution?


I didn't when I wrote my message though I have now. Iif you check the times you'll see yours was posted only 3 minutes before--so I was in the middle of writing my own message when yours was posted. Anyway, yes, doing it that way could work I guess--similar to Samot's script, right?

Re: Shackles
Quote:
Anyway i don't see reason for setting the experience to 0. But you could use a w var to track if the hero has this artifact from blacksmith and set the gold value before entering artifact merchant.


Sure, you could set a w variable but what if the hero trades the Shackles to another hero? Or drops them on the ground and another picks them up? Maybe you could still track it but it would get pretty complicated. Perhaps a better way would be to remove the Shackles from the hero's inventory when you click on an Artifact Merchant or visit an Altar of Sacrifice and restore them after (although restoring after the Merchant might be a little tricky--would have to be done by another click and a variable storing the info. I guess).


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fnord
fnord


Promising
Famous Hero
posted November 02, 2004 07:37 AM

Quote:
1. Is it possible that before building a skyship in any castle and by anyone, to be able to record the map's status (where the current player explored the map or not) in an ERM script, and after the map is completely discovered because of the skyship's presence, it should go back to the script's recorded state.



I suppose you could do it with a town click trigger on the town hall and checking for a Grail in the visiting hero's inventory.

As Ste says, it might be impractical because the actual checking and then resetting of each square on a large map would be a bit slow, but I have a feeling it may be faster than he thinks so it may be possible after all.

However, I'm not sure if the map would stay in that state. It's quite possible that the Sky Ship will reveal the map automatically at the start of each turn anyway in which case you're pretty much out of luck.

Quote:

3. there may be another way to learn 1 or 2 hidden skills... if we visit let's say the University and pay with some gold and mithril...then a scholar presents a list of skills minus those already learned...then the hero will learn those skills that we (human player/s) want to...and not those random ones



Yes, if someone wants to script it, that could be done.

Quote:

4. i was reffering to the buildings outside the castles.



Okay, I strongly suspect that's what Petyo's script lets you change but of course I'm not certain.

Quote:

5. if it is so complicated wouldn't it be possible to disable the standard bonus system and through ERM give only to the human player the option to select the starting bonus: resources, gold or artifacts. and as for the AI give a random bonus. if the human player selects the artifact bonus there should be a list from which we specically choose an artifact.


That's not possible at all with ERM currently. I can only speak about what we can do with ERM right now since new ERM commands may be added by Slava in the future but I don't know what's possible and even Slava usually doesn't until he looks at the code and spends time trying to do something. But since we have some major plans for 3.59 for Commanders and spells, and that will take a lot of his time, I don't know how much time he'll have for other things anyway.

So the other way is the only way possible at the moment (through ERM scripting).


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idrus2121
idrus2121


Hired Hero
posted November 02, 2004 01:00 PM

for Fnord

1. the skyshipwill not reveal the map automatically at the start of each turn. it will reveal the map only when it is built, i think even when it is destroyed and rebuilt in the same day

3. could the script be incorporated into 3.59 WOG patch ?
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted November 04, 2004 09:14 AM

Back on topic , a quote from the CH:
Quote:
A post in the Wake of Gods forums confirms that there are plans for another version of the very popular mod for Heroes of Might and Magic III: "After we rest a bit, the WoG Team plans to continue working on WoG, and so in about a year (or maybe more) we hope to release a new version (3.59)." The next release would focus on the Commander features, and expand them with new spells and classes.

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Ste
Ste


Promising
Famous Hero
Passed away
posted November 05, 2004 05:37 PM

Quote:
1. the skyshipwill not reveal the map automatically at the start of each turn. it will reveal the map only when it is built, i think even when it is destroyed and rebuilt in the same day

If you use the cheat for building all buildings in towns this builds the grail but this won't reveal the map. If you enter the town and exit the map will be revealed. If you wish to make some further tests you can check what happens if you have the skyship and an enemy has cover of darkness. Then perhaps i will try to script something
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idrus2121
idrus2121


Hired Hero
posted November 05, 2004 05:56 PM

if you enter the cheat to build all buildings, the buildings will not be built until you enter the castle and when you do the map will be revealed upon exit...but i'm not interested in using cheats can't this script be made without using cheats ?


since i'm not in the least good at scripting...can someone help  me with a script? instead of the blacksmith selling the shackles of war can't we just get this artifact the first time we level up? and make it so that this artifact can not leave hero's inventory under any circumstance? remember that we can not unequip the catapult? could the same be done with the shackles of war?
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idrus2121
idrus2121


Hired Hero
posted November 12, 2004 10:10 PM

how do i make heroes not start with ballista or first aid tent? not using any ERM scripts...just editing those txt files in the data directory..or is it another way?
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