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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Tweaking unit stats
Thread: Tweaking unit stats
God2
God2


Adventuring Hero
Your benevolent deity
posted May 20, 2006 03:38 AM
Edited by God2 at 03:44, 20 May 2006.

Tweaking unit stats

For many years now, I have wanted to modify some of the units stats in the game that I find to be unbalanced or just badly thought up by the developers. One example would be the ridiculous price rise from wyverns to wyvern monarchs.

After looking around on the WoG page, I chose to download the ERM tools, and withing the installed folder, I found this neat little program called "ERM_SM.exe". Exactly what I have been looking for!

Except for one thing.. How on earth can I integrate the changes I make in the editor into the game? Must I use the WoG application? (it crashes when I launch it, and I really want to play the original)

Help would be highly appreciated.

Regards
-God2

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Fnord
Fnord


Promising
Famous Hero
posted May 20, 2006 08:48 PM
Edited by Fnord at 20:50, 20 May 2006.

To use the script, either:

a) Copy the script and paste it into a timed event in a specific map. Then when you start the map, the script will run.

or

b) Run the regular ERM Script Editor. Copy the script and paste it into the Script Editor. Then save it as a wogify script in the Data\s folder. When you wogify any map, the script will run.

A WoGify script is one that's named script##.erm where ## is a two-digit number between 00 and 99 inclusive. Currently, numbers up to 77 are used by 3.58f wogify scripts so you should choose one higher than 77.

However, if you're saying that WoG itself is crashing, there must be something wrong with it. I suggest a complete reinstall until you get a working copy of WoG. You can't use an ERM script without WoG.


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God2
God2


Adventuring Hero
Your benevolent deity
posted May 21, 2006 01:08 AM

Thanks for the answer, but I already found a much easier way using ModHomm3.exe.

There is one thing I wonder about still though. In what file is the info about creature specials stored? For example, I am redesigning the Pit Lords to make them more useful, and I want to change the spell they cast into something that is easier to use, like bloodlust for example.

Anyone know how to do this? And I mean without using WoG, just using other tools. None of the text files inside the main data files seem to store this information, so I am puzzled.
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Fnord
Fnord


Promising
Famous Hero
posted May 21, 2006 03:33 AM

Quote:
Thanks for the answer, but I already found a much easier way using ModHomm3.exe.

There is one thing I wonder about still though. In what file is the info about creature specials stored? For example, I am redesigning the Pit Lords to make them more useful, and I want to change the spell they cast into something that is easier to use, like bloodlust for example.

Anyone know how to do this? And I mean without using WoG, just using other tools. None of the text files inside the main data files seem to store this information, so I am puzzled.


As far as I know, it's in the executable itself which means that it can't easily be changed.


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