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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Are these scripts even possible???
Thread: Are these scripts even possible???
elimicmat
elimicmat


Hired Hero
posted December 07, 2007 06:46 AM

Are these scripts even possible???

Hi.

I've tried to make som ERM-scripts but I just don't get the hang of
it. So instead I have a few, what I think, nice suggestions. So if
anyone have some spare time to make a script of one of the following
ideas, AND, most inportantly, is usable in a random map, then you
are more than welcome to send the script to me and I will test it
over and over and.... you get the point. Here's the ideas.

1. Water/Ice elemental upgrades. This unit always bugged me. I mean,
a water creature on land?? Anyway, one cool idea to make this unit a
little more beliveable, is to make the climate change the unit.
Example. If a water elemantal walks on snowy land, the water freezes
and *bam* they are Ice elementals, and vice versa, Ice elementals on
lava should downgrade to water. To even make it more realistic, they
can NOT, EVER, wander into the desert, but instead they totally melt
and become, thats right, earth elementals (but fewer ofcourse).

2. Make necromancy skill only like 5-10% of what it is now. It's so
over-powered I can't describe it with words. If you get 100
skeletons now you should only get like 10. And change that bloody
cloak. The easy artifact is all you need to win a game. Maybe it's
possible to double the artifact needed???

3. A resource bar. Under a normal random map, it's not a question if
you gonna build everything in your towns, only a question when!! so
for instance, if you have 100% now there should be a bar between 0-
200 %. Zero means only mines, no loose resources ever....

4. I want a random map, but with different goals. It's no fun to
ALWAYS defeat all enemies. And of course, random goals for every AI
player as well.

5. Send artifact via heroes. Use a certain "spell" and the cost is
really expensive. Like 2 of every skill point or something....

6. The underground. I like really big maps, but it bugs me that the
underground always is a maze. Yeah I know, otherwise the ground
would collapse but still. Is it possible to make the underground one
big field (ofcourse with rocks and "trees"). More land to explore.

7. God emissonaries on random maps. Can it be done??

8. And finally, the proberbly hardest script to do. This is a really
wicked idea, and pretty hard to explain, but I give it a try. A
building which should appear ON VERY FEW maps, and only ONE building
when it does appear. Inside the building is, I don't know, let's say
a powerful wizard (bad imagination). From a HUGE list the computer
(wizard) will randomly cast a extremely powerful spell. Now, the
chance of something good happen will be like 75% and 25% something
bad.
These spells as I said are ultra powerful, for instance. All enemies
(wood, ore or other resource) will be yours (including saw mill or
ore pit or which resource that was chosen). All (input creature)
will disappear. This means if Imp is chosen all Imps from enemies
AND enemies town will vanish. 5 artifact that belong to enemies will
be yours, and so forth and so forth. There is many many many
possibilites with this script. But as I said, this should be used
very rarely since it change the gameplay almost to much. And
ofcourse, after a visit in the building it's closed forever.....


I don't know if any of these script is even possible to make, so you
can put it in random maps. But if someone feels like taking this
challange I would be more than grateful. I would love to try them
out.

Questions and, hopefully, scripts can be sent to.

elimicmat@hotmail.com

Thanks in advance

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BAD
BAD


Promising
Known Hero
posted December 07, 2007 07:20 AM
Edited by BAD at 15:02, 27 Dec 2007.

@ elimicmat

I can tell you that for 3.59 wog there is already a script that reduced the power of necromancy and cant rise skeletons from mechanicals, undead, elementals and so on..

Anyway, you can rise wraiths from level 3(depends on hero's level) but not more that 8 when hero is level 20 or higher, dragons from dragons and so on..


Just wait for 3.59 Wog

Also, the changes for necromancy can be done via executable too.





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Ginden
Ginden


Hired Hero
posted December 27, 2007 06:20 PM

Polish scripter, Altair, did new necromancy by scripts. [url=http://erm.heroespl.org/skrypty.php?id=3]See[/url], but it is in polish.

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elimicmat
elimicmat


Hired Hero
posted October 10, 2008 11:45 AM

Opening my own thread almost a year later...

Anyway, ERM is still hard but logical (at times, hehe) Now I'm thinking about the script with the junk dealer. I've changed most things in the script, mostly the rewards for the artifacts (I mean 15 battle dwarfs aint much). Now for the question, where the heck do I change the text in the dialouge box?

I was thinking about adding some more artifacts, or rather change creatures for artifacts. Like say he get i.e 20 Devils and I get the armageddon spell (just an example) or 100 Grand elves gives you the Golden bow...

I know how to set this up, but can't set up a dialogue box, so where are those suckers hiding???

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 10, 2008 01:04 PM

The dialogues are in the corresponding ert. script.

I don't remember which script is for junk dealer, but its text is in the ert with the same number.
____________
Era II mods and utilities

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elimicmat
elimicmat


Hired Hero
posted October 10, 2008 01:17 PM

Thanx a bunch. Now to start editing. This was a painfully simple solution...

Maybe someone can help me with the next question (i have quite a few). I'm not fond of the Warlords banner, but since I have stack experience, I'll let them pass. Now, I always play with two random rules on each map, with some rules excluded. Yes I know I can simply just exclude the Warlords banner in front of castle rule, but instead I've changed it a little. Nothing is more irretating then leaving the castle for 4-5 days just to realise you've forgot the damn spellbook. Even though I've played homm3 since release date I've still forget the book from time to time.

So what I did was change the artefact number from WB to Spellbook, and gladly the book appeared in front of the castle, and I could pick it up. The problem is the books infront of the neutral castles, they can't be picked up. I get the spells but the book remains. Doesn't matter if the hero got a book or not, it wont disappear. Highly annoying. Whats the prob?

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