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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Building Requirements(script81)
Thread: Building Requirements(script81)
BAD
BAD


Promising
Known Hero
posted December 30, 2007 12:51 PM bonus applied by angelito on 16 Apr 2009.
Edited by BAD at 21:16, 13 Oct 2008.

Building Requirements(script81)

This is just a part from original version(3.59) and I tried to addapt for 3.58f.


- This script is for 3.59 and is a part from "Wog Balance Script";
- The main purpose to keep balance between all towns and you'll need to build all previous dwellings(level 1-6) before last unit.
- Wog Balance script will contains new stats, abilities and special abilities for almost all creatures.
- Resource Silo for Castle,Tower, Rampart, Inferno, Dungeon, Necropolis, Stronghold, Fortress, Conflux produce the main resource required for last unit.

Anyway, I could addapt for 3.58f only the part with Resource Silo, the rest of code can't be yet addapted for 3.58f and isn't 100% ready even for 3.59, but perhaps in a few months will finish the beta because is a big project(I have 6 testers for this).


Here is the link for 3.58f Wog (never tested for 3.58f because I was too lazy to reinstall 3.58f):

Building Requirements


P.S This script doesn't have a check or option for 3.58f, just install it in Data/s and if want to remove it, just delete it from Data/s


Here are some briefs from this script:

1. To build last dwelling requires level 1-level 6; this is already created aka script and hard-coded
2. Use of all resources in the game; Level 1 requires only gold, level 2 ore or wood, level 3 ore and wood, level 4 wood, ore and main resource of that town(for instance: gems for castle), level 5 requires ore, wood, gems and other resource from a friendly town(crystal for castle because is with tower and rampart), level 6 requires ore, wood, gems, other resource from a friendly town and one from a neutral town(fortress, stronghold or conflux), level 6 requires all types of resources.; already created home
3. The Stats for all towns are new..in my vision, all towns have good stats and if are difference are small-medium.
4. Every race can improve spells after hero's level and spell power(for instance: Evil Towns can improve curse(this spell will reduce damage and health by 1% of hero's level);
5. Castle will have main spell water and second air, Rampart will have water and second earth, Tower will have main air and second water, Necropolis will have main earth and second fire, Inferno will have main fire and second earth, Dungeon will have main earth and second fire, Conflux will have from all and special summons...
6. Units have maximum 10 speed from start and maximum 8 shots(12 for top units)...They can gain more from levels
7. Classes have been revamped totaly( for instance: cleric has 2 0 2 2 and 30% chance for attack, 5% for defense, 30% for power and 35% for knowledge). Also, every class has something that can improve per level.
8. New movement systemt based from 2200 from start and +1 movement every 3 levels.

....
... and more.

Anyway, I want to make changes that scales with hero, skills and units....Right now, as you know, a Supreme Archangel can inflict maximum 80 destroy undead. This isn't cool at all and therefore created a new formula to scale per number and so on...


For Instance:
===========

Storm Elemental doesnt have anymore range strike, but have magic strike using Lighting Bolt. The damage is 5 damage per storm. Also, sorcery and artifacts can multiply the damage.

Let's say we have 30% sorcery, then Storm elemental will do 6,5 damage per unit.


P.S What do you think? I want to make something complex and most people agreed with me, but just wanna know some opinions and advices and so on...

Thank You!



P.S A part of this script was already tested my own team of testers, but I stopped for now because I need to see the new stats of the new towns before I'll make more.
My plan is that not all parts of this script will be released in 3.59, but after a post version.

____________

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BAD
BAD


Promising
Known Hero
posted January 21, 2008 08:34 PM
Edited by BAD at 20:35, 21 Jan 2008.

I'll try soon to post pictures and even the code with the new stats for Conflux.

After Conflux will be Fortress, Stronghold and so on...

____________

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T2_2112
T2_2112


Supreme Hero
posted January 29, 2008 06:34 AM

@BAD

Can you re-upload file ? This one u uploaded 1.5 version not for 3.58f , pls up 1.4 version

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BAD
BAD


Promising
Known Hero
posted January 29, 2008 07:06 AM
Edited by BAD at 12:39, 29 Jan 2008.

@ T2_2112

Do you mean 1.4 version of this script?

** VERSION 1.4:

- This script is full compatible with 3.58f WoG;
- This script is 100% compatible with random maps.


Well, will be useless and will tell you why. The code with new stats and the requirements for every dwelling isn't ready for 3.58f and therefore I posted 1.5 version with only the code for Resource Silo.

You can open the script and see that the code for requirements isn't enabled for 3.58f, because works just for 3.59.

[Dwelling lvl 2 requires dwelling lvl 1]
[Dwelling lvl 3 requires dwelling lvl 2]
[Dwelling lvl 4 requires dwelling lvl 3]
[Dwelling lvl 5 requires dwelling lvl 4]
[Dwelling lvl 6 requires dwelling lvl 5]
[Dwelling lvl 7 requires dwelling lvl 6]
[Dwelling upg.lvl 6 requires dwelling lvl 6,5,4 instead of Stables]


I can rewrite the script for 3.58f, but will be a code something like this:

!?FU64; CASTLE
!!VRv2&x16=1:S-1;
!!UN:U98/0/-1/2; [Town coordinates in v2/v3/v4]
!!CA2:B5/31;   [Disable level 2 dwelling]
!!CA2:B3/30;   [Check if level 1 dwelling is built]
!!CA2&1:B4/31; [Enable level 2 dwelling if level 1 dwelling is built]
!!CA2:B3/37;   [Check if upgraded level 1 dwelling is built]
!!CA2&1:B4/31; [Enable level 2 dwelling if  upgraded level 1 dwelling is built]
!!CA2:B5/32;   [Disable level 3 dwelling]
!!CA2:B3/31;   [Check if level 2 dwelling is built]
!!CA2&1:B4/32; [Enable level 3 dwellings if level 2 dwelling is built]
!!CA2:B3/38;   [Check if upgraded level 2 dwelling is built]
!!CA2&1:B4/32; [Enable level 3 dwelling if upgraded level 2 dwelling is built]
!!CA2:B5/34;   [Disable level 5 dwelling]
!!CA2:B3/32;   [Check if level 3 dwelling is built]
!!CA2:B3/18;   [Check if Griffin Bastion is built]
!!CA2&1:B4/34; [Enable level 5 dwellings if level 3 dwelling is built]
!!CA2:B3/39;   [Check if upgraded level 3 dwelling is built]
!!CA2&1:B4/34; [Enable level 5 dwelling if upgraded level 3 dwelling is built]
!!CA2:B5/35;   [Disable level 6 dwelling]
!!CA2:B3/34;   [Check if level 5 dwelling is built]
!!CA2&1:B4/35; [Enable level 6 dwellings if level 5 dwelling is built]
!!CA2:B3/41;   [Check if upgraded level 5 dwelling is built]
!!CA2&1:B4/35; [Enable level 6 dwelling if upgraded level 5 dwelling is built]
!!CA2:B5/36;   [Disable level 7 dwelling]
!!CA2:B3/35;   [Check if level 6 dwelling is built]
!!CA2&1:B4/36; [Enable level 7 dwellings if level 6 dwelling is built]
!!CA2:B3/42;   [Check if upgraded level 6 dwelling is built]
!!CA2&1:B4/36; [Enable level 7 dwelling if upgraded level 6 dwelling is built]


This is just an example.

Anyway, will be useless because I haven't yet posted the script with new stats for all towns. Therefore, I uploaded it only the code for Resource Silo.








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T2_2112
T2_2112


Supreme Hero
posted January 30, 2008 06:29 AM

Until now i only need scripts can work for 3.58f because no hope 3.59 come out . Thanks you for your effort

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BAD
BAD


Promising
Known Hero
posted January 30, 2008 06:32 AM
Edited by BAD at 07:49, 30 Jan 2008.

@ T2_2112

This script is addapted to work with 3.58f, but only the Resource Silo part for now.

So, do you want me to addapt some code even for requirements(level 7 requires 6,5,4,3,2,1)?

This can be done using other formula, but will be obsolete without the new stats for towns and I don't recommend yet.

I'll add more in time and will do my best to addapt 3.59 version of this script into 3.58f.



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T2_2112
T2_2112


Supreme Hero
posted January 31, 2008 06:45 AM

Thanks you ,no need for now ,save your time to make 3.59 come out is better

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BAD
BAD


Promising
Known Hero
posted February 01, 2008 05:22 AM
Edited by BAD at 05:23, 01 Feb 2008.

I'll addapt a part from 3.59 for 3.58f too, but right now started a big project for Disciples 2 and glad that figured out how to add new buildings and creatures(not new animation, but still a step) and is drastically changed.

So, when will be the time, I'll post here the part from 3.59 for 3.58f


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T2_2112
T2_2112


Supreme Hero
posted February 01, 2008 06:25 AM

@Bad

Disciples 2 mod ? Wow i like this one too , but i dont know how to use their graphics , i cant cut off the back ground color , may be i dont use right program

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BAD
BAD


Promising
Known Hero
posted February 01, 2008 07:03 AM
Edited by BAD at 23:56, 10 Feb 2008.

@ T2_2112

This is my last offtopic in my post


You can find the topic for D2_MOD here:

http://www.strategyfirst.com/forum/cgi/ultimatebb.cgi?ubb=forum;f=44]D2_MOD


Here is an example with a testing new upgrade(new Building):





P.S So, if you have something to say or support, post there. I know is drastically changed, but for me logic prevails first and I never liked to see Inquisitor with mind immunity and angel not, or demons without fire...Is beta, but more overtime



____________

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BAD
BAD


Promising
Known Hero
posted March 03, 2008 11:51 AM
Edited by BAD at 22:15, 18 Jun 2008.

Here are the new stats for Conflux and Stronghold(still beta; note that all towns will have stats changed):





I'll post later the abilities for Conflux's units and Stronghold's units.(Behemoth can have maximum 50% ignore defense).

Note: No retaliation isn't anymore, except commanders or ballistae.
Maybe, will make a chance so a unit can get no retaliation after a %.
Also, a unit has maximum 10 speed from start and can have maximum 17 at rank 10, but this is just available only for level 7-8 units. With banner is possible even faster.
I took this decision to balance even more the towns.

Also, I said long ago that slow reduces speed up to 20% at expert and haste increase speed up to 20%. Everything was calculated for a better gameplay.


As I said, To build last dwelling requires level 1-level 6; this is already created aka script and hard-coded;Use of all resources in the game(depends of what kind of town and all resources only for last unit





In 3.59 will be more ways to get resources and of the ways is: after battle with monsters you can get gold and resources(script already created by Timothy Pulver).


P.S Nothing is final and still can be changed alot in time.

1. To build last dwelling requires level 1-level 6; this is already created aka script and hard-coded
2. Use of all resources in the game; Level 1 requires only gold, level 2 ore or wood, level 3 ore and wood, level 4 wood, ore and main resource of that town(for instance: gems for castle), level 5 requires ore, wood, gems and other resource from a friendly town(crystal for castle because is with tower and rampart), level 6 requires ore, wood, gems, other resource from a friendly town and one from a neutral town(fortress, stronghold or conflux), level 6 requires all types of resources.; already created home
3. The Stats for all towns are new..in my vision, all towns have good stats and if are difference are small-medium.
4. Every race can improve spells after hero's level and spell power(for instance: Evil Towns can improve curse(this spell will reduce damage and health by 1% of hero's level);
5. Castle will have main spell water and second air, Rampart will have water and second earth, Tower will have main air and second water, Necropolis will have main earth and second fire, Inferno will have main fire and second earth, Dungeon will have main earth and second fire, Conflux will have from all and special summons...


P.S A part of this script was already tested my own team of testers, but I stopped for now because I need to see the new stats of the new towns before I'll make more.
My plan is that not all parts of this script will be released in 3.59, but after a post version.




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chaoshydra
chaoshydra


Famous Hero
posted March 20, 2008 01:43 PM

I like "Eldest Behemoths" more than "Ghost Behemoths"

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SimmY2
SimmY2

Tavern Dweller
posted June 18, 2008 11:05 PM

I think Ghost Behemoth is better because it explains it's flying ability.
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BAD
BAD


Promising
Known Hero
posted June 19, 2008 01:28 AM
Edited by BAD at 20:54, 12 Oct 2008.

Well, in my script, won't have ignore obstacle and so on...is a new concept

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BAD
BAD


Promising
Known Hero
posted October 13, 2008 02:38 AM
Edited by BAD at 02:38, 13 Oct 2008.

I said that I'll post a beta version, but I can't do yet that.
Anyway, I've implemented in the script a new "magic" for creatures.

For Instance:

Storm Elemental doesnt have anymore range strike, but have magic strike using Lighting Bolt. The damage is 4 damage per storm. Also, sorcery and artifacts can multiply the damage.

As I said, the towns will be revamped totaly.

More news when will be more done.

____________

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T2_2112
T2_2112


Supreme Hero
posted October 13, 2008 05:12 PM

GREAT NEWS , good to hear from you , BAD

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BAD
BAD


Promising
Known Hero
posted October 13, 2008 09:17 PM
Edited by BAD at 21:18, 13 Oct 2008.

More news soon....Posted on 1st page these informations:

Here are some briefs from this script:

1. To build last dwelling requires level 1-level 6; this is already created aka script and hard-coded
2. Use of all resources in the game; Level 1 requires only gold, level 2 ore or wood, level 3 ore and wood, level 4 wood, ore and main resource of that town(for instance: gems for castle), level 5 requires ore, wood, gems and other resource from a friendly town(crystal for castle because is with tower and rampart), level 6 requires ore, wood, gems, other resource from a friendly town and one from a neutral town(fortress, stronghold or conflux), level 6 requires all types of resources.; already created home
3. The Stats for all towns are new..in my vision, all towns have good stats and if are difference are small-medium.
4. Every race can improve spells after hero's level and spell power(for instance: Evil Towns can improve curse(this spell will reduce damage and health by 1% of hero's level);
5. Castle will have main spell water and second air, Rampart will have water and second earth, Tower will have main air and second water, Necropolis will have main earth and second fire, Inferno will have main fire and second earth, Dungeon will have main earth and second fire, Conflux will have from all and special summons...
6. Units have maximum 10 speed from start and maximum 8 shots(12 for top units)...They can gain more from levels
7. Classes have been revamped totaly( for instance: cleric has 2 0 2 2 and 30% chance for attack, 5% for defense, 30% for power and 35% for knowledge). Also, every class has something that can improve per level.
8. New movement systemt based from 2200 from start and +1 movement every 3 levels.

....
... and more.

Anyway, I want to make changes that scales with hero, skills and units....Right now, as you know, a Supreme Archangel can inflict maximum 80 destroy undead. This isn't cool at all and therefore created a new formula to scale per number and so on...


For Instance:
===========

Storm Elemental doesnt have anymore range strike, but have magic strike using Lighting Bolt. The damage is 5 damage per storm. Also, sorcery and artifacts can multiply the damage.

Let's say we have 30% sorcery, then Storm elemental will do 6,5 damage per unit.


P.S What do you think? I want to make something complex and most people agreed with me, but just wanna know some opinions and advices and so on...

Thank You!

____________

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T2_2112
T2_2112


Supreme Hero
posted October 14, 2008 01:04 AM

AWESOME, hope it come out soon before the end of year cos this time i need drink some wine can not play Heroes III waiting waiting

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Danielos
Danielos


Hired Hero
posted October 19, 2008 01:56 PM

Is there any way to edit the prices and resource requirements for the town buildings? For example, if I want to double the price of a Centaur Stables, how do I do it?

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