Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Would H3 profit from caravans? (not exactly working in the fashion of H4 or H5)
Thread: Would H3 profit from caravans? (not exactly working in the fashion of H4 or H5) This thread is 2 pages long: 1 2 · «PREV
doom3d
doom3d


Known Hero
Avatar of general Z
posted March 08, 2009 05:42 PM

First part is fully done and tested. First caravans departed.

The 7 caravan/town limit works also propely.


Now working on arrival of caravans. Here the idea is clear, but scripting will take some time.

@Valery: Summer is coming, beautiful ladies in skirts.. will definitely slow down development. More sunlight always lowers electricity bills.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 08, 2009 07:35 PM

Doom,

Do you have anything ready related to this script?

I am working on a map where I have to send units from underground to the surface without using teleporters.

So far I placed them as wandering monsters and set up the destination, when reach the destination, message is popping and they are set to friendly. But a caravan would be more appropriate.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
doom3d
doom3d


Known Hero
Avatar of general Z
posted March 09, 2009 06:48 PM
Edited by doom3d at 18:52, 09 Mar 2009.

re:

Hi,

I can tell You how to create a caravan and how to send it to a town.
It's quite easy with my bitwise packer library, wich was released.
But actually I'm working on the code wich gives back units when they arrived.
If You want to put them into a Town dwelling, then it's much easier.
There I don't have to check if there is a free garrison slot, or slot with the same type of creatures, or if there are two slots of the same kind with less, then 4 Warlord's Banner together, or free slot of visitor hero, or.. You know.
BTW, wich map is it? Might vs. Magic?

Best Renards ,
Eperbab (aka Doom3d)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 09, 2009 08:16 PM

The map in construction is here:

300 spartans

Well, there is no town, so they could be placed in a garrison. The garrison would be empty so there is no need to check, any way this part I can code.

Have something for me?
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
doom3d
doom3d


Known Hero
Avatar of general Z
posted March 15, 2009 10:49 AM

Hi Valery,

I haven't got any mail from You. If You just want to send a few caravans, then You don't need to use bitwise packer.
Just do the following:
- store creature stack info to v variables, add a timer +garrison slot nr. to receive creatures
(quantity, creature type id, experience, number of Warlord's B.)
- kill stack
- decrement timer once a day (TM1 trigger with color check)
- place creatures to garrison when timer is zero, and clear stack variables (if the garrison is surely empty, then don't check it)
- enjoy

Please notice, that my caravans script will not show where the caravans are, until they arrive.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 15, 2009 02:53 PM
Edited by Salamandre at 15:06, 15 Mar 2009.

Yes, this option was discussed too. It is only that it looks unrealistic. I would hope to find something else.

I sent mail but seems not working. I will try another address from the 6 you gave me.

I think you can have an option t show caravans moving. First you need the object and animated. Then script it as a wandering monster and link his moves to the AI turn. (IE moves 1 tiles during blue, 1 turn during green and so on).

In this way we have faster caravans for bigger maps where there are more players and slower caravans in smaller maps.


____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
pol
pol


Known Hero
.^.
posted March 15, 2009 05:58 PM

In that case here would arise possibility to attack caravans.

For me would be enough to let them work like collecting points, assign hero and reduce microclickmanagement. Close, to how's done now.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
doom3d
doom3d


Known Hero
Avatar of general Z
posted March 16, 2009 07:16 PM
Edited by Cepheus at 23:55, 23 Jul 2011.

Quote:
In that case here would arise possibility to attack caravans.

For me would be enough to let them work like collecting points, assign hero and reduce microclickmanagement. Close, to how's done now.


I am pleased to hear, that my idea is close to your needs.
So please, tell me the differences.

@Valery: problems with wandering monsters:

- hard coded moving algorithm is buggy. Time to work out moves of n unit is something around exp(n^2) class. Actually, the game freezes/crashes around 180..220 WMs, and slows done around 180.
I have discovered this when I have rerwritten the WM script to get more WMs proportional to map size.(now it is an official part of Script Update)
*** If You modify this script: Please, do not increase MAX number of WMs above 160. (80/map level)


- caravans can be blocked/attacked
- they have to use roads
- speed cannot be adjusted, depends on number of players (??)

=> it would be way too slow and risky

---

Moderator note: This thread has been inactive for two years or longer, and has been archived (closed) to prevent necro-posting. If you wish to revive the topic, send a message to Cepheus or create a new thread in its place. Thank you.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 2 pages long: 1 2 · «PREV
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0561 seconds