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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Wake of Gods] - Introduction/Modding/Scripting
Thread: [Wake of Gods] - Introduction/Modding/Scripting This thread is 33 pages long: 1 2 3 4 5 ... 10 20 ... 29 30 31 32 33 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted September 07, 2014 02:44 PM

marisa said:
I was wondering if is there a way to create a new "market" in game that sells only commander artifact?

anyone? :3


That's a quite interesting idea but how about to expande it a bit? Instead of just a BlackMarket of Commander artifacts create instead a building like Battle Academy but just for commanders and with extremely high costs?
Being able to buy a basic skill for 100,000 and a special hability for 25,000 or increase speed, attack or damage by 5,000 is something I feel is missing on WoG.

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Sal
Sal


Famous Hero
posted September 07, 2014 02:48 PM

The thing is: no one will make a mod with such petty things as buying a skill (btw, 100 000 gold = are you crazy?)

This is a 3 lines of code matter, and can be found in at least 20 of the mods out there, if you want it so bad, copy/paste, then you have it.

Btw, in wog options you can change witch hut proposed skill with mithril, then buy advanced skill for 3000 gold. So is already there.

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bloodsucker
bloodsucker


Legendary Hero
posted September 07, 2014 03:12 PM
Edited by bloodsucker at 15:22, 07 Sep 2014.

Sal said:
The thing is: no one will make a mod with such petty things as buying a skill (btw, 100 000 gold = are you crazy?)

This is a 3 lines of code matter, and can be found in at least 20 of the mods out there, if you want it so bad, copy/paste, then you have it.

Btw, in wog options you can change witch hut proposed skill with mithril, then buy advanced skill for 3000 gold. So is already there.


Funny thing is: I know that, I only think that if u can use an Artificer to buy some extra mithril or could found two basic skills offered close enouch to each other it is far TOO EASY and TOO CHEAP to have them all. I would gladly pay two full topes for a new basic skill for my main after the first four were chosen. A TDS commander on randoms? That's priceless.
Basic skills are my favorite AP offer, I would much more easly spend 100,000 on them then on Tome of Fire unless I desperatly needed berserk and couldn't find it anywhere.
I usually just need this spells - 1 summon elemental, Implosion and Magic Mirror (not that I use them) since I disable Fly and DD and will learn all others from Eagle Eye and Scholar...

And I never ever looked at any Commanders code but I didn't tought this to be an extremely hard work, only something generic WOG doesn't have and would make the object more interesting.

P.S. Commander skills are free BTW the 3000 are just needed if you want to advance an hero secondary skill from  basic to advanced.

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Sal
Sal


Famous Hero
posted September 07, 2014 04:14 PM

TDS commanders are ridiculous outside TDS. On TDS neutral stacks go up to 4000 first week, then 24000 second week, this is why commanders are so buffed. In a random map with stacks of monsters below 100, you will finish the map in 2 weeks with such commander only. No army.

Anyway, if you want all 6 skills to commanders, make a mod, add this code inside, then all 155 commanders will have all 6 skills unlocked.

ZVSE

;unlock skills 1-6 for all 155 commanders
!?FU5645550;
!!DO5645551/0/6/1:Px16;

!?FU5645551;
!!COx1:Sx16/1;

!#DO5645550/0/155/1:P;

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bloodsucker
bloodsucker


Legendary Hero
posted September 07, 2014 04:49 PM

Sal said:
TDS commanders are ridiculous outside TDS.


Well, thank you. But I think you are not getting my point...
The keyword is priceless. As you noticed there are already ways to easly get a six skills commander. What I was proposing was a harder way of doing it, cause the others are to easy and after you take two or three dragon utopias for the second time you will probably have all the artifacts you need.
And if one uses this against your new Conquistador, where creatures can be set to grow extremely fast and always ace, the odds can be scarse then in TDS. If at 300% is still too easy, is just a matter of increasing it to 400% or more. Thanks to you Sal. And then those commanders became a must, that should be expensive.

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Sguazz
Sguazz


Known Hero
posted October 06, 2014 02:24 PM

I hope it's not OT.
When I open some russian file I don't see the cyrillic words, but I see a thing like this:



I have Win7 x64 Italian and now I have installed the Russian Language Pack. But the result is the same.
In game there are the same hieroglyphics in the WoG Options, but I see correctly descriptions of skills, artifacts, spells and other.

What do I need to install?

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bloodsucker
bloodsucker


Legendary Hero
posted October 07, 2014 02:30 AM

I know I can change the aligment of a creature but if I am defining a new town  and I say that my level 1 are imps (so I can suck spellpoints from enemy heroes) what happens to the Imps in Inverno towns? Do they became forigners? Can we create creatures like the War Zealots and Lava Sharpshothers just with ERM or they were hard-coded?

Can someone gave some examples of this?
My idea was to define another town but in a way that preserved the integrity of the others so it could be used I random maps.
Oh! And of course I want the best from each town...

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Siegfried
Siegfried


Famous Hero
posted October 16, 2014 02:13 PM

I think that's not possible. Each creature can have only 1 alignment. So if your Imps are Necropolis aligned, they are no more Inferno aligned. And if you make them neutral, they would be foreigners to all towns.

You could, of course, change the alignment per battle (temporarily) and change it back after battle. This way you could make your Imps in Battle aligned with everything.
____________

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Siegfried
Siegfried


Famous Hero
posted October 16, 2014 06:13 PM

objtxteditor

I have a question about the objtxteditor. I finally got it running. There where 2 files missing, a dll and an ocx. I found both downloadable from the internet. So this is no problem.

Now i opened an extracted objects.txt. Nearly all is well, except the defs are not shown in the grid. I have all those defs in the same directory, extracted. What is necessary to show those defs? It would be much easier to edit them if i would see what object it is.
____________

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 16, 2014 06:18 PM

i don't know how a thing like that could be implemented, but it sure would be a great upgrade. it would make modding work SO much more efficient.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2014 06:57 PM

Well sure would be great to have this and that. But we don't, and authors are long time gone away (you can try to contact Burn, email is in his tool/about yet he leaved Heroes cca 5 years ago.)
____________
Era II mods and utilities

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Siegfried
Siegfried


Famous Hero
posted October 16, 2014 07:01 PM

Ah, so this is not a bug in my installation or a bug with me, it's simply a program bug? Well, then...

But i have still a question. I renumbered now the original special terrain patches. All of them have now unique subtype numbers. But i tries the editor, and there they have still the old numbers. What do i have to do to make the editor show my modifications?
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2014 07:10 PM

Did you properly save in object editor? Must select Edit/save current data in the list.

File/save does nothing, got also confused for a long time.
____________
Era II mods and utilities

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Siegfried
Siegfried


Famous Hero
posted October 16, 2014 07:19 PM

It did not save so i re-edited with text editor and re-inserted the file. Still same numbers in editor.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2014 07:27 PM

Make sure mod is on top of the list, then that it has Data/objects/mymodobjects.txt file. Era handles differently new graphics than 3.58.

Take example on Adventure Pillars mod structure. (adds one object)
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Era II mods and utilities

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Siegfried
Siegfried


Famous Hero
posted October 17, 2014 08:05 AM

Thanks. Useful information. But that does not solve my problem.

I did not make a new mod. I changed the subtypes in zobjts.txt in Mods/WoG/Data/h3sprite.lod. So in fact i modified the WoG Mod

What i did not check is, if there are other mods which may overwrite this text file. I have to check tomorrow. If nothing helps then indeed i would have to make a new mod.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 17, 2014 06:09 PM

Well, this is Fred's way to modding and it often leads to unsolvable problems + defective packages.

Era handle mods. It is build within the idea that every mod (including wog) is standalone and should not be polluted by other mods, even those using same resources, hence the priority system. Whatever you do, make it in your own mod, then place it on top. You will have much less conflicts than if you replace this or that in the other mods.

Then think about: when you will release your mod, how will you do if some of your mod changes are in wog mod? Will release all wog mod?
____________
Era II mods and utilities

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 17, 2014 06:22 PM

Salamandre said:
Well, this is Fred's way to modding and it often leads to unsolvable problems + defective packages.


um, wrong. the issues i had in the past(that you helped to make worse, inadvertently), i straightened out, more than a year and a half ago.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 17, 2014 06:32 PM

How is wrong when your first package was crashing the editor to the point I had to rebuilt it, then same for second package, to the point  I was asking myself if is a joke.

You moved your defs through wog lods, then when testing, your results were false, as you had graphic clones in main mods, same in your custom mods. So for you, it worked, but for those receiving the package with only the custom mod, nothing worked.

I am talking only about the technical aspect, of course.
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Era II mods and utilities

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 17, 2014 06:51 PM

any issues i've had with my patches(with your help, i'll remind you), have long since been fixed. the last 2 errors, i fixed myself(and they didn't prevent anyone from using my last patch, which was released LAST YEAR.

so saying "fred's way" is more than a little dated, and seems to be a deliberate poke at me. i don't want to get in a bad mood. i've got fun planned this weekend, and i don't need bull****. dig?

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