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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Water Mod
Thread: Water Mod
Pollo2002
Pollo2002


Famous Hero
posted December 19, 2010 08:10 PM
Edited by Pollo2002 at 20:11, 19 Dec 2010.

Water Mod

Water Mod 0.01
The objective of this mod is to make a strategy game with the following properties.

- Map control is the key of the game.
- Luck having the less significance possible, and at the same time avoid as much as possible the possibility to mathematically plan the game.
- Early and intensive interaction between human players.
- A balanced game, but still a varied game with several REAL options.

At the bottom of the post is a download link wich provides.
- A map Called ¨Divided sand¨
- Modified ERM and ERT files that correspond to WT(world tournament) version of heroes 3. (I made some changes to WT scripts)
- TxT files to be allocated on the data folder (stats changing data like ZCRTRAITS.TXT)
- A dat file for the WT options.
-Doc and txt files that have documented the changes of TE edition , WT edition and my mod, including installing instructions.

****
This mod does not intend to add new graphics or new things in general. In the future it may add new graphics to have more accurate descriptions on mechanics change (like graphics for the new schools), or graphics for new objects i may add in the future.
The porpouse of the mod is to make statical change and mechanical changes to fit the needs of the gameplay it aims.

Have in mind Im uploading it to upload something. its "playable". But you can only play castle, this version compared to the old unnumbered version received hundred of changes so its barely play tested, and it has like 1% of the features I wish.

Still its good to have a feel of the gameplay I want to capture and I think its fun to playtest (at least it was fun for me and my friends to playtest previous versions.

If you have the will, the time, and the friend to test it, all feedback is welcome.

Suggestions and questions about "why you did that" are more than welcome.
If you want to use scripts i made and cant find what you need (Because its certainly a mess) Plz ask and I will send you or direct you to the script.
Also if you want to help creating objects I need or doing anything else I need (like adventure objects, scripts , description fixing and modifying defs,) Tell me and we'll talk about it, any help is more than welcome.


http://www.megaupload.com/?d=2AE7RRZX


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Pollo2002
Pollo2002


Famous Hero
posted December 20, 2010 04:02 AM

I decided to upload the last version of the map PRE-WOG. In case you want to give a look at the map (Since it has kind of the same gameplay as post-wog, or at least it captures the same idea) but dont want to go by the hassle of installing WT and all the files.

http://www.megaupload.com/?d=045IHUM5
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Pollo2002
Pollo2002


Famous Hero
posted December 24, 2010 09:35 AM

Since I got no attention here, but someone may get interested in the future I will just left a link to round table forums where im posting and uploading my progress with the mod.

http://www.celestialheavens.com/forums/viewtopic.php?t=11520
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 24, 2010 09:55 AM
Edited by Salamandre at 09:56, 24 Dec 2010.

There are several typos in your scripts (ZVSE missing, ";" missing several times) so you may want to test it in a game and fix them. Also the flagging script should be reserved for human only (flag 1000) because as it is you will get all messages when AI tries to flag a mine. Also he will be stuck for ever on that mine, as he can't understand what's going.

Quote:
Since I got no attention here


Don't worry, as always people is waiting for you to do all the work and bring them a finished mod.  
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Pollo2002
Pollo2002


Famous Hero
posted December 24, 2010 12:18 PM

What do you mean? im assuming you are talking about the too green map?
Because all the ZVSE are there, if you meant he Divided sand map some scripts purposely miss the ZVSE because i dont want to activate them for now (I just left the rest of the script there in case i want to activate it for a test or something) I tested the scripts on too green and it all worked perfectly.

Can you be more specfic?
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Pollo2002
Pollo2002


Famous Hero
posted December 24, 2010 12:20 PM
Edited by Pollo2002 at 12:29, 24 Dec 2010.

About the flagging script, yes i may use yours, but I did some things in the script so it doesnt happen that with the AI (Yes My first games against the AI was funny to be asked a question in the AI turn), so there shouldnt be a problem

Quote:
Don't worry, as always people is waiting for you to do all the work and bring them a finished mod.  


Ha ha, I dont think it has to do with that in this case. I just dont offer something most people want. Most people want mods with more creature, graphics or some improvement to singleplayer experience. My mod is aimed to change the game mechanics for a different 1v1 human experience. There is not a much market for that as I said in the round table heroes forum. So no surprise there.

I just did the thread in case someone was curios to take a look but it make sense that not many want to take a look at a mod that offers ¨something strange¨ and at the same time is only 1% made. .

Maybe it would be more attractive to try if I could make an installer (wog installer or normal ) But i dont know how to do that any direction on where i can learn is welcome.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 24, 2010 12:28 PM

I did not look through all scripts but at briefly view, the antichaining has a typo:

!!VRy12Sy4 *y10 :100 ; Translate hero triggered pr of used movement to hero affected movement

Should be VRy12:Sy4

Also it is good to leave ZVS* when not using script, because when testing, one may think you forgot it. ZVS* (or whatever similar) shows the scripter wish to leave the script unused. Just my two cents :)
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Pollo2002
Pollo2002


Famous Hero
posted December 24, 2010 12:37 PM

Oh thanks for noticing, I didnt notice because the script kind of work anyway. im going to check it now.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 24, 2010 12:49 PM
Edited by Salamandre at 12:50, 24 Dec 2010.

You can also use a single script for all mines:

!?OB53;
!!OB998:U?y1; check mine subtype
!!VRv99&y1=0:S1250; set price for every mine subtype
!!VRv99&y1=1:S1500;
[...y1=7]
!!FU200:Pv99; parse v99 as x1 in the function (flagging price)
[...]
!!MNv998/v999/v1000&y-1<x1/y2=0:O-1;**same for all commands similar
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Pollo2002
Pollo2002


Famous Hero
posted December 24, 2010 01:09 PM
Edited by Pollo2002 at 13:12, 24 Dec 2010.

Thanks a lot for helping, I dont know programming at all, and ERM is the closest to it and im learning. Im pretty sure you would think I do my scripts in 20 minutes, but it take me hours to do simple scripts and make them work as I wish. Thats why they are so unorganized, im just happy to get them working after pulling my hair trying, they are messy etc because of it.

Anyway where this come from?
Quote:
!!OB998:U?y1; check mine subtype

I dont find or remember anything about !!OB998? what that number is supposed to mean?

I only have the ERM 2.8 help file (i have the 2.81 help file but i dont read russian, I only use to find out what commands that 2.8 do not have do, that I see on the WT or TE scripts)
And there is no reference to !!OB998.

I guess it work somewhat like V998 that stores the X position of trigger object?

Is that info in the erm help and i just missed it?

EDIT: oh I found it,
Quote:
Note: v998/v999/v1000 variables will store the location of the current object visited. Also, you can refer to it easily with an indirect reference (for example: !!OB998:...; )

I guess I didnt got what it meant, So OB998 is the visited object, nice, thats very useful.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 24, 2010 01:14 PM
Edited by Salamandre at 13:15, 24 Dec 2010.

Don't worry, I am very far away from having any programmer formation but I had a good teacher. It takes me several hours too, while it takes him several minutes.

From ERM help:

v998/v999/v1000 variables will store the location of the current object visited. Also, you can refer to it easily with an indirect reference (for example: !!OB998:...; )

(posts crossed, sorry)
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 24, 2010 01:20 PM
Edited by Salamandre at 13:20, 24 Dec 2010.

I have 2.8.1 in english, it is a much more detailed help. Berserker sent it to me, I forgot where can be found, I will ask. (maybe TE has it inside?)
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