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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: WoG 3.59 Fnord's scripts
Thread: WoG 3.59 Fnord's scripts This thread is 4 pages long: 1 2 3 4 · NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 15, 2011 05:07 PM
Edited by Salamandre at 20:02, 21 Nov 2011.

WoG 3.59 Fnord's scripts

I was enough fortunate to get from Fnord his last work for WoG.

DOWNLOAD original
DOWNLOAD REVISED version by JimV

NOTE: some of them use a new syntax and I was not able to run. Others requires small changes to be able to run under ERA. Mostly change negative functions to positive. They are uploaded in original form.

FROZEN FOOD
This script stocks each previously visited Lean To with one Frozen Food ration at the start of each week. If a Lean To hasn't yet been visited it won't have any Frozen Food.
Each hero may collect any number of Frozen Food rations and use them at any time to gain additional movement for their army. Each Frozen Food ration used gives 300-600 extra movement points for that hero's army for the day.

To use a Frozen Food ration, select the hero and right-click on the ADVENTURE MAP Quest button (NOT the hero screen Quest button). Any number of rations may be used in a given day until the hero runs out.
Note: Frozen Food rations cannot be traded between heroes.

The AI cannot be programmed to collect and use Frozen Food rations, so instead it is compensated with 100 movement points for each Frozen Food ration collected by any hero in the previous week. For example, if Red and Blue are human players and Green and Orange are AI players, let's say that Red and Blue heroes collect a total of 5 Frozen Food rations between them in week 4. In week 5, the Green and Orange AI heroes would ALL gain 500 movement points every day. However, if no Frozen Food rations were collected by Red and Blue in week 5, the Green and Orange AI heroes wouldn't gain ANY bonus in week 6. While it may seem that the AI gains a better overall bonus than the human players, remember that the human players can choose to use their bonuses as the best possible times and may use it to outrun an AI hero or sneakily take an AI town when the AI believe them to be out of range.


Random Battle Positions

It does what it says, battle starts in random positions. I changed the randomizer from pseudo to true.


79.erm

Ctrl-click on the hero's portrait or town picture in the Hero/Town Information Square to write a new Note or read an old one.
Ctrl-click on mini-map opens dialog for setting up Timed Reminder Messages.


87.erm

1) Upgrade All Troops (321)
2) Remove All Monoliths (278)
3) Upgrade at External Dwellings (279)
4) AI Berserk Spell Casting (280)
5) 50% Experience from Fleeing Monsters (281)
6) Monster Stack Resources (282)
7) Limited Dwelling Accumulations (283)
8) Monster Stack Artifacts (284)
9) Guarded Artifacts (285)
10) Display Keymaster Keys (289)


88.erm

Transfer or Swap Troops between Heroes on Hero Visiting Screen

97.erm

RANDOM EVENTS

Random Good Events: All players receive one good event each week on random days except never on the very first day of a game). The value of events increases based on the game date.

Random Bad Events: All players receive one bad event each week on random days (except never on the very first day of a game). The value of events increases  based on the game date.

A weekly Good Event will give each player one of the following:
o Free Gold or Resources;
o Bonus troops available for recruitment (at a random town);
o Experience or a Skill improvement (for a random hero);
o An artifact (for a random hero);
o Stack Experience (for a random stack of a random hero);
o Free Neutral Mercenaries (they'll offer to join a random hero).

A weekly Bad Event will give each player one of the following:
o Loss of Gold or Resources;
o Loss of troops available for recruitment (at a random town);
o Random Primary or Secondary Skill loss (for a random hero);
o Loss of a random artifact (for a random hero);
o Loss of Stack Experience (a random stack of a random hero);
o Loss of troops (from a random hero's army).

All players will receive the same or equivalent good and bad events if possible, although skill changes, artifact or troops losses, etc. will of course be different for each hero. If a player has no heroes or towns, they won't benefit or suffer from a hero or town event. Likewise, if a player's randomly chosen town has no creature dwellings at all, that player won't receive or lose anything from such an event.

Due to the nature of Bad Events, they will be somewhat less balanced between players than Good Events. This is unavoidable since in order for something to be lost, it must exist in the first place and all players will have different artifacts, troops and so on. However, over the long run they should pretty well even out.


98.erm

For human players, Sphinxes now work differently. They will think of a random monster and the hero must try to guess which creature it is. To aid in this endeavor, the hero may choose to ask three questions about the monster's characteristics (chosen from a list) and then may make up to three guesses
as to the identity of the monster.

If the hero guesses correctly, monsters of that type join his army for free (the number increases each week), but if the hero guesses wrong, three times that number of creatures attack the hero instead.



101.erm

Each hero may collect any number of Frozen Food rations and use them at any time to gain additional movement for their army. Each Frozen Food ration used gives 300-600 extra movement points for that hero's army for the day.

116.erm

This script enhances Dwarven Treasuries by allowing a player to deposit gold there to earn 25% interest for each full week or more for longer deposit periods. The gold can be withdrawn at any time withdrawn before a new deposit can be made.


117.erm

This script enhances Schools of War when Stack Experience is enabled, allowing them to be used to train troops for gold.


119.erm

Custom victory points


120.erm

This script disables combat between Human Players so that their heroes cannot attack other human heroes and cannot attack or capture human-controlled towns or external garrisons (they can be passed through with no effect). Mines and other flagged objects can be captured but human heroes can no longer leave creatures to guard mines.

122.erm

This script limits the number of troops that a single hero can take into battle. The main goal is to require players to spread out their army rather than using the tried-and-true (but somewhat boring) "superhero" strategy.


Town Treasuries

When you capture another player's town, you gain a portion of that player's resources, including gold (or all resources if you capture their last town).


Training facility


Upgraded troops

Only upgraded creatures will be available for Heroes to recruit at town and external dwellings, and all heroes will start with upgraded troops. Furthermore, Creature Banks, Pandora's Boxes and local events that give free troops when captured will always give upgraded troops.




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Magissia
Magissia


Adventuring Hero
posted November 15, 2011 05:58 PM

Looks great !
Thanks for share
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My works

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gnollking
gnollking


Supreme Hero
posted November 15, 2011 06:02 PM
Edited by gnollking at 18:06, 15 Nov 2011.

eeeexcellent

Very good and original, just what we need
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mister_kalu
mister_kalu


Known Hero
posted November 15, 2011 06:11 PM

the last script is good for me :=)

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solitaire345
solitaire345


Promising
Famous Hero
posted November 20, 2011 03:25 PM

It looks strange that sixteen very interesting scripts by a skilled ERM scripter were posted and received only three replies during five days. In my opinion this page should be added to WoG forum links.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 20, 2011 03:47 PM
Edited by Salamandre at 15:50, 20 Nov 2011.

Skilled? WoG 3.58 is 50% Fnord's work. Other 10-15 people did the other 50% part.

But, as I said, most of them need modifications, to work under 3.58 or even ERA. Some need deep changes, and if someone does it, I will certainly add the link.
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Hik
Hik

Tavern Dweller
Dungeon Lurker
posted November 20, 2011 03:48 PM

Awesome scripts ,some of these I may definitely like to play at some point...

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songfx
songfx


Adventuring Hero
posted November 20, 2011 09:35 PM

I can't download from the link.
Can you do me a favor to send the attachment to my mail box ?
song_4ever@163.com

Thanks

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 20, 2011 09:48 PM

Done.
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T2_2112
T2_2112


Supreme Hero
posted November 21, 2011 12:35 AM

I love to see 87 and 97 in Phoenix, but that is a dream right ??

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Fnord
Fnord


Promising
Famous Hero
posted November 21, 2011 05:47 AM bonus applied by Cepheus on 21 Nov 2011.
Edited by Fnord at 05:51, 21 Nov 2011.

Thanks for posting!

Thanks for posting the scripts on my behalf (and including some screenshots too!), Salamandre!

If anyone wants to include them in any sort of WoG build or maps or anything else of course you're perfectly welcome to do so (just give me the usual bit of credit and send me lots of $$ ).

Unfortunately, I've been away from ERM too long to be able to offer any real support for them but I'm happy to try and answer more general questions if I remember what I was trying to do way back when I wrote them.

I think at least 70% of them should work with standard WoG 3.58f without any changes but feel free to modify them as you like.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 21, 2011 09:45 AM

Welcome back

It took me some time since you shared them with me, but I needed a few free time and test them for screens. I hope someone is going to adapt them to 3.58 or ERA, the macros cause error in many. I will ask around.
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Fnord
Fnord


Promising
Famous Hero
posted November 21, 2011 10:06 AM
Edited by Fnord at 10:07, 21 Nov 2011.

Quote:
Welcome back

It took me some time since you shared them with me, but I needed a few free time and test them for screens. I hope someone is going to adapt them to 3.58 or ERA, the macros cause error in many. I will ask around.


Thanks, Salamandre. I don't even remember the macros. I do recall using the negative function numbers (local functions?) in some of them though.

T2_2112, those two scripts should run fine under 3.58f as far as I know. I know I played using them both with friends who didn't have the 3.59 beta.


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T2_2112
T2_2112


Supreme Hero
posted November 21, 2011 11:16 AM

Quote:
Quote:

T2_2112, those two scripts should run fine under 3.58f as far as I know. I know I played using them both with friends who didn't have the 3.59 beta.



Thank you for your answer, but i think Phoenix mod have something change may be their will be conflict so that why i say in my dream

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 21, 2011 11:18 AM

Phoenix Mod aim is perfect balance, therefore all randomness was eliminated, no morale/luck and no random skills, so I strongly doubt Berserker is interested by good/bad random events.
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Bersy
Bersy


Honorable
Supreme Hero
posted November 21, 2011 03:37 PM

T2_2112, you can try running scrips one by one at your own risk. (Put them in Data\s folder)

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Corribus
Corribus

Hero of Order
The Abyss Staring Back at You
posted November 21, 2011 04:43 PM

Holy crapola, Fnord's back!

Welcome home, buddy!

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solitaire345
solitaire345


Promising
Famous Hero
posted November 21, 2011 04:49 PM
Edited by solitaire345 at 16:54, 21 Nov 2011.

I had a quick test of this scripts on ERA. Actually fixing them isn't that hard as I thought it would be.

For random battle positions a check for WoG options had to be removed and negative function numbers changed to positive (I just removed the minus sign. These numbers might interfere with some other custom scripts).

I disabled the check for WoG options in Sphinx script. It looks like the OB receiver was extended in 3.59 to set flag 1000 if a human player activates the script. This of course does not work in ERA so I removed check for flag 1000 and added few lines to exit triggers if current player is AI.

Town treasuries were working fine. I did not edit this script.

For upgraded creatures I could not get the timer to work so I changed it to post-instruction.

Here are these four scripts: Download. I'll try others later.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 21, 2011 04:52 PM
Edited by Salamandre at 16:56, 21 Nov 2011.

All you mentioned were easy to get in, hence my screens about. When I did not show a screen, means the macros must be changed, or something else, script definatelly not working as it is. JimV said he will look into when time. Myself I have zero experience with macros so I leave it to the profesionals
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 21, 2011 05:13 PM
Edited by Cepheus at 17:13, 21 Nov 2011.

Great to see you back with a vengeance Fnord! If these don't deserve a QP I don't know what does.
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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