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Axe
Tavern Dweller
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posted April 27, 2015 10:38 AM |
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Edited by Axe at 10:42, 27 Apr 2015.
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Hi,
For the mod "Upgraded resource Silo", the macro i use $once$, $day$ have been created on 14 wog - tobyn's scripts.erm in the base script of "WoG", as the TM2 ( created on 78 wog - wogify.erm).
Sure that the mod cant work if the mod "WoG" is not enable.
If i copy the 2 macros and the timer on my mod, no conflict if WoG enabled ?
PS : i'll modify it for dissociate from "Enhanced War Machine I " and " Skills in towns", and to add an option number ( 401 ), i'll try to make DL, and so, use only quick z variable
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 27, 2015 10:48 AM |
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WoG mod must always be enabled, as is the base of all. This doesn't mean that wog scripts are enabled, just that the platform allowing program to run is there. So macros using a wog script will always require that wog script to be enabled, while if you set yourself the macros in your script, then your mod can be also used as stand alone.
For example, if I want to use your silo script in one of my maps and copy/paste it, it will give error as any other wog scripts are prohibited. Better make it stand alone, except when is conditioned by map wogification, as mithril mine for example. Also, if you use TM2 (which I also use intensively) don't forget to write instructions to it (!#TM2:S..[...]) in case some one has not wog scripts enabled.
This way, your script works the both ways.
Macros will conflict if you use same in wog and in your mod. In general, after SN:W code, macros are no longer needed. For example, timer 2 or part of it occurs only once each day, no macros, no global vars:
ZVSE
!#TM2:S1/999/1/255; every day for all players
!#SN:W^Timer_only_once^/1;
!?TM2;
!!SN:W^Timer_only_once^/?y1;
!!VRy2:Sc0; get current day in y2
!!FU&y1>y2:E; exit if y1 greater than y2
!!IF:M^this message will be run only once every day^;
!!VRy1:+1; increment y1
!!SN:W^Timer_only_once^/y1; set to y1 so script will only run again tomorrow
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Era II mods and utilities
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Axe
Tavern Dweller
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posted April 27, 2015 04:00 PM |
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Edited by Axe at 16:48, 27 Apr 2015.
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Thx, i have removed the macros on my script, and replace with SN:W, work well.
PS : for message i use z1 instead of z769
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 27, 2015 11:54 PM |
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bloodsucker said: @Axe Did you made a mod for Upgrade the Resource Silo? I've been looking for one for long time. If you have it, can you please post a link?
Sure
Upgradable Silos
Author: Valery
Each town silo produces 1 ore & 1 wood + 1 of the special resource asked for level 7 creature
Each silo can be upgraded once a week, and will produce +1 of the special resource.
Each silo can be right or left clicked for different hints.
Regular incomes from silos are all removed.
Mod is under "Cheats" category and isn't recommended for custom maps.
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Era II mods and utilities
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bloodsucker
Legendary Hero
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posted April 28, 2015 12:24 AM |
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Salamandre said: Sure
Uau! Thanks.
Can I ask for a small favor? There is a thread with this name Mod Idea: Upgradeable Resource Silos, can I insert this same link there, for closure?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 28, 2015 12:27 AM |
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Axe
Tavern Dweller
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posted April 28, 2015 06:29 AM |
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Hi,
Good job Salamandre, i have not to post my new script of upgraded resource silo ( and you do a best job )
Upgrade each week is a cheat, but why not ONLY upgrade once, as in my script ? It does not unbalance the game ( as starting resource silo produce only 1 wood and 1 ore, and upgraded +1 resource needed for lvl 7 )
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 28, 2015 07:24 AM |
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I don't mind if you modify it to suit your taste. Should be easy in timer, just disable the SN:W^siloS[...] then silos will never be reset, one upgrade and that's all.
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Era II mods and utilities
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Axe
Tavern Dweller
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posted April 28, 2015 08:17 AM |
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Edited by Axe at 08:21, 28 Apr 2015.
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Hi again,
New mod : Disable Neutral Towns
FOR RANDOM MAPS ONLY
For those who like not too many towns on the map, this mod allow to Remove some ( or ALL ) neutral towns on the map at day 1 and replace them by Power Stone ( power stone can be wogified with another object )
Works on HOTSEAT, only the first player choose number of neutral towns on map
Download : [url=http://www.mediafire.com/download/c2hzxg2a4ykqaug/Disable+Neutral+Towns.rar]Disable Neutral Towns Mod[/url]
Works with New Interface Mod, or not, screens with NIM
Screens :
[url=http://www.servimg.com/view/16977381/308][/url]
[url=http://www.servimg.com/view/16977381/309][/url]
[url=http://www.servimg.com/view/16977381/310][/url]
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 28, 2015 08:46 AM |
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Thanks
two observations, if you allow me:
1) There are 100 templates out, and they can be easily edited, player can set its preferences for towns number/zone. The thing is that this way is safer, because see next:
2) Towns passability as obstacle is taken in consideration by random generator. Sometimes the town is the obstacle prohibiting the next zone, if you just remove it and replace by 1 hex object, it might create unwanted shortcuts through the map.
Just an idea to fix this: replace the towns by their demolished version (CA:I) then remove the yellow square. This way it doesn't look like a hole and it also fits your "less towns" vision.
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bloodsucker
Legendary Hero
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posted April 28, 2015 02:00 PM |
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Axe said: New mod : Disable Neutral Towns
FOR RANDOM MAPS ONLY
For those who like not too many towns on the map, this mod allow to Remove some ( or ALL ) neutral towns on the map at day 1 and replace them by Power Stone ( power stone can be wogified with another object )
Works on HOTSEAT, only the first player choose number of neutral towns on map
Thanks.
At first sight this looks cool but (and I still didn't looked at the code so may be saying junk...) templates usually create X towns per area, for instance Jebus XL will create 2 in each of the 4 starting areas. If you randomly delete 4 towns, then it can happen one player has none on his while the other still has 2.
If the game is 1 human player X 3 allied AIs this has little impact, can be a little harder then one would expect but that's all.
If the game is between two or four human players in hotseat on the other hand...
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Axe
Tavern Dweller
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posted April 29, 2015 06:22 AM |
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Edited by Axe at 06:45, 29 Apr 2015.
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Hi,
@Salamandre
I'm not familiar with template, i only know that template are for random map, and not looking more ( but i love random maps, so i'll try to look more the templates ).
I could try to do an object of same size of a town without yellow square ( only red), then replace town by this object, perhaps like this, no problem ( i have an idea of replacing towns removed by "small village" as on the "DragonPeaks" mod , with only few army that can be purchased but it's harder, need more time, and not my priority at the moment).
@BloodSucker
My mod ONLY remove NEUTRAL towns, not towns controlled by human, or AI. Perhaps in some template human player is advantaged, or perhaps he is disavantaged, it's the pleasure of random maps
I'm working on another mod "HotkeysWT mod", a very good mod created by Master Of Puppets and Berserker, for army management. I'll try to add buttons as in "Call Of Arms" for the army management ( with hotkeys working too ), i would rather use mouse ( only 1 hand ).
I'm not good on graphic, so i use already created buttons from others ( thx to them )
Some screens ( with NIM, but brown's buttons for now ) :
[url=http://www.servimg.com/view/16977381/311][/url]
Click on button :
[url=http://www.servimg.com/view/16977381/312][/url]
Select army :
[url=http://www.servimg.com/view/16977381/313][/url]
Click on slot :
[url=http://www.servimg.com/view/16977381/314][/url]
If someone can make me buttons's pictures 20x18 (or 24x18), i will be happy , else i'll do black symbolic buttons ( they can be used with every interface )
For now only 4 buttons ( with 2 pictures each ) on the Hero screen:
- Divides equally into two detachment
- Gathers in one slot troops of the same type of creature
- Separate one creature from the others in a free slot
- Reset selection
I try to dont use location of the backpack in HMS mod, so they can run all 2 on same time.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 29, 2015 10:18 AM |
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Templates are widely used today, they are in HD mod (you can select which, or in Data folder-only one if no HD mod).
Army management: HERE, there is already one mod doing that much faster than select army/click. Make sure you also take in equation creatures experience and warlord banners when split.
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Era II mods and utilities
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Axe
Tavern Dweller
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posted April 29, 2015 11:05 AM |
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Edited by Axe at 11:06, 29 Apr 2015.
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I have only 1 hand, not so easy to hold ctrl, and click on mouse button
It's why i love buttons on Era, and try to make keyboard useless with Era's buttons
In the mod i have ( "HotkeysWT"), not only army management on hero screen :
Quote: 1. The correct original TE / script WT'shny quick control armies. Forgive me, the author (s) and fashion this script. But if iteresno learn about this tournament stable version of Heroes III, go here and here http://www.heroeswt.net/ http://vk.com/heroeswt
So, like that: In the city, or a hero or heroes of the meeting window, and on the adventure map (where the animation is a new day / week), the combination of keys ...
[SHIFT] + Click - divides equally into two detachment (added, but there is no support of "smart distribution" as in HD mode). (Added)
[ALT] + Click - gathers in one slot troops of the same type of character slots / city. (Original)
[CTRL] + Click - separated from the unit in free slot one "unity". (Original)
[CTRL] + [SHIFT] + Click - is separated from the detachment in all empty slots hero / city on one point. (Original)
[ALT] + [SHIFT] + Click - shared detachment in all empty slots hero / city. (Original)
[CTRL] + Click on the portrait of the hero - Quick Setup Banner Warlord
Also:
- You can control the army or view / change / move / delete monster in the dashboard of the hero (see the city only) in the lower right corner of the window (added) © Master Of Puppets. Fully compatible with HD-mod. Important! because this function (file HotkeysWT.pac and function!? FU23017 is not compatible with any mod to change the interface. At some visual crap sin imeeno here (namely file HotkeysWT.pac and function!? FU23017) !!!! For visual mods have a script without the support of the visual mode. Download here: http://wikisend.com/download/544280/HotkeysWT.sys.erm
- Script support experience armies (the original) and artifact Banner Warlord (added).
- Hiring of troops in the city when you click on the small icon beings (added).
The script does not work in the garrisons.
It is very important !!! Only for ERA 2.4 and above. Fully compatible with HD-mod. Not compatible with Phoenix-mod with any other mod Quick managing army !. In short, it is possible dohrenischa conflicts. So use at your own risk))) But damn it incredibly useful when you get used .... IMHO
( sry for google translate )
Old mod, yours seems best for hero screen but in this older mod, you can hire troops in city with small icons, army management on status windows, but i'll try to use yours for the Hero screen
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 29, 2015 11:12 AM |
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Ok then, you can release a mod where there are two sets of buttons, one for the blue interface, one for regular. A bat file could switch between the two pacs, by renaming the one you don't use.
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Era II mods and utilities
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davide
Tavern Dweller
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posted April 29, 2015 06:12 PM |
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Axe said: Hi,
I have slightly modified the " Call To Arms" a mod created by Berserker
Description of original mod :
Allows to instantly hire creatures from dwellings into town garrison.
Press 1..7 keys to hire creatures of specified level and current town type.
For instance, pressing 1 in Castle will collect all pikemen/halberdiers.
If player has not enough gold/resources, some creature remain not collected.
....
Hope interesting someone...
I like it!
In the future, in next mod release.
will be possible hire creatures of different town type from the owned dwellings ?
will be possible hire creatures from the owned towns ?
Indeed I wish the caravans of HOMM5 but any mods near it are valuable for me
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Bersy
Honorable
Supreme Hero
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posted April 30, 2015 07:37 PM |
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Axe, really nice work!
You can create objects (trees?) on the place of removed neutral towns to keep passability.
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Khadras
Famous Hero
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posted April 30, 2015 08:34 PM |
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Edited by Khadras at 20:42, 30 Apr 2015.
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Hi! For the mod "Upgraded resource Silo", can you make increasing cost for every upgrade like in castle upgrading option? First 5000 gold, 1w and 1ore, second 10000 gold 2w and 2 ore, and so on? And right click on resource silo disable the ability to demolish buildings with right click. I suggest to use just left click to let the right click for demolishing.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 30, 2015 09:12 PM |
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Whats the point to upgrade if each time is twice more expensive? Week has only 7 days you know, so from the third upgrade you lose money.
Demolish: yeah I know. Can't have both. If I let right click normal, then you will have wrong message from silo.
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husham123
Famous Hero
Yes
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posted April 30, 2015 09:28 PM |
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I am way TOO LATE, but I gotta admit, you merit that QP, nice work, and keep doing that nice job. One like from me .
And, how to add ERM Scripts ? I know it is for ERA, but that's the idea. When I open the ERM Editor, it gives me just a text down, saying:
Quote: helpandmanual.com, The best help authoring tool available.
HTML Help, Winhelp, PDF and Browser Help.
Does anyone know how to fix this ?
Lizard Warrior sayd it needed to be a sort of document program
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What the darn-diddily-doodily did you just say about me, you little witcharooney? I’ll have you know I graduated top of my class at Springfield Bible College, and I’ve been involved in numerous secret
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