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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Adventure Pillars
Thread: Adventure Pillars This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
UM21
UM21


Adventuring Hero
Hard Defender
posted December 24, 2014 11:52 PM
Edited by UM21 at 23:53, 24 Dec 2014.

Have to do it...



... but before that, I encountered a problem.


Where is the selection window of about what things will be replaced by pillars? It is working anyway, though there is no pillars. I did not notice at all as I went straight to game, till now I suddenly found out and remembered things what I did select.

EDIT: wanted to replace obelisks and prisons because I do not use them. ( I never try to find grail, and prisons are just waste of gameplay)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 24, 2014 11:55 PM
Edited by Salamandre at 23:56, 24 Dec 2014.

I see. You have really an outdated version, heh.

Download

Delete the mod first using mod manager, download new then install. The new mod has *ini file (open pillars.ini in any text editor) where you can set all your options before game. Also has nice tweak, you can set watcher to "always active" in ini file.
____________
Era II mods and utilities

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UM21
UM21


Adventuring Hero
Hard Defender
posted December 25, 2014 12:10 AM

I know I am cursed, that's why I do not dare to use Sphinx on this game.




Works, Understood, Everything good! Over and out and thanks once again!

If now I can enjoy, ahhhhh.... --->

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UM21
UM21


Adventuring Hero
Hard Defender
posted December 31, 2014 05:33 AM

Enhancing the mod

Sorry for double post but I found something:


I was playing with guys on hot seat, with mods, including this mod and I noticed when you get Watcher's Ring, it is available and visible to all other hot seat players. Also 7 days wears off by each day a hot seat player plays a day. AN Example:

Red - 1 month 1 week 1 day - Gets watcher's ring for 7 days
Blue - 1 month 1 week 1 day - Watcher's ring 6 days remaining
Tan - 1 month 1 week 1 day - Watcher's ring 5 days remaining
Green - 1 month 1 week 1 day - Watcher's ring 4 days remaining
Red - 1 month 1 week 2 day - Watcher's ring 3 days remaining
Blue - 1 month 1 week 2 day - Watcher's ring 2 days remaining
Tan - 1 month 1 week 2 day - Watcher's ring 1 day remaining
Green - 1 month 1 week 2 day - Watcher's ring inactive.

Any possibilities to fix/update this anyhow? Not a major thing anyway though.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 31, 2014 06:01 AM
Edited by Salamandre at 06:10, 31 Dec 2014.

Hi,

I am sorry, when I did most of my mods I did not have in mind multiplayer, which is not stable enough to be worth the time spent. The problem is that most codes need total revamp for switching from single to multi and I don't feel enough motivated to rework on what is already functional. Kinda.

For your problem, set value in *ini file, here:


;The following value will automatically activate/deactivate (0/OFF, 1/ON) the watcher for all the game length. The watcher allows to the player to know what the other pillars offer.
;The premonition lasts 7 days. If option is off, the player will have to find the watcher by his own. Default value is off.

Watcher=1



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UM21
UM21


Adventuring Hero
Hard Defender
posted December 31, 2014 06:43 AM

No problem.


We actually did so and used it only if having expert scouting skill.

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bloodsucker
bloodsucker


Legendary Hero
posted January 05, 2015 03:45 AM

I would like to make a sugestion: since watcher pillars became useless if you set watcher to 1 and reveals one obelisk when u set "replace obelisks" to 10, you could make a test so those were not included.
I tought I had solved the problem by hammering some code to make them give Rockfellers but I'm finding too many problems in it.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 05, 2015 08:18 PM

Is difficulty to make any changes in the code, without screwing other parts. I don't remember what the watcher says if you selected always open, it isn't set to "gives nothing?"

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bloodsucker
bloodsucker


Legendary Hero
posted January 06, 2015 01:36 AM

In my version, that is not the most recent one (precisely cause of the hammered code) it says Watcher and all, same for obelisk.
I will try with a clean install and last version.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 06, 2015 10:55 AM

oh well, that's it. Watchers will be useless towers if watcher ini option is 1. I will maybe change it one day.
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Era II mods and utilities

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 13, 2015 08:40 AM
Edited by Salamandre at 16:49, 13 Mar 2015.

bloodsucker said:
when u set "replace obelisks" to 10, you could make a test so those were not included.


Ok done. Version 1.4 uploaded to both box.com and wakeofgods.org/mods, same links as in main Era mods threads.



[+] Pillars have now two graphics: visited and not visited; this way is much easier to see what's up and saves a lot of clicking. Also if you want to skip a specific pillar for current week, you can now hold Control key then right-click on the pillar, it will automatically be set to visited.
[+] if player selects obelisks replaced at 100%, pillars revealing obelisks now give spell points.
[-] fixed game crash when hero is left on a pillar between day 7 and 1. If such situation happens, that pillar is ignored by weekly update.

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bloodsucker
bloodsucker


Legendary Hero
posted August 20, 2015 06:49 PM

Salamandre said:
Ok done.


Late thanks.
I was trying to decifer your code again to see if I could understand how you gave Rockfeller so I could build a site giving resources for killings but I got lost.
Can you tell me how you did it and I will look for the instructions myself? Thx.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 20, 2015 07:55 PM
Edited by Salamandre at 20:00, 20 Aug 2015.

I use the battle reward in most of my mods, so is not only pillar script. But from pillars, here:

; first get health of enemy stacks
!?BA0&1000;  Rockfeller bonus
!!BA:H0/?y1;
!!BA:H1/?y2;
!!IF:Wy1;
!!SN&w126>0:W^R99Health^/0; here I check if hero visited Rockefeller pillar
!!DO45696538/0/6/1&w126>0/y2<0:P; if he did (w126>0) then loop neutrals

; Get total health of neutrals
!?FU45696538;
!!SN:W^R99Health^/?y10;
!!BA:M1/x16/?y3/?y4; [If neutrals]
!!FU|y3<0/y4=0:E; [Exit if nothing in slot]
!!MA:Py3/?y5; base HP of the creature
!!VRy6:Sy5*y4; total health for the stack
!!VRy10:+y6; add stack's health to total health: y10;
!!SN:W^R99Health^/y10; total neutrals health in y10 now

!?BA1&1000; after battle
;Rockfeller
!!HE-1:O?v1;
!!FU&v1<0:E;
!!IF:W-1;
!!FU&w126<1:E;
!!SN:W^R99Health^/?y1; I check the health, was y10)
!!FU&y1<1:E; exit if AI hero
!!VRy1::2; adjust spoils (divide health by 2
!!HE-1:B0/?z1;
!!IF:Q1/6/y1/1^Rockfeller bonus: %Z1 managed to pick up %Y1 gold before the monsters could flee^;
!!OW:R-1/6/dy1; give gold
!!UN:R2; update resource bar

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bloodsucker
bloodsucker


Legendary Hero
posted August 20, 2015 08:41 PM

Salamandre said:
I use the battle reward in most of my mods, so is not only pillar script.


Yeah, I know. I like that logic, that way that incredibly hard fight you had against 700 Master Gremlins early game doesn't get undermined by the easy creeping of second visit utopias.
BTW, talking about rewards for fights where was that shield's routine again? The one that gives spells. I believe is in one of your maps but then is one I never went that far.
Thx

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 20, 2015 08:42 PM

TEW III has that shield. And all my maps have ridiculous easy options, so can't say they aren't doable.
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted August 20, 2015 09:07 PM

Salamandre said:
TEW III has that shield. And all my maps have ridiculous easy options, so can't say they aren't doable.


One day I will publish a map I liked to make/play. That day I will ask you if it is doable...

But how do we kill the wyverins in Time of Prophecy? That one I loved the introduction but got stocked forever on the fourth battle.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 21, 2015 04:05 AM

Yeah extremely difficult battle, 30 seconds... come on.



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bloodsucker
bloodsucker


Legendary Hero
posted August 21, 2015 03:03 PM

Salamandre said:
Yeah extremely difficult battle, 30 seconds... come on.


Ops, did you reduced the speed of the wyverns? I imagined they would reach the slot in front of then and also both top and down.
Seeing this video I start to think I never really tried the battle, just imagined it in my head, not being conscious of the big difference between what I think and what's reality.
Thx.

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bloodsucker
bloodsucker


Legendary Hero
posted August 29, 2015 05:12 PM

I don't know where to ask this...
I've made a bunch of scripts creating powerups with some of the objects in "Composed Objects and NPC". I've changed their type and subtype.
Now, if I want to distribute these scripts I will have to reassign them to prefined objects or something. I would prefer to use the same images and distribute them with the files like you do with the Adventure Pillars image. What do I need to know? Do I need special software?
Thx.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 29, 2015 05:21 PM

Take a look at adventure pillars mod. What is it? A building on map distributed with its own script. What you ask? About releasing a new building with its own script.

What do I need to explain more than  you can check in my own mod as example?
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Era II mods and utilities

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