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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Mixed Neutrals II
Thread: Mixed Neutrals II This thread is 2 pages long: 1 2 · NEXT»
Bersy
Bersy


Honorable
Supreme Hero
posted November 09, 2020 06:20 PM
Edited by Bersy at 00:07, 19 Nov 2020.

[ERA 3] Mixed Neutrals II

Mixed Neutrals II mod update released
Current version: 2.0.0
Requested by: Gary K

Requires: ERA 3.2+, Erm Framework Mod

Features:

Regular neutrals on adventure map are transformed into mixed neutrals. Rich means are provided to control generation using JSON configs and EPM.
The mod can be a base for custom mini-mods. Support for extensions is provided.
Scripts have the ability to affect the mod's behavior via EPM handlers. For example, you can implement viewing a specific number of monsters in each stack, prohibit the loss of neutrals when the hero escapes, or write your own monster generator.
The mod is completely written in EPM 2.0 and can be used for educational purposes.

Download














____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Baronus
Baronus


Promising
Supreme Hero
posted November 19, 2020 01:02 PM

Very nice but how with diplomacy skill?! Which creatures join to us?!

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Bersy
Bersy


Honorable
Supreme Hero
posted November 19, 2020 02:39 PM

Diplomacy mechanics was not changed. It uses creature type from adventure map.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Bersy
Bersy


Honorable
Supreme Hero
posted November 23, 2020 02:14 AM
Edited by Bersy at 02:14, 23 Nov 2020.

An update has been released for the Mixed Neutrals mod
Current version: 2.2.0
On request of: Gary K

Requires : ERA 3.3+, Erm Framework Mod

Changes:

Redesigned generation of monsters. Added the ability to generate by a range of levels. Two items were added to the settings:
"minRelativeMonLevel": "-1", // Minimum relative level for generated monsters, as compared to base monster level. -6..+6.
"maxRelativeMonLevel": "1", // Maximum relative level for generated monsters, as compared to base monster level. -6..+6.

Json templates now allow you to limit the level of the generated monster using the "min_level" and "max_level" parameters. Relative values and absolute values via constants are supported.
Added the ability to leave the mod active, but programmatically disable the replacement of all units on the map with mixed neutrals. To do this, set i^mix_enabled^ to (FALSE).

Download
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 23, 2020 08:34 AM

Wow, the syntax changed so much... is there a manual ready or in work?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 23, 2020 09:38 AM

This week I will release an update for the Difficulty Mod which includes a graphical interface that allows you to set most of the options very easily and also has a lot of information embedded about the Mixing Neutrals Mod. I hope it will make the use of the Mixed Neutral mod easier because honestly, it has become very good



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Zehir1312
Zehir1312


Hired Hero
I have beard! Fear me)
posted November 23, 2020 11:24 AM

Guys, i have troubles with that mod. I don't know why, but when i install this mod it turns off all WOG scripts(Built twice a day, carmic battles, etc etc). I tried this on each ERA( 2.x and 3.x).
May i ask author to give this mod not in EXE file? Like ERM script or smth?

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Bersy
Bersy


Honorable
Supreme Hero
posted November 23, 2020 07:24 PM
Edited by Bersy at 19:27, 23 Nov 2020.

Salamandre, I'll be glad to help you with new syntax using collabedit.com. There is no manual for ERM 2. Everything is in Help/Era/era iii changelog.txt Start with the 3.0.0 release.

Version 3.0.0 (06/2020)
------------------------
[+] Introduced advanced ERM precompilation mode, called ERM 2.0 and activated via "ZVSE2" first line signature.
 Main features:
   - Named local variables to write human readable code instead of cryptic one.
     Example: !!HE-1:C0/0/?(monType:y)/?(monNum:y) instead of !!HE-1:C0/0/?y23/?y24;
   
   - Global named constants instead of magic numbers to write self-explaining code:
     Example: !?FU(OnKeyPressed)&x1=(KEY_1) instead of !?FU(OnKeyPressed)&x1=49; what is 49???
   
   - Strict distinguishing naming for functions, local variables and constants. No way to mix up.
     Example: thisIsVariable, THIS_IS_CONSTANT, ThisIsFunction and era_ThisIsFunctionAgain.

...
...

Just use new powerful ERM editor: Tools/Sublime_Erm_Editor
ERM syntax with autocompletion and snippets is fully supported.
Also Sublime Text is a great editor itself. Just look at gifs on the main site: https://www.sublimetext.com/

RerryR, I've also added i^mix_enabled^ variable. Set it to 0 if user unselects "Mixed Neutrals" option. Thus no neutrals replacement will be perform, though all other options will work and monster generation functions will be accessible.

Zehir1312, it's a mod for Era 3.3. And it does not influence other WoG Options. If you have Era 3.2, install the following Update

____________
Heroes 3 Era and everything for it. Releases folder for releases.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 29, 2020 12:56 PM
Edited by RerryR at 12:58, 29 Nov 2020.

Mixed Neutrals Configuration



As promised, an easy and pleasant way to make all settings of the Mixed Neutral Mod in one window.
Download it: Dropbox-Difficulty Mod 1.03
Settings are saved and transferred between Heroes sessions.
Note: Requires the newest Mixed Neutral Mod version and the newest ERA 3.2+ version.


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XEricSin
XEricSin


Famous Hero
posted November 29, 2020 02:27 PM

Will creatures beyond 196 be supported?

Maybe we can have some ini file to set the max number of creature.

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VMaiko
VMaiko


Known Hero
posted November 29, 2020 02:35 PM

XEricSin, This mod has already been tested with TUM and it works.

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FirePaladin
FirePaladin


Legendary Hero
Undorcover modder
posted November 29, 2020 02:59 PM

Imo, the mod's concept is great, similar to how KB had them.

@VMaiko

Great to hear that!
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 29, 2020 03:32 PM
Edited by RerryR at 15:32, 29 Nov 2020.

XEricSin said:
Will creatures beyond 196 be supported?

Maybe we can have some ini file to set the max number of creature.


Yes the MN mod supports new creatures but not by default. As you can see on the picture I posted, this is already with creatures from Third Upgrade Mod.

You must register your new amount of monsters like this:

!?FU(mix_OnRegisterRegularMonsters)&i^mix_registerRegularMonsters^<>(FALSE)/i^Typhon_Third_Upgrade_Mod_Active^<>(FALSE);
!!FU(mix_RegisterRegularMonsterRange):P197/268;

In this case monsters in the range from 197 to 268 are added to the pool of possible creatures if the TUM mod is set active. The variable mix_OnRegisterRegularMonsters must also be true. You can add this piece of code to your mod and distribute it.

If you want, I would be willing to include this code also in my difficulty mod, so it would also work with Zulu mod. I also want to do it for the Forgotten Fields mod. How many creatures does the Zulu mod add?
Is there a convenient way to read out the number of monsters that are added by Typhon or Amnethyst? Then I could make the code more universal and not dependant on Mod flags.

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Bersy
Bersy


Honorable
Supreme Hero
posted November 29, 2020 04:28 PM

!?FU(GetMaxMonsterId);
; Returns ID of the last supported monster in game.
!#VA(result:x);

From Era Framework Mod.
Check it with TUM. What will be the highest value.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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XEricSin
XEricSin


Famous Hero
posted November 29, 2020 05:07 PM

Great!

@Perry
I will add the 2 lines of code to my script.

Making a universal creature check would be great, but again we have to check if registering is done in your mod to avoid double registering.

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Bersy
Bersy


Honorable
Supreme Hero
posted November 29, 2020 05:41 PM

The necessary code is:

!?FU(mix_OnRegisterRegularMonsters);
!!FU(mix_RegisterRegularMonsterRange):P_start_monster_index/_end_monster_index;

Also try the function above to get the last monster ID.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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planetavril
planetavril


Famous Hero
posted November 30, 2020 01:02 AM

so I would just have to add the two lines of code above to configure the new creatures?

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Bersy
Bersy


Honorable
Supreme Hero
posted November 30, 2020 02:11 AM

Right. Put some
xxx - main.erm in your mod Data/s directory with

ZVSE2

... those two lines ...
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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NimoStar
NimoStar


Responsible
Supreme Hero
Modding the Unmoddable
posted December 03, 2020 06:25 AM

I don't understand what the mod does. All images are broken.

What does "mixed neutrals" mean and how does it differ from "Non-mixed" neutrals?
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https://www.moddb.com/mods/greatest-mod

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avatar
avatar


Promising
Supreme Hero
posted December 03, 2020 07:20 AM

From first post:
Regular neutrals on adventure map are transformed into mixed neutrals

It means you won't have group of one kind of monsters on aventure map? You want to deat single stack of Enchanters guarding some fine artifact? No way with this mod. When you fight with 'Enchanters', you fight with mixed stack of neutrals, like shown in screens.
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