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JimV
Responsible
Supreme Hero
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posted August 14, 2011 08:58 PM |
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Quote:
As for JimV's suggestion, i don't know how that could work, since the Santa Gremlins guards are not given through stack experience. The stack experience gives a bonus to Gremlins guards and so it doesn't really start from zero. I don't know about those EA commands though, maybe they can eliminate it completely?
You're right, sorry, I thought those commands give the SG guards but they only modify them. Here is a script that will work for WOG or ERA:
ZVSE
* Santa Gremlins with no guards
* uses FU85 & FU86
!?BF;
!!DO85/0/41/1:P; type SG (173)--> 146 (Ballista)
!?FU85; x16-stack
!!BMx16:T?y1; type
!!BMx16&y1=173:T146;
!?BR&v997=0;
!!DO86/0/41/1:P; type 146 with troop slot-->173
!?FU86; x16-stack
!!BMx16:T?y1 O?y2; type, troop slot
!!BMx16&y1=146/y2>-1:T173 E50 U4/16; reset spell casting parameters
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Hero_of_Light
Responsible
Supreme Hero
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posted August 14, 2011 11:09 PM |
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@JimV
It didn't work. The Gremlins were gone but the Santa Gremlins were turned to Balistas that had 77 - 99 damage and some other weird stuff.
@Aleee
If someone knows any other ERA commands please post them here. It doesn't matter if they solve only a specific problem. There might be others that need the same solution as well.
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Not idly do the leaves of Lorien fall.
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JimV
Responsible
Supreme Hero
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posted August 15, 2011 12:16 AM |
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Edited by JimV at 00:30, 15 Aug 2011.
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Quote: @JimV
It didn't work. The Gremlins were gone but the Santa Gremlins were turned to Balistas that had 77 - 99 damage and some other weird stuff.
It works in my test map, under both WoG 3.58f and Era 1.8, with no change to the Santa Gremlin properties, with or without Tactics, with or without a Ballista in the Hero's War Machines. You probably have some other script which interferes with it - possibly the WoG War Machines script, but more likely a custom script which uses FU85 and/or FU86, or some other script which alters Santa Gremlins. Try it in a plain test map without wogification - or post your test map somewhere where I can download it and I'll look at it. (Most script interferences are easy to find by exporting the map text to a text file and then searching it with a text editor, e.g., if there is another !?FU85 or !?FU86 that is an interference, which can fixed by changing the function numbers.)
Edit - P.S. - If your Hero has Tactics, you did press Start Combat before looking at the SG's properties, right? (During Tactics rounds SG's are still changed to Ballista type, since the addition of guards only happens at the start of combat.)
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Hero_of_Light
Responsible
Supreme Hero
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posted August 15, 2011 01:20 AM |
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i don't know what went wrong but it doesn't work. It doesn't matter though, cause i made it work through OxFEA's !!UN command.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 15, 2011 01:25 AM |
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dragon_hunter
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posted August 15, 2011 03:24 PM |
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Hello, i have a idea!
Who can make a new cripts to change skill necromancy of Necropolis town?
Make it slow down to 5%, 10%, 15%?
Because the growth of skeletons is very fast, so that it make Necropolis town too strong!
Who can do it? If anybody can, i thinks... them is king of ERM
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted August 15, 2011 03:34 PM |
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Quote: Hello, i have a idea!
Who can make a new cripts to change skill necromancy of Necropolis town?
Make it slow down to 5%, 10%, 15%?
Because the growth of skeletons is very fast, so that it make Necropolis town too strong!
Who can do it? If anybody can, i thinks... them is king of ERM
http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Fforum.df2.ru%2Findex.php%3Fshowtopic%3D6139&act=url
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 15, 2011 03:38 PM |
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What would be the most effective way to make AI use additional tents and color borders? What type/subtype to give?
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Era II mods and utilities
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revolut1oN
Famous Hero
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posted August 15, 2011 07:18 PM |
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Here is the script by polish scripter Altair for upgraded necromancy - skill is rewritten from scratch and allows you to choose amount of resurrected creatures, type of them and the effect of necromancy while using artifacts like Boots of the dead or Coat of the undead king. Awesome work and i think that it should be published to international community.
New Necromancy
You can translate comments with google translate.
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solitaire345
Promising
Famous Hero
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posted August 15, 2011 07:20 PM |
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Could someone explain how to work with custom dialogues? I wrote the dialogue in txt file,
parsed it with !!DL:N, but when I try to show it with !!DL:S (calling it from !?OB trigger) the game crashes with this error message:
Quote:
******************************_Exception_(trace_details)_******************************
### Location: 8 : 28
### Location: 1 : 75
### Location: 1 : 58
### Location: 1 : 50
### Location: 20 : 28
### Location: 20 : 15
EIP = {0x0072920A}, Access Violation. Attempt to {read} the inaccessible data at {0x000A001B}
The Latest Executed ERM Receiver:
DL:S1;
all non zero variables and flags are:
flag999=1
flag1000=1
v998=7 (this is x coordinate of visited object)
v999=5 (this is y coordinate of visited object)
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 15, 2011 07:26 PM |
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Your error is probably due to the image you use. Can you upload it and the code you used?
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Era II mods and utilities
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Bersy
Honorable
Supreme Hero
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posted August 15, 2011 07:31 PM |
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solitaire345
Promising
Famous Hero
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posted August 15, 2011 08:24 PM |
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Huh? What image are you talking about?
The code is very simple: just to see if the dialog is shown and how awful does it look
Quote: ZVSE
!?PI;
!!DL:N^ComDlgs.txt^;
!?OB98;
!!DL:S1;
The template
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 15, 2011 08:28 PM |
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Your template is not readable within Dialog editor. And in your code, the template has no ID assigned, so can't show. From the txt file, it shows the ID is 1, but I can't read it further.
____________
Era II mods and utilities
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solitaire345
Promising
Famous Hero
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posted August 15, 2011 08:59 PM |
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I fixed the template and code (I fail reading manuals...). Now the dialog background appears, but has no items in it. I guess there's something to do with 'flags' value. Do you know what do flag values mean? Also, could you tell where can I get the dialog editor?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 15, 2011 09:03 PM |
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HERE
You use abbreviations and I don't think it can work. I uploaded an example of template done with DL editor.
For text, flag is 8, pcx is 2048, def is 16, button is 2.
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Era II mods and utilities
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solitaire345
Promising
Famous Hero
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posted August 15, 2011 09:23 PM |
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Wow.. But it is written in ERM help to use abbreviations. yes, now the dialog shows up fine. Also thanks for the flags values.
Now another problem: the dialog shows up just once. Do I have to reparse it every time I want to show it?
EDIT: yes, I do.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 15, 2011 09:24 PM |
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Hero_of_Light
Responsible
Supreme Hero
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posted August 16, 2011 07:34 PM |
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I saw in some mods (using WOG+ERA I believe) that they made use of the four Conflux creatures that were blank in original Heroes (creatures id are 122, 124, 126, 128). Does anyone know how this can be done?
Also, i was browsing these ERA plugins HERE and i found out that the Arsenal.dll makes the Blacksmith sell all three War machines (very kewl dll by the way but that's not my point). When you click on the Blacksmith there is a window that has THREE different items to purchase. I know that HotA team managed to do this also for the regular creatures as well. Is there a way to make this three-creatured window popup on other buildings as well? To make for instance The Training Grounds in Castle sell three creatures instead of two?
____________
Not idly do the leaves of Lorien fall.
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solitaire345
Promising
Famous Hero
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posted August 16, 2011 07:42 PM |
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To use these creatures you have to do these steps (X denotes a number [1;4]):
1. create unit def called badX (no .def extension needed)
2. create sound files badXwnce, badXattk, badXdfnd, badXmove, badXshot, badXkill
3. create adventure def for these units (any name)
4. script them to your liking.
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