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bloodsucker
Legendary Hero
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posted July 11, 2013 09:33 PM |
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Quote: who would use such an artifact? tent and ballista are gone, you are surrounded, archers are within short range, it's a disadvantage all the way.
SNOW!!! I failed to communicate my idea again...
let's put it like this:
your hero tries to pic an artifact, you recive a message the artifact is guarded, you awser is Yes to battle after what you find yourself in the center of the battlefield.
That's my idea and probably the failure to communicate is the reason why you (Salamandre) don't remember to have seen it, I think it must be commun to do that.
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bloodsucker
Legendary Hero
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posted July 12, 2013 09:34 AM |
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Hy, I would like to put the experts an almost phylosophical question.
I think that for some mods, including my 'Dreaming Startacus', it makes sense if only you could get your faction heroes from tavern, but if you are playing random L or XL maps you will soon run out of sitting heroes.
So, after second month it would be nice to be hable to find other heroes in tavern...
So I would like to code this in my dreaming mod:
1. Day 1. Get faction of each player and turn all other faction heroes unavailable for hyre.
2. day 28 Turn all heroes available to hyre for player and then use a routine like the "remove dead AI heroes from tavern" of Better AI. (if BAI is not in use yet)
Does this looks useful?
Doable?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 12, 2013 09:36 AM |
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This thread is exclusively for submitting your erm codes and get advice about. Why don't you make your own thread with questions about balance, other games and such?
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bloodsucker
Legendary Hero
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posted July 12, 2013 10:24 AM |
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Sorry, I'm still not getting it...
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 12, 2013 10:36 AM |
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You did not read erm help nor tried to code a single thing but keep asking if it is possible to code. Look a bit at previous posts content: poster codes something, is not working as he wishes, he asks for help while pasting the erm code. This is the purpose of this thread. This way it is easier to navigate through and get what you need.
Erm is easier if you start with basic commands, like scripting one object with simple features-gives +1 to attack or so-, then try variants, once per day, once per week, once per game, once per hero, so you can understand progressively the use of variables. Don't dream about complex features if you never scripted anything, go by steps.
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Era II mods and utilities
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted July 12, 2013 12:24 PM |
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Edited by artu at 16:02, 12 Jul 2013.
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I know this is pretty basic but it's been a while since I used ERM, which part of the code will reduce the number of Artificers during wogification? Too many of them pops up.
!!UN:P26/?y3; [check if Artificer script is enabled]
!!VRy3&y21=0:S0; [set y3 to 0 if Replace Objects isn't enabled]
!!VRy20&y3=1:+1; [add one to object counter]
!!VRy11&y3=1:Sy20 *7; [number to add to index variable]
!!VRy10&y3=1:S593 +y11; [new index number]
!!VRvy10&y3=1:C63/52/3/-1/0/2/0; [artificer]
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Hero_Of_Light
Responsible
Supreme Hero
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posted July 12, 2013 02:55 PM |
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Is there a way to make the 4 God creatures (160 to 163) to attack and move normally? I read somewhere in this thread that they are hard coded but I thought there might be a way.
I actually found one. By making them shooter creatures, giving them damage and by giving them the close range shooter (+99 shots) you can make them work as regular creatures. However, they still move by teleport. Is there a way to fix that at least?
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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 July 12, 2013 05:34 PM |
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@Artu: wogify script is the most complex script from data/s and is certainly not basic, many dwellings are replaced using the same function so isolating the artificer is not easy, at least for me. Maybe Bersy can get it without spending to much time to test.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted July 12, 2013 06:23 PM |
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That's the part of the script which wogifies some objects into artificers on a random map, so one of the numbers there should be the ratio of buildings that are going to turn into artificers. I'm guessing line 4 or 5 but can't be sure, can't test it either since random maps are not always filled with same amount of buildings.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 12, 2013 06:34 PM |
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yes but he is using same line for vast cavern, hellfire rift, grotto, junk merchant, venus's fountain, mysterious creature dwelling, adventure cave, artificer and freelancer's guild. Actually the ratio of replacing is NOT in the part of the script you show, but later, here:
!!FU671&y20>0:P16/1/3/y20/80; [replace 80% of dwarven treasuries]
!!FU671&y20>0:P55/0/3/y20/80; [replace 80% of mystical gardens]
!!FU671&y20>0:P84/0/3/y20/80; [replace 80% of crypts]
And is used for all objects above in same time.
@Artu, try your question HERE.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted July 12, 2013 07:13 PM |
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Actually that's even better. I will just lower the 80, too much Smuggler (junk merchant) and Mysterious Creature Dwelling is not good either and the other ones, I dont turn on anyway. So thanks, I'm done.
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Hero_Of_Light
Responsible
Supreme Hero
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posted July 12, 2013 10:28 PM |
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I have yet another question
Is there a way to get rid of the upgraded elementals (creatures 123, 125, 127, 129) immunities and vulnerabilities?
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Not idly do the leaves of Lorien fall.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted July 13, 2013 11:08 AM |
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Instead of modifying the main Wogify script, I decided to make a mini-mod for myself called Less Replace, it's this:
Mods/Less Replace/Data/s/script:
ZVSE
!!FU671&y20>0:P16/1/3/y20/50; [replace 50% of dwarven treasuries]
!!FU671&y20>0:P55/0/3/y20/40; [replace 40% of mystical gardens]
!!FU671&y20>0:P84/0/3/y20/50; [replace 50% of crypts]
But I get error messages and the buildings are never replaced. What am I doing wrong.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 13, 2013 11:16 AM |
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Modify the main script and create mod with it, result will be same. You can't take some lines from it and create new script and still expect to work, what is y20 in your script for example? Is zero if not set before.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted July 13, 2013 11:26 AM |
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Well, my aim was to use it both when smuggler mod is on or off. When I do what you say it's either the wogify with smuggler's hide out or normal wogify.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 13, 2013 11:35 AM |
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If it was only a matter of selecting the concerned lines and create new, I would have given you this solution asap. Is very complex script, ditching inside not good.
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bloodsucker
Legendary Hero
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posted July 13, 2013 04:51 PM |
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Salamandre said: If it was only a matter of selecting the concerned lines and create new, I would have given you this solution asap. Is very complex script, ditching inside not good.
So, you will awser "put your mind in something else" to my question...
What are P16, P55 and P84 doing there? What P stands for?
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Hero_Of_Light
Responsible
Supreme Hero
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posted July 13, 2013 06:26 PM |
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Isn't there anyone that can answer my question? I would like a way to get rid of the upgraded elementals immunities and vulnerabilities. If that can't happen can someone at least give me a way to get rid of Magma Elementals' "Armunity"?
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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 July 14, 2013 08:14 PM |
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You need OxFea's black magic.
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Hero_Of_Light
Responsible
Supreme Hero
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posted July 14, 2013 08:52 PM |
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Oh OxFea, were art thou with your Magic skills
I hope he finds a way to eliminate the immunities and vulnerabilities for all of the upgraded elementals.
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Not idly do the leaves of Lorien fall.
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