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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 100 150 200 250 300 ... 312 313 314 315 316 ... 350 400 407 · «PREV / NEXT»
SoberSatyr
SoberSatyr

Tavern Dweller
posted September 16, 2016 01:33 PM

Hello! Does anyone know of a mod that increases the rate at which neutrals grow? I tried the Conquistador one but but the minimum there is +100% per week which is too much and I don't like the other features that it enforces.

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igrik
igrik


Promising
Known Hero
posted September 16, 2016 02:44 PM
Edited by igrik at 14:50, 16 Sep 2016.

SoberSatyr said:
Hello! Does anyone know of a mod that increases the rate at which neutrals grow? I tried the Conquistador one but but the minimum there is +100% per week which is too much and I don't like the other features that it enforces.

!?TM2&$once$=1/$day$>1/$weekday$=$monday$;
!!UN:U54/-1/?y2;                      
!!VRv1:S-1;
!!DO5612/1/y2/1:P;              

!?FU5612;
!!VRv1&x16=1:S-1;
!!UN:U54/-1/-1/1;                      
!!MOv1/v2/v3:O?y1;        
!!FU&y1=1:E;              
!!OBv1/v2/v3:U?y1;        
!!MA:Ly1/?y2;          
!!MOv1/v2/v3:G?y3;    
!!FU&y3>4000:E;    

!!VRy5&y2=0:S21;
!!VRy5&y2=1:S18;  
!!VRy5&y2=2:S15;  
!!VRy5&y2=3:S12;  
!!VRy5&y2=4:S9;
!!VRy5&y2=5:S6;
!!VRy5&y2=6:S3;

!!VRy6:Sy3 *y5 :100 +y3;
!!MOv1/v2/v3:Gy6;      

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SoberSatyr
SoberSatyr

Tavern Dweller
posted September 16, 2016 04:21 PM

Thanks a lot!

Can you explain what it does exactly though? What is the rate of growth and am I right in saying you've made it different for different tiers?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 16, 2016 06:09 PM

http://heroescommunity.com/viewthread.php3?TID=38770&pagenumber=24

Anybody could help? IDK what is real reason of crash, the lines it pointed worked before. HELP ME PLZ

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igrik
igrik


Promising
Known Hero
posted September 16, 2016 07:19 PM

majaczek said:
http://heroescommunity.com/viewthread.php3?TID=38770&pagenumber=24

Anybody could help? IDK what is real reason of crash, the lines it pointed worked before. HELP ME PLZ

Your problem is the version 2.47. It has long been worth it to go back to 2.461

SoberSatyr said:
What is the rate of growth and am I right in saying you've made it different for different tiers?

Yes. Growth takes place once a week on Monday.
level 1 = +21%
level 2 = +18%
level 3 = +15%
level 4 = +12%
level 5 = +9%
level 6 = +6%
levels 7, 8, 9, 10 = +3%

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 16, 2016 07:42 PM
Edited by majaczek at 20:41, 16 Sep 2016.

igrik said:
majaczek said:
http://heroescommunity.com/viewthread.php3?TID=38770&pagenumber=24

Anybody could help? IDK what is real reason of crash, the lines it pointed worked before. HELP ME PLZ

Your problem is the version 2.47. It has long been worth it to go back to 2.461


I use 2.46 recently... do you advise me to upgrade to 2.461 ? (on english sites including HC there is only 2.46). also verified guilty was HD mod, more precisely the patcher_x86.dll in latest version - swapping to older one worked

EDIT: anybody have version 4.0 rc33 of HD mod? it's latest version before updating patcher_x86.dll to version 3.0 which is reason of crashing on ERA with HD mod and since installer replaces the file same bug happens if HD mod installed but run stock ERA

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SoberSatyr
SoberSatyr

Tavern Dweller
posted September 17, 2016 02:50 PM

igrik said:
Yes. Growth takes place once a week on Monday.
level 1 = +21%
level 2 = +18%
level 3 = +15%
level 4 = +12%
level 5 = +9%
level 6 = +6%
levels 7, 8, 9, 10 = +3%

 

Yeah, I figured from testing.  

This is actually an awesome change because you can make a first level stack easily beatable early on but with higher growth they'll be an interesting and rewarding battle months in!  

Again, thank you for your help.

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Maag
Maag


Adventuring Hero
posted September 17, 2016 09:57 PM
Edited by Maag at 22:15, 17 Sep 2016.

Can anyone tell me, if i play Era 2 and using SoD mod for example, i understand then it is possible through scripting to "take out" also special building on maps?
I would like to know, is it possible to take out hives and cons on Jebus or Poor Jebus templates and if yes, how. Thanks for any help.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 17, 2016 11:00 PM

ok but what to put in their place? It will make a hole. I suggest you look for similar size objects then tell us which will replace. As example, a imp cache has the same passability as a conservatory, while a hive could be replaced by a witch hut.

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Pollo2002
Pollo2002


Famous Hero
posted September 18, 2016 04:06 AM

is it possible to make the !!OW:V reciever to set the hero only in the second slot? it seems it ask me for both slots, and i only want to modify one.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 18, 2016 10:31 AM

Use d for not changing anything. Example:

!!OW:V-1/0/d;

Will place Orrin in left slot in tavern for current player. Right slot will remain unchanged. d is usually used to add or subtract a value from current one. So leaving d only, means leaving the value unchanged.

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Pollo2002
Pollo2002


Famous Hero
posted September 21, 2016 02:16 AM

Is there anyway to stop the ERM error report? Sometimes i get an error and i just want to get on with it instead of accepting 50 times.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 21, 2016 11:22 AM

You can prohibit errors from popping, there is a code for that, but then you woudn't know when code is wrong. Just alt+f4 when error doesn't let you continue.

And also, if your codes are in external file, not in maps, you can debug in real time (change code, save, F12 in game to refresh). If error is in map erm codes, you have to shut game and restart.

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Pollo2002
Pollo2002


Famous Hero
posted September 21, 2016 10:45 PM

The f12 function seems extremly usefull, but for some reason when i do it, my scripts just stop working, i tried many times restarting the game, and the script works fine, I just press f12, and scripts just stop working.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 21, 2016 11:22 PM

There must not be any scripts in the map when you press F12. F12 is only for scripts from s subfolder.

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Pollo2002
Pollo2002


Famous Hero
posted September 22, 2016 04:38 AM

I Want to move the scripts to S folder, mainly for it to be easier to debug, but also because I eventually want my mod to be playable on RMG templates. The problem is that the scripts not compatible with WOG scripts.
And turning everthing off is not enough.
So I may just change all my variables and functions in my scripts to be compatible with WOG or just delete all Scripts in WOG S folder.

Iīm very tempted to just go with the second.

But there is anywhere to truly disablel all WOG scripts other than just remove them from the WOG S folder?
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Pollo2002
Pollo2002


Famous Hero
posted September 22, 2016 06:03 AM

Looking around I found the post where itīs explained how to modify terrain movement.
Sadly I canīt figure out how to modify road movement, and that is crucial for my mod to be playable in random maps.

http://heroescommunity.com/viewthread.php3?TID=8288&pagenumber=84
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Pollo2002
Pollo2002


Famous Hero
posted September 22, 2016 06:39 AM

Solved, it seems Dirt road is terrain 10, Grave road 11 and Cobble 12.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 22, 2016 09:48 AM

Pollo2002 said:
The problem is that the scripts not compatible with WOG scripts.
And turning everthing off is not enough.


Not compatible because you use same variables? Is not hard to solve. In general, when doing a big mod, reserve functions like from FU6583000 to FU6584000 -that makes 1000 functions.

Then if some script from WoG bothers your mod, is easy: create an empty erm file with same name in your mod, the game will read your empty file and will skip the one from WoG.

Also, even easier: if you don't want any script from wog mod to be activated, create a txt file in data/s  which blocks all the other scripts (load only these scripts.txt). Check any scenario mods to see how it looks.

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Maag
Maag


Adventuring Hero
posted September 22, 2016 10:12 PM

Salamandre said:
ok but what to put in their place? It will make a hole. I suggest you look for similar size objects then tell us which will replace. As example, a imp cache has the same passability as a conservatory, while a hive could be replaced by a witch hut.


Witch hut would be ok.
I would rather classify them by what these objects do. I would like to avoid games where nomatter which town everyone play, has to collect Wyverns and Angels. That is the idea. It could be even some other dwelling, but something, which would give neutrals. Creatures, that are not present in any town.
But i think would be better, if they are just buildings, which give u money.

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