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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 ... 333 334 335 336 337 ... 350 400 407 · «PREV / NEXT»
futerix
futerix


Hired Hero
posted July 26, 2017 11:00 AM
Edited by futerix at 12:09, 26 Jul 2017.

WOG + Windows 10 keep crashing.

Nobody knows or dosent exist a stable solution for Win 10 X64 HotSeat with ERA ?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 26, 2017 12:45 PM

futerix said:
Nobody knows or dosent exist a stable solution for Win 10 X64 HotSeat with ERA ?


I already told you i play hotseat with Win10 a lot and have no problems and so do a lot of others.
But i have no idea what is wrong on your side. Maybe check how many CPU cores you use for H3, there is somewhere an option to reduce to one.

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futerix
futerix


Hired Hero
posted July 26, 2017 07:38 PM
Edited by futerix at 23:39, 26 Jul 2017.

that question was for more people advices/troubleshooting to find a fix and to confirm that Hotseat it's working via win 10 X64 (not x86), you already give me some help but not a solution.
but you still can help me somehow...can you please upload your build and give it to PM for testing ?

Last time i posted here was in january and Valery told me to use hota because wog/era it'not stable on windows 10 so now i'm asking again the same question because i tried to play again ERA and crashed exacttly like before.

till now i was able to play without error only in X86 enviroment (virtualized for testing purpose with xp/7) and now i'm making multi boot on laptop for temporarry solution till i find a permanent fix. it's not a hw or resourse alocation issue for sure (or almost) because in virtual machine i use 2-4CPU and 4GB DDR and working like a charm, tested on 3 laptops (all x64 and crashes) and 4 pc (x64 same result), i work as network admin and i have resourses to test on multiple plaftorms.

Print screen with my build (wog settings changed from the last screenshots on the previous page because there was without wog revised and i elimanated all buged option with warnigs)


I'l try to add a log with the error next time, not i dont have time to do it.

Link with error PS.
http://i.imgur.com/8tihNHd.png

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 27, 2017 12:25 AM

The Error Log you showed is from Scouting III option in WOG. In any case disable it. But the error could still be anything else.
I also wrote you an PM.

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futerix
futerix


Hired Hero
posted July 28, 2017 09:28 PM

Yup, got it, PM back to you, by build i mean you H3 folder arhived - uploaded to exclude the option that my H3 is broken.
Still did not manage to find a solution.

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robizeratul
robizeratul


Known Hero
posted July 29, 2017 06:52 PM

How to edit creature experience given ? I would like some creatures to give 0 experience. Can it be done without ERM?

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bloodsucker
bloodsucker


Legendary Hero
posted July 29, 2017 07:58 PM

robizeratul said:
How to edit creature experience given ? I would like some creatures to give 0 experience. Can it be done without ERM?

I would say No but please clarify.
You want that after a battle against 10 Titans 3000 experience are removed from the hero's total experience, is that it? It's easy with ERM and impossible without.
____________

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robizeratul
robizeratul


Known Hero
posted July 29, 2017 08:00 PM

I was thinking of editing the experience value of creatures the same way you edit health, attack,speed etc.


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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted August 03, 2017 04:42 AM
Edited by RoseKavalier at 04:45, 03 Aug 2017.

robizeratul said:
How to edit creature experience given ? I would like some creatures to give 0 experience. Can it be done without ERM?


Creature experience = creature HP
Unless they are war machines or summons.*
*Flagging creatures as Summon or War Machines may have some undesirable effects

It can be done without ERM but if you're planning on using WoG as a platform (which I assume you are since this post is in the ERM thread), then it's simply easier for WoG with ERM.

Otherwise you need to learn some Assembly to figure out how to do it, then make a custom function and find a way to deliver it to Heroes3 (e.g. Hdmod + plugin).
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 06, 2017 05:17 PM

Sorry for the pump of my own post but I noticed Salamandre is back so I thought I'd ask:) I managed to locate the bug on Morn's Battlefields. The problem with it is when attacking a Town.

When you attack a Town, the next Battlefield somehow resets. To elaborate:

Say you attack a town. Say your next attack is a Crypt. The Crypt will NOT have any of the new Batttlefields designed from Morn. It will have the default Heroes III battlefield.

If However you attack another target (any other Target) the script turns ON and changes that Battlefield. The script is reset ONLY when attacking a Town and ONLY for your next attack. I edtited the script to make it more to my liking so I post the new script here.

ZVSE

;use flag 411
;use FU217810, FU217811
!#IF:V411/0;
!#TM2:S1/999/1/255;
!?TM2; (universal timer)
!!if&v2392=1:;  limit to day 1 (v2392 from 78.wogify)
!!UN:U16/-1/?y-1;  creature banks number
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P16;  Run through
!!UN:U84/-1/?y-1;  crypts
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P84;  Run through
!!UN:U25/-1/?y-1;  utopias
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P25;  Run through
!!UN:U24/-1/?y-1;  derelict ship
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P24;  Run through
!!UN:U43/-1/?y-1;  portal
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P43;  Run through
!!UN:U45/-1/?y-1;  portal 2
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P45;  Run through
!!UN:U53/-1/?y-1;  mine
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P53;  Run through
!!UN:U63/-1/?y-1;  pyramid
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P63;  Run through
 !!UN:U85/-1/?y-1;  Shipwreck
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P85;  Run through
!!UN:P68/0; [disable new battlefields script]
!!en:;

!?FU217810;
!!UN:Ux1/-1/-1/1; [Creature Bank coordinates in v1/v2/v3]
!!OB1:T?y1 U?y2;
!!PO1&y1=84:B0/97;   [set PO for crypts/CB/Utopias]
!!PO1&y2=2:B0/98; griffin observatory (subtype 2)
!!PO1&y2=0:B0/100; Cyclops Stockpile
!!PO1&y2=1:B0/101; Dwarven Treasure
!!PO1&y2=3:B0/102; Imp Cache
!!PO1&y2=4:B0/103; Medusa Stores
!!PO1&y2=5:B0/104; Naga
!!PO1&y2=6:B0/105; Dragon Fly
!!PO1&y2=11:B0/106; Buckaneer
!!PO1&y2=12:B0/107; Apprentice
!!PO1&y2=13:B0/108; God1
!!PO1&y2=14:B0/109; God2
!!PO1&y2=15:B0/110; God3
!!PO1&y2=16:B0/111; God4
!!PO1&y2=17:B0/112; Banshees
!!PO1&y2=18:B0/113; Forgotten Temple
!!PO1&y2=20:B0/114; Underground
!!PO1&y1=24:B0/115; Derelict Ship
!!PO1&y1=43:B0/116; Portal
!!PO1&y1=45:B0/117; Portal 2
!!PO1&y1=53:B0/118; Mine
!!PO1&y1=63:B0/119; Pyramid
!!PO1&y1=85:B0/120; Shipwreck
!!PO1&y2=57:B0/121; Adventure Cave
!!PO1&y1=25:B0/122;

!?BA0&1000; [Human only]
!!BA:Q?y2; [state of Quick Combat: y5=1 if it's a Quick Combat battle]
!!BA&y2=0:B-1; [enable default battlefield if Quick Combat]
!!FU&y2=1:E; [exit if Quick Combat]
!!BA:S?y67;
!!FU&y67>0:E;
!!BA:P?v2/?v3/?v4;
!!TR2:T?y2/d/d/d/d/d/d/d;  [get terrain]
!!TR2:G?y3; [check for special terrain: y3]
!!PO2:B0/?y4; get PO
!!IF&y4=99:V411/1;
!!OB2:T?y5;   get type of object (for monsters)
; coast
!!if&y2<>8:; <---
!!UN:X?y10/?i;
!!VRy11:Sv2; !!VRy11&v2>0:-1;
!!VRy12:Sv2; !!VRy12&v2<y10:+1;
!!VRy13:Sv3; !!VRy13&v3>0:-1;
!!VRy14:Sv3; !!VRy14&v3<y10:+1;
!!TRy11/v3/v4&v2>0:T?y21/d/d/d/d/d/d/d;
!!TRy12/v3/v4&v2<y10:T?y22/d/d/d/d/d/d/d;
!!TRy11/y13/v4&v2>0/v3>0:T?y23/d/d/d/d/d/d/d;
!!TRy12/y13/v4&v2<y10/v3>0:T?y24/d/d/d/d/d/d/d;
!!TRy11/y14/v4&v2>0/v3<y10:T?y25/d/d/d/d/d/d/d;
!!TRy12/y14/v4&v2<y10/v3<y10:T?y26/d/d/d/d/d/d/d;
!!TRv2/y13/v4&v3>0:T?y27/d/d/d/d/d/d/d;
!!TRv2/y14/v4&v3<y10:T?y28/d/d/d/d/d/d/d;
!!VRy2|y21=8/y22=8/y23=8/y24=8/y25=8/y26=8/y27=8/y28=8:S10;
!!en:;
; end coast
!!FU217811&y2<>10:Py2/y3/y4/y5;

!?BF&411;
;clean battlefield in utopias (Improved dungeons)
!!BF:C;
!!IF:V411/0;

!?FU217811;
;x1=terrain type
;x2=special terrain
;x3=CB
;x4=monster (ID=54)

***CLEAN TERRAIN AND MONSTER***

;Dirt and monster
!!if&x1=0:;
!!VRy1:S0R5;
!!VRz2&y1=0:S^dirt1.pcx^;
!!VRz2&y1=1:S^dirt2.pcx^;
!!VRz2&y1=2:S^dirt3.pcx^;
!!VRz2&y1=3:S^dirt4.pcx^;
!!VRz2&y1=4:S^dirt5.pcx^;
!!VRz2&y1=5:S^dirt.pcx^;
!!BA:B^%Z2^;
!!en:;

;Sand and monster
!!if&x1=1:; if clean sand and no object
!!VRy1:S0R3;
!!VRz2&y1=0:S^sand.pcx^;
!!VRz2&y1=1:S^sand1.pcx^;
!!VRz2&y1=2:S^sand2.pcx^;
!!VRz2&y1=3:S^sand3.pcx^;
!!BA:B^%Z2^;
!!en:;

;Grass and monster
!!if&x1=2:;
!!VRy1:S0R4;
!!VRz2&y1=0:S^grass1.pcx^;
!!VRz2&y1=1:S^grass2.pcx^;
!!VRz2&y1=2:S^grass4.pcx^;
!!VRz2&y1=3:S^grass3.pcx^;
!!VRz2&y1=4:S^grass.pcx^;
!!BA:B^%Z2^;
!!en:;

;Snow and monster
!!if&x1=3:;
!!VRy1:S0R4;
!!VRz2&y1=0:S^snow1.pcx^;
!!VRz2&y1=1:S^snow2.pcx^;
!!VRz2&y1=2:S^snow3.pcx^;
!!VRz2&y1=3:S^snow4.pcx^;
!!VRz2&y1=4:S^snow.pcx^;
!!BA:B^%Z2^;
!!en:;

;Swamp and monster
!!if&x1=4:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^swamp1.pcx^;
!!VRz2&y1=1:S^swamp2.pcx^;
!!VRz2&y1=2:S^swamp3.pcx^;
!!VRz2&y1=3:S^swamp.pcx^;
!!BA:B^%Z2^;
!!en:;

;rough and monster
!!if&x1=5:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^rough.pcx^;
!!VRz2&y1=1:S^rough1.pcx^;
!!VRz2&y1=2:S^rough2.pcx^;
!!VRz2&y1=3:S^rough3.pcx^;
!!BA:B^%Z2^;
!!en:;

;underground and monster
!!if&x1=6:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^subt.pcx^;
!!VRz2&y1=1:S^subt1.pcx^;
!!VRz2&y1=2:S^subt2.pcx^;
!!VRz2&y1=3:S^subt3.pcx^;
!!BA:B^%Z2^;
!!en:;

;lava and monster

!!if&x1=7:;
!!VRy1:S0R11;
!!VRz2&y1=0:S^lava.pcx^;
!!VRz2&y1=1:S^lava1.pcx^;
!!VRz2&y1=2:S^lava2.pcx^;
!!VRz2&y1=3:S^lava3.pcx^;
!!BA:B^%Z2^;
!!en:;

;water
!!if&x1=8/x4=54:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^deck0.pcx^;
!!VRz2&y1=1:S^deck1.pcx^;
!!VRz2&y1=2:S^deck2.pcx^;
!!VRz2&y1=3:S^deck3.pcx^;
!!BA:B^%Z2^;
!!en:;

***SPECIAL TERRAINS***

!!if|x2=231/x2=225:; winds and rocklands, regular, haven't got any...
!!BA:B-1;
!!en:;

!!if&x2=21:; cursed ground
!!VRy1:S0R1;
!!VRz2&y1=0:S^cursed.pcx^;
!!VRz2&y1=1:S^cursed1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=46:; magic plains
!!VRy1:S0R1;
!!VRz2&y1=0:S^magic.pcx^;
!!VRz2&y1=1:S^magic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=227:; holy ground
!!VRy1:S0R1;
!!VRz2&y1=0:S^holy.pcx^;
!!VRz2&y1=1:S^holy1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=224:; evil fog
!!VRy1:S0R1;
!!VRz2&y1=0:S^evil.pcx^;
!!VRz2&y1=1:S^evil1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=222:; clover field
!!VRy1:S0R1;
!!VRz2&y1=0:S^clover.pcx^;
!!VRz2&y1=1:S^clover1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=228:; lucid pools
!!VRy1:S0R1;
!!VRz2&y1=0:S^lucid.pcx^;
!!VRz2&y1=1:S^lucid1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=226:; fiery fields
!!VRy1:S0R1;
!!VRz2&y1=0:S^fiery.pcx^;
!!VRz2&y1=1:S^fiery1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=229:; magic clouds
!!VRy1:S0R7;
!!VRz2&y1=0:S^air.pcx^;
!!VRz2&y1=1:S^air1.pcx^;
!!VRz2&y1=2:S^air.pcx^;
!!VRz2&y1=3:S^air1.pcx^;
!!VRz2&y1=4:S^air.pcx^;
!!VRz2&y1=5:S^air1.pcx^;
!!VRz2&y1=6:S^air.pcx^;
!!VRz2&y1=7:S^air1.pcx^;
!!BA:B^%Z2^;
!!en:;

***CREATURE BANKS***

!!if&x3=98:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s2pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=97:; crypt
!!VRy1:S0R10;
!!VRz2&y1<11:S^t84pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=122:; dragon utopia
!!VRy1:S0R10;
!!VRz2&y1<11:S^t25pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=100:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s0pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=101:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s1pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=102:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s3pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=103:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s4pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=104:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s5pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=105:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s6pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=106:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s11pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=107:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s12pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=108:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s13pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=109:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s14pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=110:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s15pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=111:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s16pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=112:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s17pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=113:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s18pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=114:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s20pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=115:; creature bank
!!BA:B^t85pic1.pcx^;
!!en:;

!!if&x3=116:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t43pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=117:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t45pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=118:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t53s7pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=119:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t63s0pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=120:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t85pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=121:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t63s57pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

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robizeratul
robizeratul


Known Hero
posted August 15, 2017 10:06 PM

Are any of the ERM wizards still around?  
Been working on this crazy map for so damn long...The more I make, the more ideas I get.

Anyway, I have an idea for an event, and it's really complicated and weird, nothing like this has been done in Heroes I think.

The idea/script:

(for the background, you can't recruit aditional units from castles,dwellings etc white this event lasts. So you can't get more than the number you have. When monsters join you, they will have a fixed number)
1)Every troop in your army will always have 100 units.
-After every battle, if you lost 53 let's say, 47 will join your army.
-If you lost all of them, 100 will join your army
-If a new troop joins your hero, this effect becomes active. So when it dies it gets re summoned.
-You can't split your troops or do any other "cheating".

2)This number can be increased either overall (the number of all troops grows to 120) or individually per stack ( Angels will be set to 120 for example).
-Can be increase with artifacts, skills, or temporary effects( for the next battle, for the following 3 battles etc)

3)You start out with a number of "lives"(depending on the difficulty). When a stack dies, you lose 1 life. When it hits 0 the game is over.

4)The "refresh" effect happens after each battle automatically and it isn't obtrusive, it just happens in the background. (if not possible, then either you need to click on something, make the effect happen when you end your turn, or visit a structure).

IMPORTANT! This is the ideal solution. If it's not possible, something simpler would also be good...






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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 15, 2017 10:26 PM
Edited by Salamandre at 22:27, 15 Aug 2017.

It looks to me like full of flaws and ways to go around it. I don't know a way to prevent split, actually in erm there isn't one. You can block mouse trigger when in hero army slots, but then you will have many additional problems, as you will not be able any longer to manipulate anything, all in that screen will be blocked. Also what if people use HD mod, you can't block split there? Then your thingie of "1 life is lost when a stack dies" is cheating, as when stack loses 99 and 1 is left, you still keep the life, thus easy to keep lives. The addition of xx units when xx from 100 die is easy to script so that will not be a problem.

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robizeratul
robizeratul


Known Hero
posted August 15, 2017 11:05 PM

Salamandre said:
It looks to me like full of flaws and ways to go around it. I don't know a way to prevent split, actually in erm there isn't one. You can block mouse trigger when in hero army slots, but then you will have many additional problems, as you will not be able any longer to manipulate anything, all in that screen will be blocked. Also what if people use HD mod, you can't block split there? Then your thingie of "1 life is lost when a stack dies" is cheating, as when stack loses 99 and 1 is left, you still keep the life, thus easy to keep lives. The addition of xx units when xx from 100 die is easy to script so that will not be a problem.


Thanks for the constructive response.

Balancing wise it will not be easy but I'm not worried. If the system is possible with lives, I am thinking of very PRO players and beginner players alike.The pros will have only 1 "life" with even harder monsters, so they need to plan like crazy, be careful and strategic. The beginners can lose 100 stacks and still win. For those who fall in between, losing a few stacks here and there doesn't matter. The game will equalize based on the skill of the player and difficulty chosen.

I have a solution for the no split problem. Is this possible?

1)put "fake" creatures in the heroes army. When the round starts these creatures don't spawn. You can't stack these because they are different. This is an error I have seen in the past, where you have a creature in your army but it doesn't appear when you fight.
2)Simply resurrect the fake creature after each battle. So at all times you have 2 normal creatures and 5 fake ones, or 3 normal and 4 fake ones(an example)
3)When you get a new "real" creature either a) Switch with the fake creature or b)use creative ways to force the player to not cheat.  

for example. You open a gate with one fake creature. You have an open slot in your army. You are given 100 Angels. In order to leave this place, you need 1 angel...so there's no way around it...you are stuck.And because the "if xx creatures die give xy creatures" only works after a battle, there's nothing that can be done to cheat.

from what I have seen in ERM, this is possible, however map design needs to be altered to make it work.

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robizeratul
robizeratul


Known Hero
posted August 16, 2017 07:50 PM

However... all this is for the future. Until then, does anyone know the the simple version:

1)activates after each battle, no matter what type
2)sets the number of creatures from x to 10
3)also works if the stack is destroyed

(Changed the number to 10, 100 is too much)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 16, 2017 09:51 PM

ok plese don't misunderstand me, I don't want to hold your enthusiasm, but scripts which change the game rules should be done by the mod maker, then eventually corrected in this thread. This is because you will need so many modifications and fine tuning after tons of tests that nobody will be capable to correct your script each time. I can give you a script where a hero enters the battle with 7 stacks, each with 10 creatures, then after battle, he still has 7 stacks of 10 creatures, because this is what you're asking, but I bet you will not be happy with, as myself I don't see the purpose with having your army fully resurrected each time, so I think I didn't understand your request.

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robizeratul
robizeratul


Known Hero
posted August 16, 2017 10:45 PM

I know it sounds wierd. I have spent months working on a map and I know how damn challenging and hard it is. I have only a few general scripts thanks to some very generous people.

All I can say is that I tested this with another hero constantly changing troops, giving my hero 10 units after each battle. It works and its exactly the thing I need.

one day maybe you will play it and share your oppinion, or you could playtest it if you wish, your i sight would be invaluable. Until then, I'm working hard on making a really cool map!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 16, 2017 10:50 PM

ok, then a precise description is needed.

Hero: only your faction or AI too?
Troops: script gives 10 creatures from first day?
Troops: 7 stacks of 10 creatures, I suppose all stacks are same level, because 10 archangels and 10 pixies would not make much sense. Specify ID for all 7 stacks.
After battle: all stacks are filled to pre-battle configuration?

My 2 cents on it: create a win parameter, which gives command points. At x command points, you can upgrade on the the stacks, lets say you start the game with 7 stacks of lev 1 creatures, at 5 battles won, you can upgrade stack 1 to level 2. To upgrade further to level 3, all stacks have to be level 2 first. Dynamic armies are what is most addicting.

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robizeratul
robizeratul


Known Hero
posted August 18, 2017 04:14 PM

The more I think about it, the more I realize that you are right. Some scripts are find (and the ones I have are great) but others are too complicated.

I have decided to create a "fake ERM" system. In this case, have a hero follow you around and constantly exchange troops so you always have 10. When you can't enter a place, I will put an event that warns you...and so on.

When the map is done, or at least under way, when some people will test it for difficulty and fun, then maybe someone will want to help me out with the ERM.

Only if the map is good enough of course !

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xericsin
xericsin


Famous Hero
posted September 01, 2017 05:40 AM

Simulate AI using ERM

I am adding effects when monsters take an action.

Players can specify the targets of effects through clicking.

AI will randomly select targets.

BUT.

When I auto combat, my side will not cast these effects at all, because I am not clicking and not AI.

So is there any way to monitor the auto combat option using ERM?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 01, 2017 06:32 AM
Edited by Salamandre at 06:34, 01 Sep 2017.

!?BG0;
!!BA:A?y1 Q?y2; check battle status and quick flag
!!FU|y1=1/y2=1:E; exit if quick battle or AI-AI only
(or pick the condition you need)
[...here effects...]

Not tested.


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