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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 50 100 150 200 250 300 350 ... 376 377 378 379 380 ... 400 407 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 08, 2020 11:57 AM

If you mean third slots on town dwellings then I don't have any issues on the ERA II version I am currently using (v2,7 or something like that). It's been reported that it doesn't work on newer versions of ERA (due to battery plugin) but I don't know what I can do about it. Did you find a way to make it work on either version?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 08, 2020 01:52 PM

Hero_of_Light said:
So what do you think?


I think is quite interesting for a week or so, then it becomes totally useless. The player takes towns, gets spells, then let's face it, how many spells you really need to win? slow, haste, resurrect sometimes and that's about all. Also I avoid things which set random on a given day because then the player can just use autosave until he gets what he is looking for. When I use random numbers, I process them on day 1, keep in memory then apply one week later, so if player wants a different setup he has to replay the whole week, unlikely.  

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Bersy
Bersy


Honorable
Supreme Hero
posted February 08, 2020 03:04 PM

HoL, for Era 2.9.9+ with Extended Dwellings mod you can use CA:D replacement:

!?FU(dex_CA_D);
; x1 - town ID
; x2 - dwelling level (0..6)
; x3 - slot ID (0..3)
; x4 - get/set monster type
; x5 - get/set/add population amount

But I recommend you to look at other mod functions:

!?FU(dex_DwellingPopulation);
; Get/set number of available monsters for particular town and dwelling. This value will be used
; only for creatures, configured via SetTownsDwellingSlot-like functions.
; x1 - town ID (same as CA:U)
; x2 - dwelling level (0..6)
; x3 - slot ID (0..3)
; x4 - get/set population amount

!?FU(dex_SetDwellingSlotByTownType);
; Configures monster slot for all towns of specific type
; x1 - town type (0 for castle, 1 for rampart, etc)
; x2 - dwelling level (0..6)
; x3 - upgraded or not (1 or 0)
; x4 - slot ID (0..3)
; x5 - alternative monster type, -1 to make slot empty
; x6 - Optional. Growth rate in percents (100 = original, 50 = twice lower, 200 = twice higher,
;      -1 for manual growth, (1000 + weekly growth) * -1 for auto-growth). In case of auto-growth
;      Citadel, Castle and Grail buildings will increase growth additionaly by 50%/100%/150%.
;      Default: 100.
;
; Example: FU(SetTownsDwellingSlot):P1/0/1/2/13; set Rampart 3-d alternative for upgraded centaures to Archangels.

!?FU(dex_SetDwellingSlotByTownId);
; Configures monster slot for town with specific ID.
; x1 - town ID (same as CA:U)
; x2 - dwelling level (0..6)
; x3 - upgraded or not (1 or 0)
; x4 - slot ID (0..3)
; x5 - alternative monster type, -1 to make slot empty
; x6 - Optional. Growth rate in percents (100 = original, 50 = twice lower, 200 = twice higher,
;      -1 for manual growth, (1000 + weekly growth) * -1 for auto-growth). In case of auto-growth
;      Citadel, Castle and Grail buildings will increase growth additionaly by 50%/100%/150%.
;      Default: 100.
;
; Example: FU(dex_SetDwellingSlotByTownId):P4/0/1/2/13; set 5-th town on map alternative for upgraded 1-st level creatures to Archangels.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 08, 2020 05:06 PM

@Salamandre

Yes, as I said, it gives a good headstart on the first few weeks which could be crucial. It's also quite useful as a secondary hero speciality (with Scholar). I am not saying it's a top tier speciality, I am merely suggesting that it can be a fun addition.

As for the AutoSave, you're right but isn't it used as such for so many other circumstances as well? How many times have you lost a battle and returned to replay it over and over again? My point being is that I don't really see the harm on using the AutoSave. Some players abuse it, and then some don't use it at all. I for one wouldn't go to the trouble of loading the AutoSave again and again just to get a good set of spells. If anyone is willing to do so though, I don't see the harm on it.

@Bersy

I've seen these commands on the thread you started about this mod, and as I already told you there, they don't seem to work the way my mod intends them to do. And in any case, I don't see why new versions of ERA are so discarding of older but WORKING mechanisms in the first place. As Salamdre said in the ERA II thread, with VCMI and HotA on the rise, ERA II modders are now in decline, but still there are a lot of players that use ERA II for their games (without the intention of modding it). Wouldn't it be far more productive to settle on a more stable version rather than discarding (or jeopardizing the functionality of) all these mods, which are more than 150, as Salamandre has stated?

For example, when I switched to HD mod with ERA 2,7 (almost a year ago) I was truly amazed, as it almost never crashed and it supported my mod without any problem whatsoever. As you can deduce, there's little to none incentive for me to even try out the newer versions of ERA (especially with all the crash reports going on). What I need is a working ERA II with a working version of my mod and I already got these. So unless there's a way to retain all these in the newer versions of ERA II, I am not willing to switch. That's why I talked to you about combatibility. I think that it is the most imortant thing you need to keep in mind when you work on an ERA update. But anyway, that's my opinion, the choice is obviously (and rightfully) yours.
____________
Not idly do the leaves of Lorien fall.

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xericsin
xericsin


Famous Hero
posted February 08, 2020 08:27 PM

BM

When BM is used to reposition monsters, a lag time will be resulted immediately after.

This lag will be significant, if
moving monster to a series of positions like BM01 P2 P3 P4 P5 P6 P7 P8 P9; or
moving a few monsters to a few positions respectively like  BM01; BM12; BM34; BM56; BM78;

This is not a critical problem, but the waiting is very annoying.

Hope someone can look into this?

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Bersy
Bersy


Honorable
Supreme Hero
posted February 08, 2020 09:06 PM

The command is implemented by setting animation speed to max, giving fly to unit and really moving it, like regular movement is performed.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 09, 2020 06:11 PM

Is there a way to change the right click background of the god creatures (160 to 163)? They will still be neutral creatures and so forth, but they will have a new background on the creature pannel. Is there a way?
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xericsin
xericsin


Famous Hero
posted February 10, 2020 05:53 AM

Bersy said:
The command is implemented by setting animation speed to max, giving fly to unit and really moving it, like regular movement is performed.


OK. I found a way out. Thanks.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 16, 2020 09:14 PM

Is there an easy way to double the effect of some spells in battle for some heroes (like a hero speciality)? I've been testing Daremyth's speciality and I saw that it was really weak. At level 20, it gave +1 Luck instead of +2 and that's it (the bonus wasn't even greater on weaker creatures). Same thing happened on level 59 so the bonus is pretty much fixed to +1.

Then I thought it would be nice to have this work on other such effects as well, so I was wondering if it would be easy to script this effect:

Uland (hero 25) specializes on Mirth, instead of +2 Morale, it will give +4.
Daremyth (hero 43) specializes on Fortune, instead of +2, it will give +4.
Xsi (hero 77) specializes on Sorrow, instead of -2 Morale, it will give -4.
Inteus (hero 140) specializes on Misfortune, instead of -2, it will give -4.

Can someone please help me do this?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 16, 2020 09:39 PM
Edited by Salamandre at 21:41, 16 Feb 2020.

HE column,

R0/$ Set/check/get hero's morale (until next battle)
R1/$ Set/check/get hero's luck (until next battle)

Apply it to your first two heroes after !?BA1 (end of battle) trigger for example.

For the others you have to set it manually during battle.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 16, 2020 10:29 PM

But I don't want the bonus to be permanent, I want it to occur upon casting the spell. What I am trying to say is this: Whenever Uland casts Mirth, his troops will get +4 Morale (instead of 2) as long as the Mirth spell exists. Can this be done?
____________
Not idly do the leaves of Lorien fall.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 16, 2020 10:39 PM
Edited by RerryR at 22:43, 16 Feb 2020.

Hero_of_Light said:
Is there an easy way to double the effect of some spells in battle for some heroes (like a hero speciality)?

Can someone please help me do this?


Yes, this is possible.
One way to do it would be to change the spell modifier directly whenever the special hero casts that spell and revert it afterwards so that the other hero in battle will not get the same bonus.

Brief example taken from Spell Trainer Mod.
I save the spell modifier value at map start and whenever a hero casts the spell (BG0) I increase the modifier and revert it to saved value after the cast (BG1).
Maybe an even easier solution would be to just increase by a fix value and revert the same amount after the cast and dont use saved values at all. This was just how I did it back in the days.
This script should give you a good start but you will need to adjust conditions and adapt code.


!?PI;

!!SS43:E3/?y10;   [Remember Expert Value at Map start]
!!SN:W^Bloodlust_Value_Start^/y10;


*------------------------------------------------------------------*
!?BG0&1000;                                                                     [Trigger Buff/Debuff Spells]

!!BG:H?y3;                                                                      [Determine if AI controlls Hero]
!!HEy3:O?y3;
!!OW:Iy3/?y3;
!!FU&y3=1:E;                                                                    [Exit if AI Hero]

!!BG:A?y1;                                                                      [Aktion in y1 Must be Hero Cast]
!!FU&y1<>1:E;

!!BG:Q?y1;
!!BA:Hy1/?y99;
!!FU&y99=-2:E;                                                                  [Exit if no defending Hero]
!!HEy99&y99>=0:S14/?y81 S15/?y82 S16/?y83 S17/?y84 S18/?y85;                    [Checke current hero Scholar und Magien hat]


!!BG:S?y4;                                                                      [Spell Number]
!!SN&y4>=24/y4<=69:W^Spell_Number_Buff^/y4;
!!SN&y4>=24/y4<=69:W^Flag_V898_Value^/1;
!!SN|y4=11/y4=13:W^Spell_Number_Buff^/y4;
!!SN|y4=11/y4=13:W^Flag_V898_Value^/1;

!!if&y4=43/y81=3:;  [Bloodlust]
!!SN:W^Hero%Y99_Bloodlust_Upgrade^/?y20;
!!SS43:E3/?y10;   [Get current value]
!!VRy10:Sy10 +y20; [Calculate new value]
!!SS43:E3/y10;  [Set new value for bloodlust]
!!SN:W^SpellTrainerHero%Y99_Spell43^/d+1;
!!en:;


*---------------------------------------------------------------*
!?BG1&1000;                                                                     [Trigger Buff/Debuff Spells]

!!SN:W^Flag_V898_Value^/?y1;
!!FU&y1<>1:E;
!!SN:W^Flag_V898_Value^/0;

!!BG:H?y3;                                                                      [Determine if AI controlls Hero]
!!HEy3:O?y3;
!!OW:Iy3/?y3;
!!FU&y3=1:E;

!!BG:Q?y1;
!!BA:Hy1/?y99;
!!HEy99&y99>=0:S14/?y81 S15/?y82 S16/?y83 S17/?y84 S18/?y85;                    [Checke current hero Scholar und Magien hat]


!!SS43:E3/?y10;    revert bloodlust to original value
!!SN:W^Bloodlust_Value_Start^/?y30;
!!VRy10&y10<>y30:Sy30;
!!SS43:E3/y10;

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 16, 2020 10:45 PM

The thing is that I want it to work on the AI side as well and I see that it doesn't apply on AI?
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Not idly do the leaves of Lorien fall.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 16, 2020 10:48 PM

Well then just remove this line. Nothing will happen.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 16, 2020 11:20 PM

OK, I'll see what I can do, it is kind of a complex script and it might not work 100% in the end so I might not go in that direction. The easiest way would be to change Daremyth's speciality description and set something else for the rest of the group. Thanks for your time.
____________
Not idly do the leaves of Lorien fall.

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Drake
Drake


Adventuring Hero
Satisfying no one since 1994
posted February 16, 2020 11:32 PM
Edited by Drake at 23:46, 16 Feb 2020.

Anyone know how I can go about getting a scrollbar for this?



I'm no expert, but I'm working with these files in hopes to get it working right. ERM and these 3 files opt795_1, opt795_2 and opt795_3

Could someone maybe take a look and point me in the right direction? I just need it to display all of these event descriptions fully.
____________
~Drake Lyon~

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 17, 2020 08:49 AM
Edited by RerryR at 08:54, 17 Feb 2020.

Drake said:
Anyone know how I can go about getting a scrollbar for this?


As far as I know it is not possible for dialogues. You need to shorten the text.



@Hero_of_Light
if you do it correct, it will work 100%, that I can guarantee.
The problem remains that +4 Luck is kinda useless without increasing the maximum limit for Luck which is currently +3. Same for Moral :/
Well, this problem as we all know, is just one of the many things that don't feel right in the original Heroes 3.



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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 17, 2020 02:22 PM

Is it possible to set to -6 and +6?
____________
Not idly do the leaves of Lorien fall.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 17, 2020 03:14 PM

Hero_of_Light said:
Is it possible to set to -6 and +6?


I recently read on heroes3.5 forum/UN:C topic, a hack to set the maximum limit to +6 for moral (equals 25%). I did not yet try out.
For Luck, I made a script that simulates Luck-Strikes and lets you set whatever limit you like, positive and negative.
So I would say it is possible but it requires some ERM knowledge.


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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 17, 2020 11:32 PM

The reason I was asking for all this is that I wanted to add some unique specialities for the upcoming version of my mod. That's OK though, I can see that it might be a problem with balancing issues as well so no worries.

I came up with a couple of ideas for some new specialities, which have been part of WoG in a sense but I cannot find the way to make them happen.

1) Is it possible to give to Uland the Druid the abbility to gain +100 Experience daily? A bonus like that was part of a WOG script but I couldn't find it.

2) I also would like to give Xsi the Necromancer the abbility to gain +4 spell points per day (even if already at maximum spell points). I think it could be a nice and quite unique Speciality, as the spell points can accumulate as time passes on the first days.

Anyway, can someone help me?
____________
Not idly do the leaves of Lorien fall.

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