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Kreegan
Known Hero
Winged Anquietas
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posted September 24, 2010 05:39 PM |
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Quote: To add a completely new creature (creature No 196 for instance) will be kind of difficult as it needs to have it named, creature flaged etc. But I think creatures from No 183 - 191 are all already done, but they use the defs from creatures No 174 - 182. If someone was able to change that, we would be able to use them AND keep the commanders as well. So If anyone knows how to please share.
Some time ago I thought about adding new creature available slot (new creature to use, e.g. No 200) by changing/addingnew lines into *.exe... but now I don't know if it works...
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Hero_Of_Light
Responsible
Supreme Hero
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posted September 24, 2010 10:37 PM |
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Yes I suppose it would be difficult.
To add a creature is sure difficult. It needs the defs and also to make the game accept it (name, monster flags, alliances etc). But to add defs for the creatures 183 - 191 should be easier because all that work is already done.
I ask again, (I know that its not a topic of this thread but still) If anyone knows a way (or already has done so) please share it.
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Emrakul
Tavern Dweller
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posted September 25, 2010 06:11 AM |
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Quote: !#UN:T*1/*2/*3/*4;
where:
*1 = number of Town (0 = Castle, 1 = Rampart etc)
*2 = number of slot (o = level 1, 1 = level 2 etc)
*3 = upgrade - non upgrade (o = non upgrade, 1= upgraded)
*4 = Creature number (0 to 195)
For example:
!#UN:T1/0/1/119; [Sprites]
Gives Sprites (119) to upgraded building (1) to first level slot (0) to Rampart town (1).
Thanks for the answer. But that's the code I got from the script changing the creatures. Anyway, I would like to do it for one specific town, not for all towns of one alignment. I guess it is impossible because I can't get anywhere a script that do that kind of thing.
Thanks again, you're so quick for answering!
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted September 25, 2010 08:49 AM |
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Quote: But to add defs for the creatures 183 - 191 should be easier because all that work is already done.
No. Any commander uses two monster ID's: first for commander of left hero, second - for defender.
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Hero_Of_Light
Responsible
Supreme Hero
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posted September 25, 2010 10:18 AM |
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Oh, I see. Tough luck then.
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koszau
Tavern Dweller
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posted September 25, 2010 01:01 PM |
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I have a question.
Is it possible to change a chance to suck blood of the Blood Dragon from 40 to for eg. 50%?
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted September 25, 2010 08:18 PM |
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Quote: I have a question.
Is it possible to change a chance to suck blood of the Blood Dragon from 40 to for eg. 50%?
!?PI;
!!UN:V?y1/?y2;
!!UN&y1=358:C7679750/1/50;
!!UN&y1=359:C7695726/1/50;
!?GM0;
!!UN:V?y1/?y2;
!!UN&y1=358:C7679750/1/50;
!!UN&y1=359:C7695726/1/50;
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koszau
Tavern Dweller
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posted September 26, 2010 12:00 AM |
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cadb8
Tavern Dweller
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posted October 01, 2010 11:07 PM |
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TROJAN HORSE DROPPER AGENT
homm3complete/DEFka1.0.rar
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 01, 2010 11:38 PM |
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You are running AVG? It is a false positive, there are no infected tools uploaded in this forum.
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Era II mods and utilities
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MrBravo
Tavern Dweller
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posted October 05, 2010 11:14 PM |
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hey,im new to this community.let me start by saing that i know nothnig a bout scripting and i am not a programmer.i have allways been looking for a simple editor for h3,so i have download this tool, my q is what to do whit the erm file that i create?-(*.ERM),and how to make it work?
is there a simple tutorial for the program?
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Hero_Of_Light
Responsible
Supreme Hero
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posted October 10, 2010 10:59 AM |
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I have a question about the Catapult.
Is it possible to change it for only one alignment (Castle)?
What I want is for Castle to have Trebuchet while all other heroes have catapults. Is it possible? I know that Catapult is a creature. So if there is a way to change that creature for all Castle heroes, that might work... But I don't see how. If someone knows anything about it please respond.
Mr Bravo
I don't know If there is actually a complete thread on ERM in this forum. Try this:
Introduction to modding
But there is also one on Celestial Havens HERE
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 10, 2010 06:00 PM |
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The catapult is stored in one def only. Changing it will change for all factions, it is similar to any def changes.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted October 10, 2010 06:56 PM |
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I know that. What I meant was to have an ERM command go through every Castle hero at the start of each siege and changing the Catapult (creature no 145) with another creature (to which I will give the catapult and cannot move monster flags). Do you think something like that might work? Because it would be cool to make the Humans only have Trebuchet while all the other factions have just Catapults...
By the way, I wanted to use YOUR trebuchet from Praetorian Creature thread but when I replaced the original catapult, when it fired, the animation was broken. I think its too tall for catapult. Can you reduce the size maybe?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 10, 2010 07:01 PM |
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There are possibilities doing that with UN:C but I don't know the values, ask Feanor.
Jim Vogan used it to change the tiles def with a custom one then reset:
!!UN:C6821458/1/106; change CRADVNTR.DEF to CRADVNJV.DEF
!!UN:C6821459/1/118;
For a catapult maybe different values must be used, I have no idea.
What is with trebuchet broken animation? It fires or not?
If one wants a trebuchet I can find a much better one around, I think.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted October 10, 2010 07:08 PM |
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I'll look into it.
It would help If you knew the command to change any creature at the start of a siege with another... For instance to have the Marksmen changed to Sharpshooters at the start of the battle and then changed back to marksmen when the battle was over...
Because If I knew that I would try to make it happen with the catapult too and see If I can make it work...
Anyway, the trebuchet fires, but the animation is broken when the boulder leaves the main part. It may be due to the fact that the animation has too many pictures, or that it is too tall. I don't know which.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 10, 2010 07:33 PM |
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!?BA0;
!!BA:H0/?y-99;
!!HEy-99:C1/3/137/d;
Change all marksman into sharpshooters for attacking hero.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted October 10, 2010 09:53 PM |
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It works for regular creatures but it doesn't work on war machines... They remain the same. More's the pity...
I had another idea: By replacing the Necromancer's Catapult with the Dracolich creature, every time it attacked it would also cast death cloud... But I guess the only thing you can do with the war machines is change their defs and stats...
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted October 10, 2010 09:57 PM |
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There was a script that did something similar with Magogs and Catapult, but it was buggy.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 10, 2010 10:54 PM |
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!?FU6000;
!!VRx3&x1=1/x2<2:S16;
!!VRx3&x1=1/x2>197:S16;
!!FU|x2<2/x2>197:E;
!!VRx2:+7961526;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
!#MA:X145/?i;
!#VRi:|4;
!#MA:X145/i;
!#MA:N145/16;
!#FU6000:P0/145/6;
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Era II mods and utilities
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