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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 ... 157 158 159 160 161 ... 200 250 300 350 400 407 · «PREV / NEXT»
Bersy
Bersy


Honorable
Supreme Hero
posted August 17, 2012 02:24 PM

http://wikisend.com/download/315342/No%20Wait.exe

The mod contains two approaches. The first is ERM script based on changing game difficulty level for AI trying to wait. The drawback is that new action can be (perhaps) escape. The second solution turns off wait decisions in code. This leads to defense action if the destination for move is not reachable. Mostly ok.

If Kegolo uses binary patch variant, only this code should be preserved in script then:

!?CM4;
!!CM:I=2009;
!!if&1:;
 !!CM:R0;
 !!BG:A3;
!!en:;

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 17, 2012 03:39 PM
Edited by kegolo at 15:46, 17 Aug 2012.

Cool thanks I will try it later.

And Salamandre I realize making complete H2 is pointless. At first I was just trying to code all the differences away, but now it's kind of fun to see if I can recreate most of H2 with ERM, even if it is an option most people will not turn on.

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JimV
JimV


Responsible
Supreme Hero
posted August 17, 2012 04:11 PM

Quote:
... AI ...does not use wait at 60% ...


Just an unimportant note in case anyone who reads this is confused by the misunderstanding: what I think is that the AI does not use Wait at 100% = "normal" = difficulty-level of 1 (0 is the lowest level).  When starting a test map to test a script I often don't bother to change the default difficulty level, which is 100%.  At that level I have yet to see the AI use Wait.

In other words:

Level-Value  Description
    0       Pawn icon, "Easy", "computer plays poorly",scored at 80%

    1       Knight icon, "Normal", "plays reasonably well", 100%

    2       Rook, "Hard", "plays to the best of its ability", 130%

    3       Queen, "Expert",----"-------, 160%

    4       King, "Impossible",----"----, 200%

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 17, 2012 09:46 PM

Slightly wrong thread... but if I want to make those fancy installer exe files instead of telling people to copy the folder into their mods folder, how do I make it? Little tut plz

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JimV
JimV


Responsible
Supreme Hero
posted August 17, 2012 10:55 PM

If you're talking about an Era mod, probably the Era thread would be a good place to ask, since others who might want to know would look there.  In the words of Bersy (to save him the trouble):

"The only way to really install mod (to give it top-most order or priority) is to execute installmod.exe "modname". Thus all mods I make are self-extracting rar archives (using winrar) with setting: run after unpacking: Tools\installmod.exe "modname".

WoG
Yona
...
NewMod

not:

WoG
NewMod
Yona
or anything like that."

For more information, consult your WinRar manual.

My short-hand method:  open one of Bersy's packages with WinRar and edit it.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted August 17, 2012 11:56 PM

I want to change the starting creatures of a certain hero (134) on a certain map. The hero (a Planeswalker) will already be placed in the map so he will already have Pixies and Air Elementals (and possibly Water Elementals). So I want his starting troops to be:

3-4 Lava Sharpshooters and Arctic Sharpshooters (170-171)

How can I add this on the specific hero and map only? I know that the additional script is added as a day one message on the map. But it doesn't seem to work.
____________
Not idly do the leaves of Lorien fall.

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Bersy
Bersy


Honorable
Supreme Hero
posted August 18, 2012 12:04 AM

Kegolo, run http://wikisend.com/download/352842/Register%20Mods%20Profile.reg
This will add MOD profile to WinRar profiles. Create some folder like Install with the following structure:

Install\Mods\YourMod
Right click on "Mods" => Add to archive => Select profile => MOD, change name of exe, go to SFX settings and change run command from 'Tools\installmod.exe "MODNAME"' to 'Tools\installmod.exe "YourMod"'. That's all.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 18, 2012 12:06 AM

Wouldn't it just be

!!HE134:C0/0/170/3 C0/1/171/3 C0/2/-1/-1;

That would give 3 of each to the first and second slot, and get rid of any water elementals. Easy to change to a random 3-4. Does this not work? Maybe the script conflicts with a wog option something like "re-balanced starting armies" I forget the exact name

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted August 18, 2012 12:16 AM

This command would work If the hero was recruited by a tavern. It doesn't work when he is placed on the map to begin with (I know, I tested this).
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 18, 2012 01:35 AM

Editor?
____________
Era II mods and utilities

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted August 18, 2012 01:59 AM

No, I can't through map editor because the hero will be a crossover hero from a previous scenario and you can't edit their starting troops.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 18, 2012 02:08 AM

I don't see why Kegolo's script not working for you, it is correct.
____________
Era II mods and utilities

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 18, 2012 02:17 AM
Edited by kegolo at 02:20, 18 Aug 2012.

I'm with Salamandre. HE:C0 is exactly for heroes already on the map. HE:H is for newly hired heroes...Maybe try with CM5 trigger instead of in post instructions or day 1 if what you said is right and the troops cannot be changed at the start due to it being a crossover hero. But you can ALWAYS use C0 to add/swap troops, so it will work in CM5 I'm sure.

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ChelseaPerfect
ChelseaPerfect


Hired Hero
posted August 18, 2012 06:46 AM

Help me

Please help me add a map to maps4heroes

When I send to the host, I get this error:

[URL=http://up.meotom.net][/URL]

Please tell me what this is in error.
How do I fix?

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Slayer
Slayer


Adventuring Hero
posted August 18, 2012 09:51 AM

I don't know much about scripting but for the problem you have hero of light, you could just a an event that gives the hero the units.
 
(Like a Garden of Revelation a few steps above the hero, infront of it event giving units.)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 18, 2012 10:28 AM

I just tested and it must be placed in time trigger, instructions will not work in campaign type:

!#TM99:S1/1/1/1; day 1, red player
!?TM99;
!!HE134:C0/0/170/3 C0/1/171/3 C0/2/-1/-1;
!!UN:R1;
____________
Era II mods and utilities

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted August 18, 2012 02:50 PM
Edited by Hero_Of_Light at 13:13, 23 Aug 2012.

Quote:
I'm with Salamandre. HE:C0 is exactly for heroes already on the map. HE:H is for newly hired heroes...


You were right it works. I misunderstood which command you suggested. I didn't know that C0 would work for a starting hero and H for a tavern hero. It seems to work ok on the campaigns too. Thanks

***EDIT***

By the way (I know this has been asked before but I thought I give it I try to see If there's any news) does anyone know how to make a creature caster? Is it possible in ERA II? Or is it still not doable?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 23, 2012 03:02 PM

It was doable in 3.58 too, JimV has the secret. Try to bribe him.
____________
Era II mods and utilities

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted August 23, 2012 03:23 PM

Nah... If it is a secret I don't wanna hear it. I respect other peoples' privacy
____________
Not idly do the leaves of Lorien fall.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 23, 2012 03:30 PM
Edited by kegolo at 15:32, 23 Aug 2012.

Wait like a creature that can cast spells... isn't that really easy to do? Use !?MM0 and then change cursor to spell thingy when over the right type of unit (friendly or foe).

What would you like? What creature and what spell? I'm feelin ERMy

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