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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 ... 164 165 166 167 168 ... 200 250 300 350 400 407 · «PREV / NEXT»
ShoothersInc
ShoothersInc

Tavern Dweller
posted October 06, 2012 09:14 AM

Hy, I don't even know if this is a bug, a length limitation or some kind of intended equalizer but this happens all the time when manage to get Vidomina or Isra and the Cloack of the Undead King. So imagine I have something like 200.000 units and I get into the duel mode on an Adventure Cave. Came out with several times the number of liches, but now they have negative exp. Other problem thant it think as the same origin is about manipulating really large amounts of creatures. Imagine I have Isra with 250.000 skeletons,on the 7th day of the week put the diplomats ring and the surcoat of counter poise and spare the ring. First thing next day should be manipulate the new 1.000.000 skeletons, give them a propuse. But if you try to move these kind of numbers from hero to hero, hero to town or sometimes even by moving them to another hero's slot they dissapear, negativate - then disapear, get to the others hero slot with extremely reduced numbers and so on.

If this can't be done because the size of variables the variables doesn't allow it, I know one trick to surround it. You must have 14 slots (2 heros, hero/town), maybe I'm crazy but I think it works better with an hero. Even on the 7th day allready divided the skeletons for several slots of the hero carring the ring. (I've allready multiplayed more than 400.000 by 4, in several slots, got more them 5 million units, more then a milliom and a half for slot and the ring works properly with unbeliavable numbers. Manipulating these numbers is a problem. So, first you divide the first slot in two, let something above 20.000 in the free slot. Then you pass this to the other hero. I'm sure you can go to nearly 32000 with level 1 creatures, but this numbers decrease drastically by level, so, next week when you upgrade the five millions Death Knights you will to be even more carefull. I sometimes make a light meal of one or two millions so I can manipulate the rest easly (again call me crazy but I fell that a major hero can handle this numbers better.) So after you pass this first numbers you can increase them a lot but be carefull, when you release the button this souldn't happen > 0 in first hero slot more them 32 000 on the other hero slot. Divide, add, divide but when release the button , no more then 32 000. You can have much more then 32 000 in a slot, what you can't do is to close the brakets with more then 32 000 in one of the focused slots and 0 (that closes the braket) on the other. Trash some azure dragons if you have to, but don't close those brackets with hundreds of thoushands in one hand and nothing on the other. Please, gave me some feedback on this, my first language isn't english and sometimes I not sure if I make my self clear. Again excuse the spelling.

P.S.
Necromancer, never think an Azure Dragons worths more them 1000 skeletons. That thing is alive. One day you will manage to trade those skeletons by Death Knights and maybe then you have Lord Haart or the beautifull Tamika.
Have you ever saw four regiments of 10.000 Floating, Whrilwindy, Furious and Fast Death Knights, second 50.000 Closed Combat Skilled, Furious, etc... Power Liches and 30.000 Well-Stoked Liches, with 4 or five Dracoliches (just for speed), came to your door?
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ShoothersInc
ShoothersInc

Tavern Dweller
posted October 06, 2012 10:03 AM

Town Portal at 20

I'd read that some mods are putting the Town Portal spell automatically on the hero's spell book when he achives level 20, like in H5. Sorry, I can't agree with this and believe me, I love Town Portal. The problem is, it is not really the same spell. With H4 e H5 it gaves you a good defending spell. In Heroes 3 it can give you the most powerfull attacking spell, completly overpowering logistic's heroes. With Earth Magic you can travel to your Capital in the first day of the week, buy the dozens of Arcangels you have been increasing growth for months, visit the stables, teleports, allmost without movement penalty, to the city closer to your enemys main town and have is head in less then a week. This happens, I love when it happens, but musn't happen all times. Another way of looking at the problem is to give also Advanced Earth Magic to all 20 heroes who still doesn't have it, so now every level 20 hero can do the same. Can also ressurect effectevly, wich is a major advantage... It is a tremendous reward to first one to get an hero to level 20 but maybe fair enough. Don't feel I should have a word on that one, never played against human players or intend to, and that one is really for tournament champions to think of. To see Crag Hack achive level 20 > recive Advanced Earth Magic (doesn't have any), travel to a distant town to learn Ressurection, travel to two Strongholds to collect troops, visit something to double spell points and stables and then teleports to his city most close to your doors, all this in one turn seem's fair? If you finished reading this, thank you for your patience...
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master_learn
master_learn


Legendary Hero
walking to the library
posted October 06, 2012 10:53 AM

The managing of big armies using slots is more kind of Library of enlightment material and Town portal to level 15 or 20 is related to Era II mods thread.
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 06, 2012 04:29 PM

@Salamandre

I was testing the new campaign of my mod and I realized that the Azure/Faerie Growth reduction doesn't work. It works OK on single player maps but it doesn't work on the campaigns. Do you have any thoughts as to why it doesn't work on a campaign map?

Here is the link to the campaign and the save game on day 7.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 06, 2012 04:45 PM
Edited by Salamandre at 16:46, 06 Oct 2012.

I think is same problem as custom portrait you mentioned. My guess is that campaign does not read instructions, but never tested. Try to add checks in growth script (IF:M^Test^;) and see if they display. If not, check if timer is active and so on until you find the problem.
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Era II mods and utilities

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 06, 2012 06:34 PM

I found problems with the growth of creatures in other campaigns as well. In this game that I send you, If you build the Azure Dragons' building in two towns then the reduction works. It's no big deal if it is just in the campaigns. But I wonder why it happens.

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JimV
JimV


Responsible
Supreme Hero
posted October 06, 2012 06:39 PM

@ShoothersInc, the problems with negative experience and moving troops of size greater than 32,687 are discussed in "The Dragon Slaughter" thread and have been fixed by custom scripts in the TDS map, along with some similar "bugs".  The general explanation for these occurances is that the Heroes III program is now being used at numbers (numbers of creatures, experience numbers, Hero level numbers, etc.) which it was not designed or tested for.  The maps included in the original CD's might involve armies of 50 Titans and Heroes of level 30.  Now it is thought necessary to have troops of hundreds of thousands of creatures (making damage spells useless, unless they too are escalated) and Heroes of level 100.  Everything that is designed has design limits.  When they are exceeded, bad things can happen.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 06, 2012 07:01 PM
Edited by Salamandre at 19:30, 06 Oct 2012.

@HoL, if you wonder why it happens, try to find out, is not hard

As I said, add test messages in the growth script, if they don't work, means timer doesn't. Then you need to set timer in !?PI or in some early visited location.

Quote:
The maps included in the original CD's might involve armies of 50 Titans and Heroes of level 30.


It could be a logical explanation for some mod made by amateurs. If they really wanted that design, they would add a warning or prohibit storing huge numbers, as they do with editor. I more believe they just botched a huge part of heroes leveling and creatures numbers.
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Era II mods and utilities

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JimV
JimV


Responsible
Supreme Hero
posted October 06, 2012 11:18 PM

Botched is a harsh word, when none of the maps on the original CD's have such problems, and only those by some (not most, in my experience) amateur map-makers do.  I prefer to think the original programmers met the design specifications and made reasonable allowances for going beyond them.  To me, a battle with 10,000 Titans vs. 10,000 Dragons (well beyond anything on the original CD's) is much the same as one with 100,000 of each.  Someone can always find a way to use technology in ways that were not intended, whether the technology is computers or automobiles.

The WoG programmers were a bit less professional, and opened up new ways to exceed the program capacities, but on the other hand they were not paid for their work, so I don't think harshly of them either.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 07, 2012 01:58 AM

There is nothing wrong with having millions creature if the progression is realistic ie TDS: you start with none and after thousand hard battles you finally gather incredible forces. What I meant by botched was related to the leveling bugs, no matter how you plan a game, you don't code it to go from 74 to 88, then to 108 and then to 6000. For me this is botched, while I agree on your remarks about CD maps.
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Era II mods and utilities

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EMPShockwave
EMPShockwave


Hired Hero
posted October 07, 2012 03:14 PM

I build a folder name TSW, which contains \Maps\TSW.h3m , \Data\s\TSW.erm ,and I place them under MODs folder and enable this MOD using MODs Manager. While I can see the map in maps list, the erm doesn't work unless I wogify it. Then what step I've missed? I see other MODs can automatically load scripts in that folder.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 07, 2012 03:28 PM

This is normal, map will read tsw.erm only if wogified and "load these scripts.txt" present in data/s.
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Era II mods and utilities

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EMPShockwave
EMPShockwave


Hired Hero
posted October 07, 2012 03:50 PM

Is there any tutorial about apply new object in a MOD? I can make def but don't know how to make them work.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 07, 2012 03:59 PM

Create tsw.pac with MM archive. Add your objects defs inside. Create Objects folder and add tsw.txt to it. tsw.txt must contain data of the new added objects. Done.

Just take a look at other mods structure and all will be clear to you.
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Era II mods and utilities

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EMPShockwave
EMPShockwave


Hired Hero
posted October 08, 2012 05:34 PM
Edited by EMPShockwave at 18:04, 08 Oct 2012.

How to change image of all objects of the same type without edit them one by one? And how to change those placed by ERM?

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JimV
JimV


Responsible
Supreme Hero
posted October 08, 2012 07:02 PM

Read the topic "Introduction to Modding and Scripting" (under "Wake of Gods Forum Links"), then if that doesn't answer your questions, ask them on that thread.  This thread is for specific ERM issues, not general background.  At least, people with the patience to answer basic questions over and over are more apt to be found on that other thread.  Also, if that thread is not basic or general enough, it should be improved by answering unanswered questions there, since that is its purpose.

My basic, general advice here is:  read ERM Help.  It contains turorials, examples, tables of look-up data, and descriptions of all ERM commands.  It was written by the experts (the WoG Team).  It is a HTML document so it links and cross-references from one topic to another, making it easy to find the data needed for a command.  It can be searched with Ctrl-F.  It is how I learned about 90% of what I know about ERM (the rest was practice and reading others' scripts - 0% was by asking basic questions on this or any other forum - which I would have done if the information did not already exist to be read).  I do not think it is possible to write ERM scripts successfully without reading ERM Help - so one might as well do that first, and then ask questions.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 08, 2012 07:31 PM
Edited by Salamandre at 19:33, 08 Oct 2012.

Introduction to modding was un-stickied because it has outdated information. But as there is no better replacement, maybe it should come back? Still you can learn how to make a def, how to extract etc.

For replacing objects via erm, read UN:I receiver. Not all types of WoG objects are handled, up to you to find one which works. If map is custom, then you have 100% chances of success, combining with object editor changes.
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Era II mods and utilities

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 14, 2012 01:23 AM
Edited by Salamandre at 01:30, 14 Oct 2012.

I have a small problem with a script. It gives to AI a free town every week (if certain conditions are ok) and it will match his starting town.
Script works ok, but late game, when there are only 1-2 neutral towns left, the conditions are filled (y2=0) but nothing happens. When I reload autosave, it works always (usually y2 value will be same). Is anything there who could lead to ignore the part after S0 Rx2 but work if reload?!

The bad part is that I cannot track where it stops, as at every reload, it works...

;x1= current player
;x2= number of AI on map
!!UN:U98/-1/-1/1;  #1
!!CA1:O?y1; y1 - Owner   #2
!!if&y1=-1:; continue only if neutral town   #3
 !!VRx2:-1; x2 is number of AI players minus one    #4
 !!VRy2:S0 Rx2; Generates random value 0..Num AI players - 1  #5
 !!OW:Nx1/0/?y10; get first AI town number  #6
   !!if&y10>-1:; if AI has at least one town  #7
     !!CA0/y10:T?y11; get type  #8
     !!CA1&y2=0:Ox1 Ty11 I0; give town, change type and accord map display  #9
[...]


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Era II mods and utilities

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JimV
JimV


Responsible
Supreme Hero
posted October 14, 2012 06:24 PM

Guesses:

As Bersy and I have noted before, v1 is dangerous to depend on remaining constant over the course of several instructions, so I would have used v2/v3/v4 instead of v1/v2/v3 for town coordinates.

As I have mentioned before, the last town number on a map is sometimes not found by the UN:U command.

To test these hypotheses, I would add some debugging code, probably saving the town coordinates immediately after they are set (e.g., VRv101:Cv1/v2/v3), and double-checking that there is a town at v1/v2/v4 (OBv1/v2/v3&y2=0:T?v104 U?v105) and displaying values (v1-v3, v101-v105, town-ownership, etc.) when things don't seem to be working as they should.

Also, the last double-check data could be displayed with EVME.  The main thing is to keep trying to get more information until the problem is better defined.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 15, 2012 12:18 AM
Edited by Salamandre at 00:23, 15 Oct 2012.

I stored v1-v3 in v300+, it is possible that my exit loop was bad placed, I lost perspective with all ifs. Right now works ok, but I am only middle game. Thanks.

!?FU15006;
;x1= current player
;x2= number of AI on map
!!UN:U98/-1/-1/1;  #0
!!CA1:O?y1; y1 - Owner   #1
!!VRv300:Cv1/v2/v3; #2 [store in v300-v302 for message display/castle location]
!!if&y1=-1:; continue only if neutral town   #3
 !!VRx2:-1; x2 is number of AI players minus one    #4
 !!VRy2:S0 Rx2; Generates random value 0..Num AI players - 1  #5
 !!IF:M^%Y2^; [test]  #6
 !!OW:Nx1/0/?y10; get first AI town number  #7
!!if&y10>-1/y2=0:; if AI has at least one town  #8
  !!CA0/y10:T?y11; get type  #9
  !!CA300:Ox1 Ty11 I0; change type and accord map display  #10
  !!CA300:O?y3;
  !!SN&y3<>x1:G10; redo from #10 if town still no owner (bug fix)
  !!VRz1&x1=0:S^Red^;
  !!VRz1&x1=1:S^Blue^;
  !!VRz1&x1=2:S^Tan^;
  !!VRz1&x1=3:S^Green^;
  !!VRz1&x1=4:S^Orange^;
  !!VRz1&x1=5:S^Purple^;
  !!VRz1&x1=6:S^Teal^;
  !!VRz1&x1=7:S^Pink^;
  !!DO15007/0/7/1&y2=0:Px1; prepare message display
!!en:;
!!VRx16:S99; process only first neutral town found  (this one was placed in previous if/en, it ran the function several times, maybe here the problem, now added also y2=0 check in !!if&y10>-1/y2=0)
!!en:;
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Era II mods and utilities

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