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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 ... 176 177 178 179 180 ... 200 250 300 350 400 407 · «PREV / NEXT»
Siegfried
Siegfried


Famous Hero
posted January 01, 2013 03:51 PM

Thank you very much, and the same to you.

Ideas i have enough many more than i could implement until end of 2013. But o.k., one step after the other.
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djkiwi
djkiwi


Hired Hero
posted January 01, 2013 06:56 PM
Edited by djkiwi at 01:10, 02 Jan 2013.

Quote:
Thank you very much, and the same to you.

Ideas i have enough many more than i could implement until end of 2013. But o.k., one step after the other.

yes same here,
Quote:

Structures usable by 3 heroes at a time
Difference in lvl will slow it down, the higher the lvl, the faster the statgain
upto some level so not more than ?? of any Primary or higher than lvl ?? or else only 1 point a day
School of Strategy (bonus attack)
Offense, Tactics, Warwafre, Scouting
School of Martial Arts (bonus defence)
Armorer, Leadership, Resistance, Diplomacy
School of Witchcraft (bonus spell power)
Mysicism, Sorcery, Luck
School of Philosophy (bonus knowledge)
Wisdom, Scholar, Intelligence, Eagle Eye

Atheneum
#days -> movement points -> primary attributes

Monster Training Grounds
Train your monster for 7 days to gain XP and possibly get a new ability

The CIA
Send assassins after your worst enemies

The Random Building
Random SVB every week

Commander Single Visit Bonusses
3 bonusses, choose hp-def/atk-dmg/spd-mgp

Estates interest bonus every day

spells: (water)
Monolith spawn
upgrade/downgrade/change stack
Water Shift (and earth shift)
Haste Castable on land?
Slow Castable on adventure map foe.

Extra Hero Specialties
+1 building a day
all spells, secondaries, primaries, monsters,
resources, mine upgrading
artifact bonus specialty
neutrals specialty

Secondary skills and hero specialty menu's on game start or even a question list that results in those



happy new year everyone!

EDIT:
I think i found a bug in ERA? the blacksmith dll patch doesnt seem to be working for me..
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Siegfried
Siegfried


Famous Hero
posted January 02, 2013 01:30 PM

Some interesting ideas. Others i do not understand. Let's see.

Structures usable by 3 heroes at a time
What do you mean? What structures? Keep in mind that most structures have a single "entry" field.

School of Strategy (bonus attack)
I've done something similar. But not as a visitable object, but as a result of a secondary skill combination: Leadership, Tactics plus Offense or Armorer or Archery. Offense gives attack bonus for attacker and living melee troops only. Archery gives attack bonus to living shooter troops and attacker only. Armorer gives DF bonus for defender only and his living troops. Bonus value depends on movement points. For attacker: The more moved, the better. For defender: The less moved the better. But it might be an interesting idea to expand the "school of war" to offer these skills. All?

Offense, Tactics, Warwafre, Scouting
?

School of Martial Arts (bonus defence)
See above

Armorer, Leadership, Resistance, Diplomacy
?

School of Witchcraft (bonus spell power)
? There are already 2 power boosters.

Mysicism, Sorcery, Luck
?
I've currently scripted a nice feature around one of the magic schools, hero alignment and Mysthicism. A hero with matching magic school skill and Mysthicism generates a special terrain patch after battle, if won.

School of Philosophy (bonus knowledge)
? There are already 2 knowledge boosters.

Wisdom, Scholar, Intelligence, Eagle Eye
?

Atheneum
#days -> movement points -> primary attributes
?

Monster Training Grounds
Train your monster for 7 days to gain XP and possibly get a new ability
There is something similar existing in standard scripts, school of war.

Estates interest bonus every day
I've already done this. Depending on skill level, speialty, artifacts and number of towns you own.

More later.

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djkiwi
djkiwi


Hired Hero
posted January 02, 2013 07:14 PM

Basically 4 buildings, each giving a different primary, Bonus attack depending on Offense, tactics, warfare, scouting, bonus defence depending on armorer leadership resistance and diplomacy, bonus spell power depending on mysticism, luck, sorcery, intelligence and knowledge based on wisdom scholar intelligence and eagle eye..
4 different structures each boosting a different primary in return for leaving 2 or 3 heroes on the same spot for a set amount of time. but this idea isn't very important to me.

Atheneum
#days -> movement points -> primary attributes
Basically the above idea but more like the wizard tower that allows you to trade skills. And here it wouldn't depend on your skills as much but more on the amount of movement points you give up in the amount of days you decided to leave your heroes.

Quote:

Train your monster for 7 days to gain XP and possibly get a new ability
There is something similar existing in standard scripts, school of war.


Yes but thats just paying money to upgrade your monster stack not? Its more an idea like leaving your dog behind at a dog trainer to make him better at something.. like putting your pokemon in the pension
I really like this idea and this will be the building i will be working on first.

The most important to me is to use the IF command to create a big quiz on the start of the game that depending on the answers you give determines 2 or 3 secondary skills you start with and also your specialty.

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gnollking
gnollking


Supreme Hero
posted January 02, 2013 08:32 PM

Quote:
Structures usable by 3 heroes at a time

Now that's quite an interesting idea. I wonder, if you give an adventure map object, for an example, the University, two or more entrances (the yellow squares), could you execute different scripts on the different entrances? I believe you could, since the coordinates of the entrances are obviously different. This could be used quite nicely on the aforementioned University (maybe a different looking def is needed though), by changing the skills available to learn on the different entrances (as in having different teachers or something).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 02, 2013 08:53 PM

Making an objects usable for same purpose by 3 heros simultaneously is a waste of time, all you need is a step back then bring next hero.

Having one object with multiple entrances and for different actions is what I used in a few maps by the past, of course it works better with composite objects patch:


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Siegfried
Siegfried


Famous Hero
posted January 02, 2013 09:40 PM

Very interesting idea. How do you do that? I mean, different functions on same object?

There is at least one standard object that can be used by 2 heroes simultaneously: The towns. Here my most wanted feature would be: If a town contains 2 heroes (one garrisoned, one visiting), and then clicking on one of them does not bring up the heroes dialogue, but the heroes meeting dialogue. Or an option dialogue to choose which one.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 02, 2013 09:59 PM
Edited by Salamandre at 22:58, 02 Jan 2013.

In fact, composite objects mod goal is to use two or more objects (translation = defs) to create one visually. There is no erm trick, you script each one separately. The majority of regular objects are too small to use two entrances, but you can script it of course, I think OB trigger considers the square used. Then there is the DL trigger to simulate several destinations when visiting a town:

Example

You should try to find a solution and install era, there are many open ways to explore while 3.58 reached its limits.

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Siegfried
Siegfried


Famous Hero
posted January 03, 2013 10:15 AM

I tried now 2 different versions of Era. None worked. The 2.x didn't work at all, the 1.8 crashed on opening the tavern dialogue.

With erm there are still options not explored yet. Although there are some (few) things i would really like. So f.ex. a general Object trigger, regardless of object type. And a trigger which fires whenever a town screen opens.

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JimV
JimV


Responsible
Supreme Hero
posted January 03, 2013 03:50 PM

Quote:
Its more an idea like leaving your dog behind at a dog trainer to make him better at something.


Sounds a bit like the Shining Force Training Center.



Speaking of which, I will bet that if Shining Force (Runefaust Invasion) were released as an Era Mod, some people would appreciate it and get some ideas from it.

Triggering all objects:

!?OB0;
!!FUxxxx:P0;

!?OB1;
!!FUxxxx:P1;

etc.

Trigger when entering a Town:  Towns are objects. See the Objects list.  See the Dragon Peaks mod for an example.

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Siegfried
Siegfried


Famous Hero
posted January 03, 2013 05:09 PM

Quote:


Triggering all objects:

!?OB0;
!!FUxxxx0;

!?OB1;
!!FUxxxx1;

etc.

Trigger when entering a Town:  Towns are objects. See the Objects list.  See the Dragon Peaks mod for an example.


Well, erm docu says: !?OB#; trigger for object #. So !?OB0; is a trigger for object type 0. What i would like is something like !?OB; without any object type, that triggers on visiting any object.

Object trigger with town: No, that is not the same as a trigger which fires each time a town screen opens. It only triggers when a hero visits a town. It does not trigger when i double click on the town or when i double click on the town icon in the town list. And it does not trigger when i click on another towns icon in the town list while already in a town. And it does not trigger if the town screen opens by any keyboard action.

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Siegfried
Siegfried


Famous Hero
posted January 03, 2013 05:12 PM

Quote:
In fact, composite objects mod goal is to use two or more objects (translation = defs) to create one visually. There is no erm trick, you script each one separately. The majority of regular objects are too small to use two entrances, but you can script it of course, I think OB trigger considers the square used. Then there is the DL trigger to simulate several destinations when visiting a town


What about this idea: A new object, invisible, just the yellow entrance square. That might be attached to any location, including another objects space. If this would be possible this would eliminate the need for such object collections

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JimV
JimV


Responsible
Supreme Hero
posted January 03, 2013 05:35 PM

The point of the !?OBn example is that if you write a script which contains all the object numbers (0, 1, ...) you will get a response to all objects.

Yes, there are other ways to enter a Town, and all of them are scripted-for in the Dragon Peaks mod:

1. Hero visits a Town object.
2. Click on a Town icon in the Adventure Map Town List.
3. Click on a Town object on the Adventure Map.
4. Click on a (different) Town icon in the Town Screen Town List.
5. Click on the Town icon in the Kingdom Overview Screen.
6. Type the "T" hotkey in the Adventure Map screen.

Some of these require Era to process in a user-friendly way, although they could probably be at least disabled under WoG 3.58f (e.g., disable clicking the Kingdom Overview button).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 03, 2013 08:40 PM

Quote:
I tried now 2 different versions of Era. None worked.


I know that, I wasn't suggesting playing it on Linux, will definitely not work. There is an user here and in Heroes Round table forum, Great Emerald. He is using Era on Linux, by creating a virtualized XP.

You may want to ask him details.

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Siegfried
Siegfried


Famous Hero
posted January 03, 2013 10:39 PM
Edited by Siegfried at 14:07, 06 Jan 2013.

Well, even a virtualized XP needs an XP license (and CD). I don't have this and i won't buy it. So for now i'll stick to standard WoG. May be some day...

BTW: In the current map update i've included modified versions of zeobjts.txt, zaobjts.txt and zobjcts.txt. I've renumbered the subtypes of the special terrain patches and swapped the subtypes for peasant and halfling dwellings (i think the old subtype numbers where erroneously chosen, so that the peasant dwelling offered halflings, and the halfling dwelling offered peasants). It may be a good idea to update this patch generally. Besides that this patch now offers the option to insert any of the special terrain patches with erm. Any of these patches, not only a single one.

Edit: Again updated. The map now contains some of Fred's new objects.

And a question: It seems that horde growth setting with erm does not work. Here is a code snippet:


!!MA:Rx1/?y4;                  ** y3 = Horde growth
!!IF&1000:M^DEBUG: Horde growth = %Y4^;
!!VRy4&y4>0:+y2;
!!MA&y4>0:Rx1/y4;              ** Add horde growth
!!IF&1000:M^New horde growth = %Y4^;


I tested it with Gryffins. The result, checked with the debug msg, correctly was 3. Then i added something to it and set new horde growth. A check in the town still said: Horde growth = 3. I tested it with a gryffin bastion built before the script triggered, and after. Same result.
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DJKiwi
DJKiwi


Hired Hero
posted January 07, 2013 02:31 AM
Edited by DJKiwi at 05:40, 07 Jan 2013.


never mind i got it
Made a menu that allows you to choose your heroes specialty,
it's very big and probably unnecessary way of coding but i got it to work properly with exception of a couple which somehow after choosing open a function that should already have been ended with FU:E

anyway here's the link
[url=https://dl.dropbox.com/u/88117820/93%20-%20specialties%20menu.erm]Specialties Menu.erm[/url]

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 07, 2013 11:44 PM

I combined the SU Patch with Wog Revised and it's working without any extra bugs usually, however sometimes playing random maps I get this message about wrong position of PO! or something. Here is a saved game and error text, game doesn't crash but these text are annoying when, in some maps, they pop up too often:
bug.rar

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 08, 2013 12:47 AM
Edited by Salamandre at 01:12, 08 Jan 2013.

Is there any exhaustive list about exactly what SU fixed or changed?
PO error means objects subtypes are screwed, it does not crash but is not good at all and will keep pop up because timer loop.

This is how I see the thing: I tested for about 2 months wog revised in order to work with WoG mod and tracked all errors. If Majaczek wants SU in, then he is the one who should test it to maintain compatibility with both revised and WoG (most likely to merge it with revised), until there is no error left. Should not be complicate, but requires testing time, as everything.
____________
Era II mods and utilities

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JimV
JimV


Responsible
Supreme Hero
posted January 08, 2013 03:43 AM

The error occurs in the hideout.erm script.  There is a Smuggler's Hideout object (63/7) in the upper left edge of the map, which has its left edge beyond the edge of the map:



The position returned for this object with UN:U is 0/7/0 (the location of the yellow square).  The script subtracts 1 from x, giving -1/7/0.  The PO:B command objects to this value since it is outside the map.

The saved game could be fixed by deleting this object (which is one of five Smuggler's Hideouts on the map).

Assuming that the object is added to maps by a script, such as script00 in WoG 3.58f or Script 78 in Era 2, a general solution would be to change that script so that it does not add 63/7 objects with their yellow squares at x=0.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 08, 2013 04:14 AM

So will I use !#OB#x/#y/#l:XXXX; in the Wogify script of Smuggler's Hideout mod when I update it?

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