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Nausicaa
Tavern Dweller
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posted January 18, 2013 06:46 AM |
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I heard stories about some ERM tutorials around here. Can't find them (yet) but I'm sure there's a few in here somewhere.
Can anyone link me some tutorials for this?
I'm looking to go all the way with this, so whatever the full-thorough-kind of tutorials that will eventually lead me to be able to edit a 'Mysticism' Specialist to have a 'Peasants get +200 Attack' Specialty, and have Eagle Eye learn 50 spells at the beginning of every week, and have a Spell that Teleports enemy creatures on the battlefield... and things like that. Normal stuff.
I love reading this stuff, looks so pretty and interesting. Much to learn.
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Siegfried
Famous Hero
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posted January 18, 2013 09:46 AM |
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Yea, just normal stuff
Ok, this thread is i think the most important. Else look here
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master_learn
Legendary Hero
walking to the library
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posted January 18, 2013 09:52 AM |
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@Nausicaa,the link of updated Erm Help by Jim Vogan
http://www.box.com/s/nv038pb3shsgnsuuum5a
and by solitaire345
http://www.4shared.com/rar/1VV1FuKZ/Erm_Help_281.html
Other than that the ERM Help document is in the Help folder of Era 2.
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 19, 2013 12:56 AM |
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I am trying to load 42 wog-mithril enhancements as external script but I get constant error:
ERM syntax Error.
File: erm
Line: 5212
Reason:
"VNCopy"-internal error (source=0). Possible reason is wrong macro syntax.
Save all ERM vars to WOGERMLOG.TXT (may take time)?
-----------------------
-----Context-----
P171/?v1;
!#IF&v1=0:V873/0; (Check for replacing)
*** Display Mithril on Rightclick on Kingdom Overview ***
!?CM;
!!UN:P36/?y-1; [Check if Mithril script is enabled: y-1]
The only modification I made to was to enable (as suggested)
!#UN:P36/1; at top of script (without same error, does not matter)
For test, I leave only this script to load, so can't be conflict.
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Era II mods and utilities
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JimV
Responsible
Supreme Hero
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posted January 19, 2013 03:22 AM |
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Edited by JimV at 03:48, 19 Jan 2013.
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I think I have seen this same error when I forget or mistype the semi-colon (;) at the end of a command. This gets ERM very confused and it gives error messages and context which aren't actually relevant, but when I find the location of the missing semi-colon and add it, the error goes way.
Of course, the error can also be produced by loading a script with a macro ($name$) before the script which defines the macro. I think also in that case the "context" is not very useful.
(Checks script.)
I see there is at least one macro used:
!!FU$spell$:P2/2/0/0/1/1/y1; [Spell number in y-99, skip banned spells, exclude spell y1]
I think $spell$ is defined in script00.erm --> 78, so that script must be loaded before the Mithril Enhancements script.
Personally I don't like to use macros, and would be inclined to edit the script to replace $spell$ and any other macros with the actual v-variable as defined in script00/78.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 19, 2013 03:29 AM |
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Thanks, missed the macro. Removed (I don't use shrines upgrade) and now all ok.
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greendrag
Bad-mannered
Adventuring Hero
young dragon,changed
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posted January 19, 2013 10:22 AM |
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Quote: Commander skills can be set and changed via ERM commands (the CO receiver), as described in ERM Help.
See modding threads for how to modify Heroes 3 graphics. I think there are some threads here which present new Commander graphics.
Yes, I'm currently exploring all possibilities so thank you for the answers and thanks to everyone who are sharing all these wonderful mods and tools here!
I have some ideas I'm currently writing down, then I'll proceed to making the models and finally the scripting but I need to have an outline for what I can do and what I can't.
But I never found one thing... is there a possibility that a hero starts with two commanders?
My idea is that a hero would start with two main characters in his stack (the 2 commanders) which he must not lose and as he progresses in the scenario they'll develop in strenght through experience and aquire new skills which means their hit points, attack, defence, etc would increase as well.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted January 19, 2013 02:35 PM |
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Edited by artu at 14:37, 19 Jan 2013.
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I think a commander pack with original, tasteful but H3 style graphics is one of the biggest missing things right now. There was a problem with replacing commander portraits in experience window but I guess that is fixed with the latest .DLL patch. So all that's left is someone to do it. Can any DEF file in wog archive be used for commanders or do they need specially prepared stuff?
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JimV
Responsible
Supreme Hero
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posted January 19, 2013 03:43 PM |
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Quote: Is there a possibility that a hero starts with two commanders?
A) Yes, as discussed in the CO page of ERM Help, Commanders can be used as ordinary creatures, so dozens could be added to each side at the start of a battle with BA:M (or assigned to troop slots as regular troops with HE:C).
B) The extra creatures need not be of the Commander type. See the WoG Henchmen script.
Quote: (off-topic modding question)
To find out the required frames for any type of DEF, open one in H3DefTool and see what frames it has (shooting, flying, etc.). Note also the sound file associated with it, which can also be found in H3DefTool.
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kegolo
Promising
Famous Hero
of infamy
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posted January 19, 2013 05:54 PM |
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Quote: I think a commander pack with original, tasteful but H3 style graphics is one of the biggest missing things right now. There was a problem with replacing commander portraits in experience window but I guess that is fixed with the latest .DLL patch. So all that's left is someone to do it. Can any DEF file in wog archive be used for commanders or do they need specially prepared stuff?
Commanders can gain the ability to shoot and have dragon breadth, so remember to either add frames for that or choose a def that already does.
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Sguazz
Known Hero
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posted January 22, 2013 03:17 PM |
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Hi mate
I want a little script that allow Gelu and Dracon to upgrade the respective creature only after 10th heroes level. So a random map is more balanced at the beginning.
Can you help me?
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JimV
Responsible
Supreme Hero
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posted January 22, 2013 03:43 PM |
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While waiting for mate to reply, can I ask why not just leave Gelu and Dracon disabled (as they are by default in the Map Editor under Tools/Map Specifications/Heroes) so the map will be balanced always?
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted January 22, 2013 04:26 PM |
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Edited by artu at 16:27, 22 Jan 2013.
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Well, maybe he doesn't want them totally out of the game. Besides can we do that with random maps (as he mentions)? You can leave out all special campaign heroes out through wog settings but i don't think you can leave out just the two with map editor.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 22, 2013 04:39 PM |
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Change gelu/dracon specialty to attack/def bonus then reset to original once they achieve 10th level. Anyway, they both are a knockout to the balance.
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JimV
Responsible
Supreme Hero
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posted January 22, 2013 04:51 PM |
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Quote: ... i don't think you can leave out just the two with map editor.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 22, 2013 04:53 PM |
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Artu is right, you can't disable heros for random maps, as you don't have access to editor before map is generated. Only a mod could help.
I recall there is an option to disable campaign heroes in wog options still.
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Era II mods and utilities
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kegolo
Promising
Famous Hero
of infamy
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posted January 22, 2013 04:59 PM |
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Quote: Change gelu/dracon specialty to attack/def bonus then reset to original once they achieve 10th level. Anyway, they both are a knockout to the balance.
Can a hero only have one specialty? I think this will just make them better without removing the ability...could be mistaken.
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JimV
Responsible
Supreme Hero
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posted January 22, 2013 04:59 PM |
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Edited by JimV at 17:01, 22 Jan 2013.
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As I said, it's the default condition. Every random map I have has G/D disabled, along with other specialty Heroes. To get them you would have to create the random map and then edit it in the Map Editor. Maybe there is a way to activate them using RMG.txt, but if so the solution is obvious.
P.S. To answer the second question, a Hero can only have one specialty at a time, but specialties can be changed on the fly via ERM (see Tan's leader, Orrin, in "The Dragon Slaughter".)
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 22, 2013 05:06 PM |
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Quote: Can a hero only have one specialty?
He can have more than one, but not with HE:X. You can script him to upgrade 15 subtypes if you wish, from CM2. Or give 7 resources via time trigger. (Edit: JimV beat me to)
@JimV: you are right, by default they are disabled (I totally forgot about, never played with them). I think he wants them in so he checks option but then he wants the bonus delayed.
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Era II mods and utilities
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted January 22, 2013 05:32 PM |
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Quote: As I said, it's the default condition. Every random map I have has G/D disabled, along with other specialty Heroes.
Yes, I know but since he asks what he asks and specifically mentions random maps it is safe to assume he uses the Wog option that enables special heroes. We have the era plug-in that lets you start with them too. That's why I also specifically mentioned random maps, no need to link editor screenshot, I may not be a walking Heroes 3 encyclopedia like you but I know that much
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