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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 ... 183 184 185 186 187 ... 200 250 300 350 400 407 · «PREV / NEXT»
artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 29, 2013 08:47 PM

I think I'll stick to my method of zNumbering specialties. I care if it displays right in kingdom overview and hero meeting screen. I edited whole un32 defs for that. I like mods that are not botchy about the interface and keep a polished, classy feeling. That's why stuff like Gnolls Marauders or New Rampart Town mod's heroes not displaying right in hero meeting screen irritates me.

The way I see it, if the numbers don't overlap with basic stuff like Wog Revised, Resolve Battle or small stuff like Smuggler's Hideout, Snow Castle etc etc, it's okay and that's easy to achieve with Total Commander. You don't (and can't) use hero modifying big mods all together at once anyway.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 29, 2013 08:53 PM
Edited by Salamandre at 20:55, 29 Jan 2013.

Yes, it depends on the amount of changes: if you change specialty for a few heros, use global z vars, if you change all specialties for a custom mod which does something else as well or needs regular wogification, then you will run out of z vars for sure and will need to stick to local z vars for many tasks.

In general, using only local v/z vars ensure your mod being compatible with anything.
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Era II mods and utilities

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JimV
JimV


Responsible
Supreme Hero
posted January 29, 2013 09:32 PM

Quick test (not enough data to be conclusive, but ...) - with Expert Leadership and the Pendant of Courage and no creature penalties (+6 total), I set out to fight some Pikemen for 100 turns, and got these morale bursts:

1 in 7 turns = 14.3%
2/8 = 25%
3/18 = 16.7%
4/39 = 10.3%
5/44 = 11.4%
6/47 = 12.8%
7/56 = 12.5%
8/62 = 12.9%
9/99 = 9.1% (went a long time without a morale burst)
10/100 = 10% (then got two in a row)
I finished the battle at 11/107 = 10.3%

That is consistent with random variation around 12.5%. In another long battle I might get 15%. In a short battle the variation would be greater. But there is seldom absolute proof in science, just the accumulation of evidence. I might look further, but for now the 12.5% maximum (probability) seems reasonable.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 29, 2013 09:36 PM

I guess setting Leadership skill as hero specialty is totally useless then.

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Bersy
Bersy


Honorable
Supreme Hero
posted January 29, 2013 09:52 PM

Nope. You can manually set morale for a creature in BG1 or FU77007 (afair).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 29, 2013 10:14 PM

Yes, without erm backing is useless. Only with erm you can change the percentage and extend the existing limit.
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JimV
JimV


Responsible
Supreme Hero
posted January 29, 2013 10:20 PM
Edited by JimV at 22:23, 29 Jan 2013.

In some specialties, such as Offense and Defense, the numerical value that is ordinarily used for the skill is increased based on the Hero's level. If there is a hard-coded Leadership Specialty (H3Manual.pdf does not show one) it could work that way (adding to the 4.2%, 8.3% and 12.5% values) - but I don't think there is one (hard-coded). Of course, one could be made via ERM or a plugin.

By the way, I forgot to mention that I had one stack of Sylvan Centaurs in my test (which have Mirth). I didn't keep track, but I don't recall them getting more morale bursts than the other stacks.

P.S. Didn't see Salamandre's previous post before posting this. That happens to me a lot (slow thinker), and is probably confusing for readers.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 29, 2013 10:35 PM

Quote:
In some specialties, such as Offense and Defense, the numerical value that is ordinarily used for the skill is increased based on the Hero's level. If there is a hard-coded Leadership Specialty (H3Manual.pdf does not show one) it could work that way (adding to the 4.2%, 8.3% and 12.5% values) - but I don't think there is one (hard-coded). Of course, one could be made via ERM or a plugin.

By the way, I forgot to mention that I had one stack of Sylvan Centaurs in my test (which have Mirth). I didn't keep track, but I don't recall them getting more morale bursts than the other stacks.

P.S. Didn't see Salamandre's previous post before posting this. That happens to me a lot (slow thinker), and is probably confusing for readers.


well, skills like luck, diplomacy, leadership, learning automatically gain a 5 % bonus per hero level if you select them with HE:X. but if all morale bonus on battlefield is maxed out as 12.5% chance as you tested the 5% bonus becomes meaningless quite fast.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 29, 2013 10:41 PM

What JimV, me and Bersy tried to say is that there is a way to bypass that cap, giving the stack morale flag after running the dice, if the hero has leadership specialty.
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 29, 2013 10:47 PM

Quote:
What JimV, me and Bersy tried to say is that there is a way to bypass that cap, giving the stack morale flag after running the dice, if the hero has leadership specialty.


i got that part, i was answering to the "no hard coded leadership skill" part.

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JimV
JimV


Responsible
Supreme Hero
posted January 29, 2013 11:22 PM

Quote:
I was answering the "no hard coded leadership skill" part.


Which said that a hard-coded Leadership Specialty could have applied the bonus to the probability values, if 3DO had wanted a Leadership Specialty, which they didn't.

For example: a Leadership Specialty could have been defined as a 2% per level increase in the probability of getting a morale burst in battle, so with +3 or higher morale, a level 50 Hero with that Leadership Specialty would have 12.5%*(1+50*.02) = 25% chance per turn. That's how I would have done it. (I think 5% is too much, now that level 100 Heroes are not unusual.)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 29, 2013 11:29 PM
Edited by Salamandre at 23:32, 29 Jan 2013.

And the probable +6 from artefacts or creatures. Such hero would become a monster, the best from all.
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JimV
JimV


Responsible
Supreme Hero
posted January 30, 2013 12:39 AM

More data (the last I plan to post on this subject): I added the three miscellaneous artifacts to give Christian +9 morale bonuses. My next 311 turns had 34 morale bursts (16.7%). However, the next 102 turns had only six morale bursts. So there is a lot of variance, but overall (including the previous 107 turns with +6 morale), I got 51 morale bursts in 413 trials = 12.3%.

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Friend_of_WOG
Friend_of_WOG

Tavern Dweller
posted January 30, 2013 12:55 PM

Just replaced necromancy from starting skills...
Game is much better now.

...There should be option in WOG to ban necromancy and diblomancy. They just give you 20k skeltons or allow most richest player to win.

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Siegfried
Siegfried


Famous Hero
posted January 30, 2013 12:55 PM

It would indeed be nice to add some level dependency to some skills.

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JimV
JimV


Responsible
Supreme Hero
posted January 30, 2013 02:44 PM

The Map Editor will allow you to ban Necromancy (Tools/Map Specifications/Secondary Skills). I know some people don't like to edit Random Maps before playing them, but many improvements can be made. I can think of several ways to deal with the possible advantage of seeing the map in the Map Editor.

A) Open the Map Editor and zoom out the view until details are hard to see. Then generate a random map (probably in Heroes 3, if so save it immediately without playing, then restart it after edits), load it in the Map Editor, and quickly make the Specifications change(s). This would depend on some honor among multi-players, but you are an honorable lot.

B) Allow the editor person to examine the map while making changes, in exchange for some negotiated compensation, such as an additional starting Hero for the other players.

C) Find a neutral/honorable third party to edit the map.

Or learn ERM and write a script to do what you want. (Just eliminate the skill from being offered at level promotions? Easy, see the !?HL and !!HL commands. Remove Necromancy from all Heroes who start with it? Okay, see the DO and HE:S commands, and decide what you are going to replace it with, if anything. Eliminate or replace all Necropolises? My point is that whether you do it yourself or want to persuade someone else to do it for you, you will need to put some thought into exactly what you want.)

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Friend_of_WOG
Friend_of_WOG

Tavern Dweller
posted January 31, 2013 01:53 PM

I have understand that I can edit cyclops dwelling cost by editing BUILDING.txt file from h3bitmap.lod

How I open that .lod file?

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 31, 2013 02:08 PM

Quote:
I have understand that I can edit cyclops dwelling cost by editing BUILDING.txt file from h3bitmap.lod

How I open that .lod file?


Era 2/Tools/MMArchive

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Hawaiing
Hawaiing


Adventuring Hero
posted February 01, 2013 02:13 AM

I want to load a current hero's portrait on custom dialogs (!!DL)
How could I get a hero's portrait image?
May be the image file path could be done for it?
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted February 01, 2013 02:41 AM
Edited by artu at 02:42, 01 Feb 2013.

Quote:
How could I get a hero's portrait image?


Open H3bitmap in main Data folder with MMArchive and extract the HPL file of hero.

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