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BloodSucker
Legendary Hero
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posted May 21, 2013 09:22 AM |
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Transfer Ownership
Quote: Is it possible to create a gate that spawns random neutral enemy heroes? They would be spawned harder and with more units as time passes. This can be nice if you basically finished a map (last enemy town at your feet with 3 imps inside etc etc) but you want to keep on playing just for fun cause you like how your hero turned out to be.
It is not the same thing but I think would work.
You can create your own enemies by trainning an hero and then transfering ownership to the player that as just three imps.
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Pancolart
Tavern Dweller
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posted May 22, 2013 12:00 PM |
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Tweaks
I am contemplating many of the mods available but i am very confused thus i rather ask here if it will help at all getting what i am after.
1. I am playing multiplayer fast game with 1 or two human friends.
2. We are playing random generated map with additional AI players.
3. We'd like some correction to the map generation engine (excluded Artifacts, Skills...)
4. We'd like to tweak some Creature / Towns Stats to level game (stronger Fortress, Inferno, handicap on Necro...)
What to install if it's possible at all? Random generator is a must.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted May 22, 2013 06:59 PM |
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for 3 is required mod which changes script00 (probably 89-wog-wogify in era). one approach is SU-patch but since some scripts weren't updated to SU-tweaks-inclued version you still may get some spells and artifacts via scripted objects and skills (such as scholar or eagle eye). I may consider doing a global mod (mod which changes many scripts) full of tweaks - including more bannable objects and old scripts with customizable options at start of game... it would be pretty multiplayer mod - wouldn't it? well I prefer doing heavy mechanics mod, but still I think that SU patch is temporary solution for my approach - and while incorporating SU tweaks - why not to incorporate own? IDK when i would start and when I would finish but I reserve name "SU(R)PLUS" for the mod (note it would also probably include tweaks from wog revised ). also I think to do it that way so separate tweaks would be obsolete (so my mod as a base + any number of heavy mods would be the setup).
but since I developed two mods I love which have silent reception, I need motivation (mostly to know more than 7 people here would want such mod )
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Asheron
Famous Hero
Ancient
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posted May 23, 2013 04:06 AM |
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Hello everyone, I would like to ask someone to give me some advice or point me to right direction with my idea: when any of 1-7 dwellings (in any castle) is built, it immediately builds upgrade as well in same turn. Let us assume I made the upgrade building cost 0 in resources. My question is, do I need to write one script that will envelop all buildings as once or do I need to write one at a time for every one in every castle? I hope it's clear what I want, it's not worded really well but bear with me
And in case anyone is curious why I want this, it's to achieve similar effect to heroes 4 - you can decide between two different units of same lvl instead of using the upgrade system.
Thanks in advance for any help.
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bloodsucker
Legendary Hero
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posted May 24, 2013 10:34 AM |
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more then 7
Quote: mostly to know more than 7 people here would want such mod )
Well now there's 8.
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Pancolart
Tavern Dweller
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posted May 24, 2013 02:14 PM |
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Quote: for 3 is required mod which changes script00 (probably 89-wog-wogify in era). one approach is SU-patch but since some scripts weren't updated to SU-tweaks-inclued version you still may get some spells and artifacts via scripted objects and skills (such as scholar or eagle eye). I may consider doing a global mod (mod which changes many scripts) full of tweaks - including more bannable objects and old scripts with customizable options at start of game... it would be pretty multiplayer mod - wouldn't it? well I prefer doing heavy mechanics mod, but still I think that SU patch is temporary solution for my approach - and while incorporating SU tweaks - why not to incorporate own? IDK when i would start and when I would finish but I reserve name "SU(R)PLUS" for the mod (note it would also probably include tweaks from wog revised ). also I think to do it that way so separate tweaks would be obsolete (so my mod as a base + any number of heavy mods would be the setup).
but since I developed two mods I love which have silent reception, I need motivation (mostly to know more than 7 people here would want such mod )
Such mod would be highly appreciated by me and my two friends that are regular that is addicted HOMM3 players.
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blackstomper
Adventuring Hero
Member of the old Wog-team
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posted May 24, 2013 02:31 PM |
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Is there a mod that has the ability to move artefacts between heroes like the Swap Troops mod?
I find it a real pest to manually move unwanted/duplicates of my artifacts to a "windmill hero"
If a map doesnt have an Altar of Sacrifice were you can move all your stuff there to get res/exp it would be nice to have an easy way to get rid of them
Playin XXL maps with Phoenix mode makes you get more artefacts since you play for a lot more then the "usual" 3-4 months.
Either a move artefacts or some way to delete em from backpack.
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Bersy
Honorable
Supreme Hero
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posted May 25, 2013 04:44 PM |
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!?FU[RedrawHeroMeetingScreen]
!!CM:H?y1/?y2;
!!HEy1:C0/0/d/d1;
!!UN:C6962576/4/?y1;
!!VRy1:+56;
!!UN:Cy1/4/?y2;
!!UN:Cy2/4/?y3;
!!VRy3:+20;
!!UN:Cy3/4/?y4;
!!SN:Ey4/2/y2/0/-65535/65535;
!!UN:C6918864/4/?y1;
!!SN:E6304144/2/y1/0/0/800/600;
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blackstomper
Adventuring Hero
Member of the old Wog-team
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posted May 25, 2013 07:43 PM |
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Thanks Bersy, but as usuall, I am useless with theese codes
I tried to make a new ERM, make it inside the Swaptroops one, but I didnt get it to work.
I used the 2nd FU number in that script 29136 but that didnt work.
It was a wild guess since I saw that all other FU!? had a number after them
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 02, 2013 05:57 PM |
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I read somewhere in this thread that it is possible to change the spell a spellcaster creature is casting. If so, is it possible to make Storm Elementals cast a random protection from the elements per battle? For instance in one battle they will be casting prot from air, in the next battle prot from water etc.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 02, 2013 11:27 PM |
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 03, 2013 01:31 AM |
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Yes all upgraded elementals cast prot from their element.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 03, 2013 01:56 AM |
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They don't cast it, they are enchanted with, so it will automatically apply. So you can just roll a dice every battle and change the spell code.
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 03, 2013 01:59 AM |
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No, they are not enchanted with it. I am talking about the Storm Elementals not the Air Messengers. All elemental upgrades cast protective spells three times per battle. It's just that nobody uses it, that may be the reason that you don't remember it
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 03, 2013 02:03 AM |
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Hmm what I am missing? I started a game and looked at storm elementals abilities, it says protection from elements. Other that, they did not cast anything, is any special script required?
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 03, 2013 02:35 AM |
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Here check out the upgraded versions of the elementals, they all cast protection from their elements. This was an original Heroes III feature, not a WoG one.
Storm Elementals cast Prot from Air three times in a battle. Magma cast prot from Earth etc.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 03, 2013 02:27 PM |
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I tested and they never cast anything, I have no clue what's about.
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 03, 2013 02:35 PM |
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They only cast it instead of an attack, just like the Ogre Magi cast bloodlust. Maybe you erased somehow the number of casts from the ZCRTRAITS.txt I don't know. It should work on everyone, as I said it is an original Heroes III feature.
Anyway, I know they are casters for sure, the question is how can I make them cast a random protection from element in every battle.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 03, 2013 02:39 PM |
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Ah ok, I see. Only OxFea could provide the UN:C for 4 schools protections, maybe he will look here.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted June 03, 2013 03:25 PM |
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wow Sal, all this time you never noticed all Elemantals being able to cast protection from their own element. I think it would have been better if storm elementals casted lightning bolt like Rocs though, and something else for the Rocs. It is a stupid idea to make lightning casting birds.
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