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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 50 100 150 200 ... 218 219 220 221 222 ... 250 300 350 400 407 · «PREV / NEXT»
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted October 21, 2013 01:48 PM

!!SN:E5890960/1; try to reload sptraits.txt

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Bersy
Bersy


Honorable
Supreme Hero
posted October 21, 2013 05:56 PM

Wouldn't it be taken from cache?

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hippox89
hippox89


Famous Hero
posted October 21, 2013 10:44 PM
Edited by hippox89 at 22:54, 21 Oct 2013.

Hi again.

I'm now trying to use WoG as a preprocessor to randomly replace some of the many Mermaids and Sirens with more useful objects, specifically Shipwrecks and Derelict Ships.

I did manage somewhat to achieve this by looking at '78 wog - wogify.erm' and modifying one replacement options (Replace Dragon Fly).

The issue is that all replaced object is essentially the same object in many ways, it seems. Like, if you defeat the monsters in one shipwreck then there's no guards in the other replaced shipwrecks. They also give the exactly same reward, e.g., same artefact reward.

I think the issue is that the objects is replaced after that the code has generated unique values for the game objects, but I have no idea how to fix this. Can you with ERM emulate the process that the original objects has gone through, giving them uniqueness?

In short,

-I want to randomly replace some of the Sirens and Mermaids generated objects

-Give the replaced objects unique values. (rewards, guards)

Thanks for any help.

This is where I am at:

!!VRy20:S0; [initialize object counter to 0]
!!UN165/?y3; [check if Replace Dragon Fly option is enabled]

!!VRy20&y3=1:+1; [add one to object counter]
!!VRy11&y3=1:Sy20 *7; [number to add to index variable]
!!VRy10&y3=1:S593 +y11; [new index number]
!!VRvy10&y3=1:C24/0/0/-1/0/1/0; [derelict ship]

!!VRy20&y3=1:+1;
!!VRy11&y3=1:Sy20 *7;
!!VRy10&y3=1:S593 +y11;
!!VRvy10&y3=1:C85/0/0/-1/0/0/0; [shipwrecks]

!!FU671&y20>052/0/0/y20/50; [replace 50% of Mermaids]
!!FU671&y20>092/0/0/y20/50; [replace 50% of Sirens]

!?FU671; [untouched]

!!UN:Ux1/x2/?v951; [count number of replaceable objects]
!!FU&v951<2:E; exit if < 2 objects [added by JHV 7/23/2008]
!!VRv951:-1; [added by JHV 7/23/2008]
!!VRx4:-1; [deal with replacements numbered 0 to x4]
!!VRv952:S-2; [Initialize v952 to last object for faster UN:U format]
!!DO672/1/v951/1x1/x2/x3/x4/x5; [do a loop for each object]

** end of function

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted October 21, 2013 11:02 PM

hippox89 said:
Hi again.

I'm now trying to use WoG as a preprocessor to randomly replace some of the many Mermaids and Sirens with more useful objects, specifically Shipwrecks and Derelict Ships.

I did manage somewhat to achieve this by looking at '78 wog - wogify.erm' and modifying one replacement options (Replace Dragon Fly).

The issue is that all replaced object is essentially the same object in many ways, it seems. Like, if you defeat the monsters in one shipwreck then there's no guards in the other replaced shipwrecks. They also give the exactly same reward, e.g., same artefact reward.

I think the issue is that the objects is replaced after that the code has generated unique values for the game objects, but I have no idea how to fix this. Can you with ERM emulate the process that the original objects has gone through, giving them uniqueness?

In short,

-I want to randomly replace some of the Sirens and Mermaids generated objects

-Give the replaced objects unique values. (rewards, guards)

Thanks for any help.

This is where I am at:

!!VRy20:S0; [initialize object counter to 0]
!!UN165/?y3; [check if Replace Dragon Fly option is enabled]

!!VRy20&y3=1:+1; [add one to object counter]
!!VRy11&y3=1:Sy20 *7; [number to add to index variable]
!!VRy10&y3=1:S593 +y11; [new index number]
!!VRvy10&y3=1:C24/0/0/-1/0/1/0; [derelict ship]

!!VRy20&y3=1:+1;
!!VRy11&y3=1:Sy20 *7;
!!VRy10&y3=1:S593 +y11;
!!VRvy10&y3=1:C85/0/0/-1/0/0/0; [shipwrecks]

!!FU671&y20>052/0/0/y20/50; [replace 50% of Mermaids]
!!FU671&y20>092/0/0/y20/50; [replace 50% of Sirens]

!?FU671; [untouched]

!!UN:Ux1/x2/?v951; [count number of replaceable objects]
!!FU&v951<2:E; exit if < 2 objects [added by JHV 7/23/2008]
!!VRv951:-1; [added by JHV 7/23/2008]
!!VRx4:-1; [deal with replacements numbered 0 to x4]
!!VRv952:S-2; [Initialize v952 to last object for faster UN:U format]
!!DO672/1/v951/1x1/x2/x3/x4/x5; [do a loop for each object]

** end of function


You need to change the object number. Search "!!UN" commands and "other objects" at the ERM help.

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hippox89
hippox89


Famous Hero
posted October 22, 2013 01:27 AM
Edited by hippox89 at 01:34, 22 Oct 2013.

Thanks for replying, Felipe.

Okay, I've read about 'Universal Receivers' and 'Miscellaneous Object Receivers' at ERM help.

Is it correct to say that many objects like, for example, Sea Cheats and Shipwrecks don't have their own personal receiver? Is that why I need to change the object number, as you said? I don't quite understand this, I'm afraid.

Could you try to be more specific (I'm very green) as to about object numbers and how they it relates to my specific quest?

I didn't catch any '!!UN' being about object numbers at ERM help. I'll continue reading, though.

Also, I did now just catch this part of the original script that I referred to.

But as I noted, that's non such receivers for the objects I am currently interested in.

** Setup for some Dragon Fly Hive and Scroll replacement objects **

!!VRy5:S0 R5; [random resource]
!!VRy6:S3 R3; [random amount (3-6)]
!!VRy8:S2 R3; [random amount (2-5)]
!!VRy9:S5 R5; [random amount (5-10)]
!!VRy7:Sy3 -1; [subtract 1 from x value to get trigger square]
!!MLy7/y4/v954&vv955=112:By5/y6; [set up windmill]
!!FRy3/y4/v954&vv955=12:By5/6; [set up camp fire]
!!CHy3/y4/v954&vv955=101/vv956=0:S0 By8; [set up treasure chest]
!!ARy3/y4/v954&vv955=79/vv956=6:Vy9; [set up gold pile]

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted October 22, 2013 03:05 AM

hippox89 said:
Thanks for replying, Felipe.

Okay, I've read about 'Universal Receivers' and 'Miscellaneous Object Receivers' at ERM help.

Is it correct to say that many objects like, for example, Sea Cheats and Shipwrecks don't have their own personal receiver? Is that why I need to change the object number, as you said? I don't quite understand this, I'm afraid.

Could you try to be more specific (I'm very green) as to about object numbers and how they it relates to my specific quest?

I didn't catch any '!!UN' being about object numbers at ERM help. I'll continue reading, though.

Also, I did now just catch this part of the original script that I referred to.

But as I noted, that's non such receivers for the objects I am currently interested in.

** Setup for some Dragon Fly Hive and Scroll replacement objects **

!!VRy5:S0 R5; [random resource]
!!VRy6:S3 R3; [random amount (3-6)]
!!VRy8:S2 R3; [random amount (2-5)]
!!VRy9:S5 R5; [random amount (5-10)]
!!VRy7:Sy3 -1; [subtract 1 from x value to get trigger square]
!!MLy7/y4/v954&vv955=112:By5/y6; [set up windmill]
!!FRy3/y4/v954&vv955=12:By5/6; [set up camp fire]
!!CHy3/y4/v954&vv955=101/vv956=0:S0 By8; [set up treasure chest]
!!ARy3/y4/v954&vv955=79/vv956=6:Vy9; [set up gold pile]


I changed the coleseum for some new coleseums. I used this code to make all of them have different number.

!?TM2&$day$=2/$once$=1;

**arena
!!UN:U4/-1/?y4; [regulando arenas]
!!VRy1:S0;
!!VRy1&y4>0:S1;
!!DO350005/y1/y4/1;
!!VRv9601:C0/0/0/0;

!?FU350005;

!!UN:U4/-1/?y6;
!!FU&y6=0:E;
!!UN:U4/-1/-1/9601;
!!OBv9601/v9602/v9603:Cv9604; [give it a number not used]
!!VRv9604:Sv9604 +1;

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hippox89
hippox89


Famous Hero
posted October 22, 2013 05:17 AM

I must say that this is too complex for me at this moment to fully understand in the related contest.

I actually still don't understand why I need to change any 'object number(s)' in the first place; or what the result would be of during that.

Let's instead assume that I want to replace a percentage of Sirens and Mermaids with Sea Chests, because I guess that's simpler than creature banks.

Now, these Sea Chests will all be empty because they're not defined as anything but empty. And Sea Chests don't have a personal receiver, so I cannot change that fact through such means.

So what do I do then?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 22, 2013 01:02 PM

Well, there are a few possible shortcuts to overcome the lack of specific receivers, and UN:I with 7 parameters is one. For example, this will place a regular chest (ID=101), then make it look as a sea chest (ID=82).

!?CM0&-95; Right-click anywhere, once
!!UN:I1/1/0/101/0/82/0; a chest looking as sea chest is placed at coordinates 1/1/0
!!VRy1:S1 R14; get random bonus value
!!CH1/1/0:S0 By1; Set it to gold/experience, random bonus
!!IF:V95/1; disable trigger

Also, if you know how to use PO, you can even get its description as "sea chest" when right-click on.
____________
Era II mods and utilities

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hippox89
hippox89


Famous Hero
posted October 22, 2013 05:26 PM
Edited by hippox89 at 17:28, 22 Oct 2013.

Thanks for the reply, Salamandre.

Okay, I understand that small script, at least.

But I'm having trouble extrapolating it into a bigger context in relation to the object replacing scripting as seen in '78 wog - wogify.erm'.

I'm wondering about at which point in the script process that I need to add such a change to 'reskin', so to say, the Treasure Chests. The process runs from (example):  

!!FU671&y20>092/0/0/y20/50; [replace 50% of Sirens]

which seems to go through FU671, FU672, FU673, FU674 and ends with FU675, right? I suppose it needs to happen at FU675 which places the new objects?

FU675 last line:

!!UN:Iy3/y4/v954/vv955/vv956/vv955/vv956/-1/0; [place new object, no redraw] [place new object, no redraw]

I'm kinda stuck at this point.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 22, 2013 07:13 PM

78.erm is a complex script using same function to deal with all kind of replacements. If you want to place objects which look as other objects, you need to use a separate script, the original one can not deal with, or create an if/en condition if sirens ID. In both cases, you must really know erm to succeed.
____________
Era II mods and utilities

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hippox89
hippox89


Famous Hero
posted October 22, 2013 07:52 PM
Edited by hippox89 at 00:35, 23 Oct 2013.

It's a complex script, but I still felt it was easier to hijack it than to start from scratch, because I just wanted some very specific results that was close to what that script can already do. And it's a good reference, too. But if it's not proper than I cannot use it for my purposes, as you say. I hardly know much ERM so maybe I'm out of luck for the time being.

Anyhow, how likely is it that more objects will get their own receivers?

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hippox89
hippox89


Famous Hero
posted October 22, 2013 10:16 PM
Edited by hippox89 at 10:26, 24 Oct 2013.

felipe said:
!?TM2&$day$=2/$once$=1;

**arena
!!UN:U4/-1/?y4; [regulando arenas]
!!VRy1:S0;
!!VRy1&y4>0:S1;
!!DO350005/y1/y4/1;
!!VRv9601:C0/0/0/0;

!?FU350005;

!!UN:U4/-1/?y6;
!!FU&y6=0:E;
!!UN:U4/-1/-1/9601;
!!OBv9601/v9602/v9603:Cv9604; [give it a number not used]
!!VRv9604:Sv9604 +1;


I figured out to use your script now. I'm now able to give the placed objects unique numbers.

It's a perfect solution for simple stats given objects like Arenas, Meletto Towers, etc, at least.

I don't see how it can help solving the issues with such objects as Sea Cheats, Shipwrecks, etc, though.

BTW:

On the off-chance that anybody should have a script laying around that is somewhat close to what I want to achieve then please share. I might be able to use it as a reference, at least.

Edit:

I was thinking if it was possible to only give the Sea Chests placed via my '78 wog' method new numbers by setting a temporarily, wrong subtype. Say, '1'. Because then I could target those specific Sea Chest and not the originals using the script Felipe provided. But I cannot figure out how to change the subtype back to the proper one as an addition to the script Felipe provided. Do I make sense?

I could give all the Sea Cheats (new and old) the same number that gives 1500 gold, but that's not quite perfect.

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hippox89
hippox89


Famous Hero
posted October 24, 2013 05:56 PM
Edited by hippox89 at 18:04, 24 Oct 2013.

Sorry for making a third post in a row.

I discovered that the creature bank receiver '!!CB' can be used for water banks, too. Derelict ships, shipwrecks.

But I'm missing something.

1.

If I replace X objects with derelict ships then all the banks get a unique number automatically (unlike objects like arenas), but when the creatures are defeated in one bank, then all creatures are defeated. But they don't have the same number. I don't understand this. I tried to give them new numbers, but of course, that didn't work because they already had unique numbers (all banks is individually visitable).

2.

It doesn't matter if I setup the derelict ships with '!!CB' to have guards. They're still only deflatable one time for the first visited bank.

3.

If I set a custom reward, creatures or a resource, then you can harvest these bonuses for every bank, unlike with guards. Why?

4.

Setting up derelict ships with a simple '!!CB' statement to only give a extra resource reward, and nothing else, makes it so that all banks are set to also give a random standard reward (reward changes randomly with a map restart). But it's still the same reward for all the placed banks. Without a !!CB statement, all derelict ships always have the same reward (3000 gold). Why is this?

Thanks. I hope I'm not too obnoxious with all my posts.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 24, 2013 09:38 PM

Well, your way of presenting things is too vague, erm is very precise and a script can't be done without correct id's.  Anyway, you need to know how to combine commands, if I were you I would do this:


;Replace all sirens with shipwrecks day 1 [52-->85]

!#TM2:S1/1/1/255;
!?TM2;
!!SN:W^Iamanoob^/?y1;
!!if&y1<99:;
!!UN:U52/-1/?y-1;
!!VRv1:S-1;
!!DO100/1/y-1/1:P52;  Run through
!!SN:W^Iamanoob^/99;  [run only once]
!!en:;

!?FU100;
!!UN:Ux1/-1/-1/1;
!!UN:Ov1/v2/v3; [delete sirens]
!!UN:Iv1/v2/v3/85/0; [create shipwreck]
!!PO1:N14; [Set PO to 14 to separate from originals shipwrecks]

!?OB85&1000;
!!PO998:N?v1;
!!FU&v1<>14:E; [exit if original shipwreck]
!!VRy1:S0 R3; create wights guards [10-15-25-50]
!!VRy2&y1=0:S10;
!!VRy2&y1=1:S15;
!!VRy2&y1=2:S25;
!!VRy2&y1=3:S50;
!!VRy2::5;
!!CBv998/v999/v1000:G0/60/y2 G1/60/y2 G2/60/y2 G3/60/y2 G4/60/y2;
[...reward to add CB:R...]
!!PO998:N15; [close this shipwreck]

Note that timer and function used may be claimed, up to you to find free ones.
____________
Era II mods and utilities

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted October 24, 2013 11:02 PM

OxFEA said:
!!SN:E5890960/1; try to reload sptraits.txt


Thanks a lot!! That's amazing! So more options.

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hippox89
hippox89


Famous Hero
posted October 25, 2013 06:43 PM
Edited by hippox89 at 20:11, 25 Oct 2013.

Salamandre said:
Well, your way of presenting things is too vague, erm is very precise and a script can't be done without correct id's.  Anyway, you need to know how to combine commands, if I were you I would do this:

*script* (removed for easier reading -Hippox)

Note that timer and function used may be claimed, up to you to find free ones.


This is great Salamandre! I appreciate it. My thanks.

Sorry about being vague. I try with my limited abilities with ERM.

I've been working on modifying your provided script, but I'm facing one last roadblock. I'm having trouble setting a random artifact list (treasure artifacts as the original shipwreck). I've been able to give the correct gold amounts compared to the guards, though.

Right now, the situation is that a random treasure artifact is set for all the placed shipwrecks, but only the same artifact.

Here's where I am at:

!?CM0&-95; Right-click anywhere, once [new manual trigger]
!!SN:W^Iamanoob^/?y1;
!!if&y1<99:;
!!UN:U59/-1/?y-1;
!!VRv1:S-1;
!!DO100/1/y-1/159;  Run through
!!SN:W^Iamanoob^/99;  [run only once]
!!en:;

!?FU100;
!!UN:Ux1/-1/-1/1;
!!UNv1/v2/v3; [delete bottle]
!!UN:Iv1/v2/v3/85/0; [create shipwreck]
!!PO1:N14; [Set PO to 14 to separate from originals shipwreck]

!?OB85&1000;
!!PO998:N?v1;
!!FU&v1<>14:E; [exit if original shipwreck]
!!VRy1:S0 R3; create wights guards [10-15-25-50]
!!VRy2&y1=0:S10;
!!VRy2&y1=1:S15;
!!VRy2&y1=2:S25;
!!VRy2&y1=3:S50;
!!VRy3&y1=0:S2000;
!!VRy3&y1=1:S3000;
!!VRy3&y1=2:S4000;
!!VRy3&y1=3:S5000;
!!VRy2::5;
!!CBv998/v999/v1000:G0/60/y2 G1/60/y2 G2/60/y2 G3/60/y2 G4/60/y2;
!!CBv998/v999/v1000:R6/y3;
!!PO998:N15; [close this shipwreck]

Note: I replace bottles instead as to not completely remove all the Sirens.

I tried to experiment with the use of the 'A' parameter to either remove all artifacts from the shipwrecks or give them a unique, random artifact for 20% of them. I've had no luck in this.

Thanks

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 25, 2013 10:27 PM
Edited by Salamandre at 00:30, 26 Oct 2013.

The CB:A is a mystery for me too, I have not many clues about what it means with "the bonus list", once we visit a CB, the artefact we receive is added to some universal list and will be given at next CB, among with a new one, and so on. So one must clean this list at every visit. This is a script you could use, report if anything wrong.


!#TM2:S1/999/1/255; [compatible with 78.erm]
!?TM2;
!!SN:W^Iamanoob^/?y1;
!!if&y1<99:;
!!UN:U59/-1/?y-1;
!!VRv1:S-1;
!!DO324561/1/y-1/1:P59;  Run through
!!SN:W^Iamanoob^/99;  [run only once]
!!en:;

!?FU324561;
!!UN:Ux1/-1/-1/1;
!!UN:Ov1/v2/v3; [delete bottle]
!!UN:Iv1/v2/v3/85/0; [create shipwreck]
!!PO1:N14; [Set PO to 14 to separate from originals shipwreck]

!?OB85&1000;
!!SN:W^hypo-artefact^/0; [initialize counter]
!!PO998:N?v1;
!!FU&v1<>14:E; [exit if original shipwreck]
!!CBv998/v999/v1000:A1/?y1; [check how many artefacts in bonus list]
!!FU324564&y1>0:Pv998/v999/v1000; [remove them]
!!VRy1:S0 R3; [create wights guards] [10-15-25-50]
!!VRy2&y1=0:S10;
!!VRy2&y1=1:S15;
!!VRy2&y1=2:S25;
!!VRy2&y1=3:S50;
!!VRy3&y1=0:S2000;
!!VRy3&y1=1:S3000;
!!VRy3&y1=2:S4000;
!!VRy3&y1=3:S5000;
!!VRy2::5;
!!FU324562&y2>4:Py2; [initialize search for random treasure/minor if 25/50 guards]
!!CBv998/v999/v1000:G0/60/y2 G1/60/y2 G2/60/y2 G3/60/y2 G4/60/y2;
!!CBv998/v999/v1000:R6/y3; [set resources]
!!SN:W^hypo-artefact^/?y5; [check if artefact found]
!!CBv998/v999/v1000&y5>0:A3/y5; [set random artefact in list]
!!PO998:N15; [close this shipwreck]

!?FU324562;
!!VRy1:S0 R122;  [search for a random treasure/minor starting from position y1 and end with ID=124]
!!DO324563/y1/124/1:Px1;

!?FU324563;
;x1 qty of wights for artefact minor/major
!!UN:Ax16/3/?y1; [check type of artefact]
!!if&x1=5:;
!!FU&y1<>2:E; [exit if not treasure]
!!en:;
!!if&x1=10:;
!!FU&y1<>4:E; [exit if not minor]
!!en:;
!!SN&x16<124:W^hypo-artefact^/x16;
!!VRx16&x16<124:S999; [exit if found a match]
!!FU324562&x16=124:P; [redo function if nothing found]

!?FU324564;
!!CBx1/x2/x3:A4/1; [empty the bonus list, not sure how to deal with this, a DO loop crashes the game. Seems to work if position "1" is emptied, but I only speculate.]

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hippox89
hippox89


Famous Hero
posted October 25, 2013 11:51 PM
Edited by hippox89 at 23:56, 25 Oct 2013.

Seems to work great, Sal. I'll report if any bugs in it that I find. Again, my Thanks.


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idontcare
idontcare


Known Hero
posted October 28, 2013 07:04 PM

hi im a noob but i wanted to ask if its possible to add a "watcher"-creature-slot

these guys dont participate battle but gain experience

another solution would be some kind of banner that instantly kills them in battle, then revives them on the end of battle

is there already something like that?

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hippox89
hippox89


Famous Hero
posted November 03, 2013 01:16 AM

Hi again.

I wish to reduce the number of obelisk on the map because 48 is a bit too much if finding The Grail should be more viable. I mostly play on XXL maps, so 48 obelisks is typically always spawned.

If I crudely replace some of the obelisks, then the replaced obelisks is as a consequence then all visited even if they're not on the map any more. If I circle through all obelisk and set (UN) L-1/-1/0; then the puzzle map is made whole again, however, the game still thinks there's 48 on the map when there isn't. I guess technically there's still 48 of them.


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