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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 ... 222 223 224 225 226 ... 250 300 350 400 407 · «PREV / NEXT»
artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 10, 2014 12:34 AM

No, I mean can the Fortress look like this when we build castle in a random map (or whatever it is you're playing but not a specially designed map.)



Btw the No Power Lich Ripple script does not work, I turned it into a mini-mod (Modname/Data/s/Erm File) with adding ZVSE as the first line, reloaded save, pressed f12, nothing changes.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 10, 2014 01:17 AM

Is triggered on reload, mean you press F12, save, then reload. But if you make a mini mod then just use it on instructions.

ZVSE
!#EA65: B[...] etc

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Graenfur
Graenfur


Hired Hero
posted January 11, 2014 05:01 PM

Is it possible to make mod which would allow a hero to convert external dwellings to a native type of the same level?

Example:
You start with Rampart, find a Griffin Tower in the next zone and, for a cost, convert it to Homestead.
Cost would depend on the distance from your town. And maybe you could choose from a list of owned towns, to make it as the chosen type. And maybe you could choose a lower level dwelling too (not higher for obvious reasons). And maybe....

Okay, I started to go into details, but I think you get the general idea.

P.S.
Not sure if this suggestion is in the correct topic.
Or maybe I should have made a new topic.?

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master_learn
master_learn


Legendary Hero
walking to the library
posted January 11, 2014 05:06 PM
Edited by master_learn at 17:07, 11 Jan 2014.

@Graenfur,you may check Salamandre's ERM script in his Commodus Revenge map,where the player converts every building into building of his faction for a price.
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 11, 2014 05:35 PM

The extra growth from new converted dwellings will work only for the towns you acquire later, not already owned. No fix for this afair.

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Maciek
Maciek


Known Hero
posted January 11, 2014 10:24 PM

How about this: When you convert a dweeling, a script looks for your towns and turns each of them grey (or some AI colour) and back to your colour, then it continues to search until no more towns.
Would that solve the problem? Or maybe it's impossible to do?

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Graenfur
Graenfur


Hired Hero
posted January 13, 2014 03:13 PM

As a programmer myself, I believe that one way or another, anything can be done. But since I never even tried to get into erm, I can't tell what are the limitations.
But that growth thing sounds weird, and there is no fix made for it YET.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 16, 2014 03:41 AM
Edited by fred79 at 03:43, 16 Jan 2014.

scripting question:

is there a way to have ghosts immune to both physical and magical attacks, that is, until the opponent casts "animate dead"(if that can be used as an attack spell) on them, thereby making them "flesh", and consequently, able to be killed?

because, i think that is actually how it should be with ghosts...

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Graenfur
Graenfur


Hired Hero
posted January 16, 2014 01:21 PM

Quote:
is there a way to have ghosts immune to both physical and magical attacks, that is, until the opponent casts "animate dead"

So with 5 ghosts you could kill even 1000 dragons because ghosts can't be killed? And this way clear the whole map?
Yeah. Makes sense very much.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 16, 2014 01:55 PM

Graenfur said:

So with 5 ghosts you could kill even 1000 dragons because ghosts can't be killed? And this way clear the whole map?
Yeah. Makes sense very much.


don't criticize me for coming up with a new and logical idea, and especially if you're not going to help answer my question, guy.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 16, 2014 02:42 PM

He has a point. Giving to any player-available monster full immunity is breaking the game. As for "logical", each game invents its specific way to kill ghosts.

In Skyrim you must use silver weapons against, in MM6 a simple arrow works as well. So to each one his imagination, as long as it fits the game mechanics.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 16, 2014 02:56 PM

Salamandre said:
He has a point. Giving to any player-available monster full immunity is breaking the game. As for "logical", each game invents its specific way to kill ghosts.

In Skyrim you must use silver weapons against, in MM6 a simple arrow works as well. So to each one his imagination, as long as it fits the game mechanics.


ok, so you don't agree with my idea because it breaks the game, or you do because other games do the same thing with ghosts? your post is confusing.

does what i ask fit the "game mechanics"(is it possible to script this), or not?

i'm not looking to make a useless mod for anyone with this, i simply want to change how the ghosts can be killed in my own game.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 16, 2014 03:05 PM

You say "logical", there is nothing logical in killing ghosts; ghosts don't exist, so up to each one's imagination.

Animate dead spell. Nowhere it says it gives flesh, and the correct mechanic is "bring back on battlefield killed undead creatures", they don't become alive/flesh by that.

Also it would be extremely complicated to make it work properly. First, animate dead has "friendly creatures" internal flag,  and friendly + enemy flag can not coexist without serious bugs.
Then you must make sure AI or human player can NEVER get ghosts, so must eliminate dead chamber wog option + rewrite the hardcode about demolish towns script, as 18 ghosts are to hire once the town is again visitable.


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Era II mods and utilities

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 16, 2014 03:09 PM
Edited by fred79 at 15:12, 16 Jan 2014.

ah. i see. so, not doable, then.

what about scripting a brand-new spell? is that a coding issue, or doable via vcmi?


(and btw, i only said "animate dead" because it was the only spell i could think of that would relate to bringing back the dead, summoning the old body, and animating with the spirit of the ghost, so that it could now be killed. that's logical, to me.)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 16, 2014 03:15 PM

I have no idea, creating new spells was never done and this says how difficult is. Didn't yet explore MoP mod, maybe there. Don't know if VCMI plans to create new spells.
____________
Era II mods and utilities

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 16, 2014 03:17 PM

ok, thanks. for now it'll just go on my "wait until someone cracks open that egg" list.

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dtnmang
dtnmang


Hired Hero
posted January 18, 2014 05:33 AM

Is it possible to give a hero a completely new specialty? I tried to give the hero Sylvia the +2 speed specialty like Sir Mullich's and although in the Hero dialogue, her specialty reads as "All creatures receive +2 speed" but the specialty icon is Navigation, and creatures don't have any speed bonus at all.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 18, 2014 12:02 PM

Sure, if doesn't work then your code is wrong.
____________
Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 18, 2014 01:02 PM

dtnmang said:
Is it possible to give a hero a completely new specialty? I tried to give the hero Sylvia the +2 speed specialty like Sir Mullich's and although in the Hero dialogue, her specialty reads as "All creatures receive +2 speed" but the specialty icon is Navigation, and creatures don't have any speed bonus at all.

I gave that specialty to one of the barbarian heroes in Heroes Renovated, download it, copy/paste the code, all you have to do is, in the script, change the hero number to Slyvia's.

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dtnmang
dtnmang


Hired Hero
posted January 19, 2014 11:40 AM

artu said:
dtnmang said:
Is it possible to give a hero a completely new specialty? I tried to give the hero Sylvia the +2 speed specialty like Sir Mullich's and although in the Hero dialogue, her specialty reads as "All creatures receive +2 speed" but the specialty icon is Navigation, and creatures don't have any speed bonus at all.

I gave that specialty to one of the barbarian heroes in Heroes Renovated, download it, copy/paste the code, all you have to do is, in the script, change the hero number to Slyvia's.
Thanks, I already figured it out.
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