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fred79
Disgraceful
Undefeatable Hero
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posted April 04, 2015 04:42 PM |
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so it's doable, that's good. if only 8 artifacts are cumbersome to add, then i have a hell of a task, because i have a lot more than that to script.
isn't there something called emerald or amethyst that adds 100 or so artifact slots? does that add-on work efficiently and without problems?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 04, 2015 05:42 PM |
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Don't know, ask someone who managed to create new artifacts within stable game. Like...uh, no one did, bad luck on you.
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted April 04, 2015 05:48 PM |
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Except HotA team, of course
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 04, 2015 05:51 PM |
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Well of course this is erm thread so he is obviously asking erm solution, wog. And surely Hota added artifacts but hora is 0% moddable without years spending on assembler, so bad example, hota is very limited from this point of view.
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Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted April 04, 2015 06:05 PM |
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Edited by fred79 at 20:44, 04 Apr 2015.
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Salamandre said: Don't know, ask someone who managed to create new artifacts within stable game. Like...uh, no one did, bad luck on you.
i remember somebody posting that they used amethyst or whatever to add 100+ artifacts, and was asking for help with scripting(and i don't remember them coming up against anything stopping them from scripting their artifacts. at least, they never posted about anything not working. can't remember who that was, though. i'll do a search). i'm sure somebody somewhere had success. i'll stay positive for now, as i'm just doing research at this point. thanks for your help.
edit: it's not amethyst, as that's for adding creatures. a search for "emerald" turns up nada, too. i'll have to go through my computer, and find the add-on. i know i downloaded it.
edit #2: it's emerald. i have 2 files: "emerald_27102012", and "emeraldv2_01eng". and apparently a test file. so i'll be tinkering with that when i get around to it. i'll be reporting back on that with results when i do.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 04, 2015 08:45 PM |
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I know about emerald, fred and I also know that I never saw anyone making it work. Good luck if you want to try.
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted April 04, 2015 09:09 PM |
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Well from the description it seems pretty easy to use, but I can't download it since the link is dead so I got no idea how it really is
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fred79
Disgraceful
Undefeatable Hero
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posted April 04, 2015 10:36 PM |
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LizardWarrior said: Well from the description it seems pretty easy to use, but I can't download it since the link is dead so I got no idea how it really is
i would upload both zips for you, but the internet i'm using right now is so snowing slow, i can't even upload the pics i'm trying to upload in my thread. i'm positive there are iraqi's who have better internet than i do today.
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fred79
Disgraceful
Undefeatable Hero
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posted April 05, 2015 12:27 AM |
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hey lw, i was able to upload those two files. not sure which one is the right one:
emerald 1
emerald 2
let me know if you have any success with them.
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted April 05, 2015 09:34 AM |
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Thank you Fred
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bloodsucker
Legendary Hero
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posted April 08, 2015 10:08 PM |
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I'm not sure if this is the right place do ask this but since it concerns an object discribed above...
Did any one ever created an object increasing movement for that same day, that can be used repeatedly and is not completly OP?
This is the second time I try it (the first was using spell points) and I came to the same conclusion: if I can increase movement more then once per turn and the map is rich enouch I can finnish it within a day or close. So, there is no point in tring to code it because whatever I accomplish will always be unusable.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 08, 2015 10:16 PM |
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I think you should look from different perspectives. Take Ussain bolt mod. It gives a permanent boost to your movement after x victorious battles. It makes sense, and is not OP if you set it well. For once, we can finish those extra long SoD maps before the bug free delay, 12th month.
Same for your mithril problem. For example, I worked recently on Chaser map. The author asks 150 mithril for each upgrade of the super combo. So you work your ass like mad for 5 months to get those 450 mithril, flag all mithril mines and finally get your combo. But the game is not over, there is still much to play. So, now, what you do with the extra mithril? And here I had the idea to use this extra mithril to improve the damage of your creatures, 1 bar : 1 extra damage and scripted it to same object.
The bottom line is: bonuses should come at right time and progressively.
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bloodsucker
Legendary Hero
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posted April 08, 2015 10:45 PM |
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Ussain Bolt at 10 x 10 is perfect. Another reason for me to think I should erase the objects from the damn map.
Like the Guardian Angel, the idea looked good but if I have tons of ways to get from high to uncountable numbers of creatures from that type, after the battle is human mind and endless resources against whatever computer was set to. No brain.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 08, 2015 10:48 PM |
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Hmm, I don't agree. For a sod or random map, Bolt optimal settings are 50 battles/10 tiles. For super dense maps as Chaser or TDS I set it to 100/10 and was ok.
If you go way too fast, AI has not time to develop, thus no challenge.
And to answer your first question, yes I did. TEW4 has an object selling 10 tiles at once, up to 70 tiles same day. It comes late game, costs 2 millions/usage and it serves to achieve the labyrinth in one day. So it has a purpose.
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bloodsucker
Legendary Hero
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posted April 08, 2015 11:11 PM |
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Salamandre said: For a sod or random map, Bolt optimal settings are 50 battles/10 tiles.
Yeah! Sorry, wrote it wrong. I use your defaults and those are the ones I find perfect for random maps.
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bloodsucker
Legendary Hero
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posted April 10, 2015 12:32 AM |
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I finally put my hands to work on the War University. While I managed to make my fisrt dialog I completly failed to understand what I have to do turn the pictures in to selectable itens. Should I use another type of IF or something?
***
ZVSE
!?CM1&1000; town screen
!!CM:I?y-1; special building - stables
!!CA-1:T?y-2; town type
!!FU99969&y-2=0/y-1=21:P;
!?FU99969;
!!VRz10:S^At the War University you can learn or advance up to four might skills^;
!!VRz11:S^../Data/Archery.bmp^;
!!VRz12:S^../Data/Armorer.bmp^;
!!VRz13:S^../Data/Offense.bmp^;
!!VRz14:S^../Data/Resistence.bmp^;
!!VRz15:S^Archery^;
!!VRz16:S^Armorer^;
!!VRz17:S^Offense^;
!!VRz18:S^Resistence^;
!!IF:D23/10/0/0/11/12/13/14/15/16/17/18/0/0/0/0; dialog with pictures of the skills
!!IF:E1/23;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 10, 2015 01:34 AM |
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I don't recall having any erm command to choose between 4 pics, except custom DL. You want to click on pics, right? Maximum is 3 I think.
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Era II mods and utilities
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bloodsucker
Legendary Hero
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posted April 10, 2015 02:14 AM |
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Salamandre said: I don't recall having any erm command to choose between 4 pics, except custom DL. You want to click on pics, right? Maximum is 3 I think.
Are you refering to something like that conq.txt you use in Conquistador? Do I need to create a txt with everything described? You said once DLs were easy but if I need to learn how to define all those parameters it doesn't seams that easy. From where do I start? Do you have any references? This looks the ideal exercise cause the DL should be very simple but use some of the essencial stuff.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 10, 2015 02:28 AM |
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I did dozens of DL's, some simple, other complex. Why don't you just start with the simplest of them like THIS ONE, where indeed you can select from 4 pics, then I will ask questions when you have the txt template in front of your eyes.
The template for that DL is called start.txt, is in Tew4/data and can be opened with dialog editor directly from mod manager.
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Era II mods and utilities
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bloodsucker
Legendary Hero
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posted April 10, 2015 04:54 AM |
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Ok. Why do you use def for the pictures? Can't I use pcx files?
Why do you use a function to load the pictures? Doesn't the dialog editor do that? You assign all properties, aren't they working?
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