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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 50 100 150 200 250 300 ... 314 315 316 317 318 ... 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 04, 2016 03:01 AM

Try this, for visited/not visited object.

!?OB83&1000; when visit any seer hut
!!HE-1:O?y1; check player
!!SN:W^Pollo_%V998_%V999_%V1000_%Y1^/1; store this object coordinates and player color in SN:W


!?CM0; when click on map
!!CM:P?y1/?y2/?y3; get click coordinates
!!OBy1/y2/y3:T?y4; get type
!!FU&y4<>83:E; exit if not seer hut
!!OW:C?y7; get active player
!!SN:W^Pollo_%Y1_%Y2_%Y3_%Y7^/?y5; ask SN:W if this player visited
!!VRz2&y5<>1:S^Not visited^;
!!VRz2&y5=1:S^Visited^;
!!IF:Q1/-1/-1/4^%Z2^;
!!CM:R0; disable further regular messages

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Pollo2002
Pollo2002


Famous Hero
posted October 04, 2016 06:04 AM

Thanks a lot as always, I will be telling you how it goes as long as i finish my new objects.

Question, is possible to provoke a battle vs another human player?
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XEricSin
XEricSin


Famous Hero
posted October 14, 2016 04:33 PM

What syntax is this IFv#: please?

!!IFv7020&1000/x1=1:Q2/w5/y3/1/z148013;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 14, 2016 05:50 PM

is some error, should not work. Where you find it?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted October 14, 2016 07:52 PM

XEricSin said:
What syntax is this IFv#: please?

!!IFv7020&1000/x1=1:Q2/w5/y3/1/z148013;


same as !!IF but instead a constant number you pass v-variable

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XEricSin
XEricSin


Famous Hero
posted October 15, 2016 04:48 AM
Edited by XEricSin at 04:59, 15 Oct 2016.

Salamandre said:
is some error, should not work. Where you find it?

I found this in one version of wog-30 erm. I got this script from the Chinese WOG site. It was supposed to be a version with bugs fixed.

Strange.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 15, 2016 11:54 AM

Can somebody help me please?

I have this script that changes Christian's starting troops in a campaign scenario (exchanging original starting troops with stronghold ones) and it doesn't work properly.

The troops are changed correctly, but the thing is that it doesn't work on day one but it works on any day. This means that if at any day Christian hires Pikemen and places them in his army slot, they will be replaced with Goblins.

I want this script to work on day one ONLY. Can somebody help?

ZVSE

**Set new hero Troops**

!#TM2:S1/999/1/255;
!?TM2;
!!HE6:C1/0/84/d;
!!HE6:C1/2/88/d;
!!HE6:C1/4/88/d;

____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 15, 2016 12:03 PM

ZVSE

**Set new hero Troops**

!#TM2:S1/999/1/255;
!?TM2;
!!VRy1:Sc0;
!!if&y1=1:;
!!HE6:C1/0/84/d;
!!HE6:C1/2/88/d;
!!HE6:C1/4/88/d;
!!en:;

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 15, 2016 12:24 PM

Seems to work OK, though it still changes Pikemen to Goblins at the end of day one.

If Christian buys Pikemen on day one they will be transformed into Goblins on day two (when you click end of turn). However, if he buys them on day two then nothing happens.

I don't know if that can be solved, but even if it's not, thank you anyway!
____________
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 15, 2016 01:29 PM

ZVSE

**Set new hero Troops**

!#TM2:S1/999/1/255;
!?TM2;
!!VRy1:Sc0;
!!SN:W^Onlyfirstplayer_HOL^/?y2;
!!if&y1=1/y2=0:;
!!HE6:C1/0/84/d;
!!HE6:C1/2/88/d;
!!HE6:C1/4/88/d;
!!SN:W^Onlyfirstplayer_HOL^/1;
!!en:;

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 15, 2016 02:15 PM
Edited by Hero_of_Light at 16:13, 21 Oct 2016.

Thanks, it works OK

@Salamandre

I have a problem with the artifact script you gave me concerning the artifacts that reduce enemy's morale and luck.

If you remember, the artifacts should work only if you're attacking enemy hero and should exit if you attack wondering creatures. The thing is that I noticed that it has an error script when you attack wandering creatures. I think there's something wrong with the exit prompt. Can you take a look? The particular script is at the top of what I post here. I posted the whole script you gave me in case you need it. Sorry for long post.

***New artifacts / Heroes Summoning script

;vars used: v110-v113, v444-v445, v8001-v8018, v9711-v9712, FU100, FU333-337, flags 50, 200-202, 411,
;w85-86

!#UN:P900/?v561; [Check if Stack Experience is enabled: v296]
!#UN&v561=0:P906/1; [Disable gaining of Stack Experience from battles if Stack Experience is disabled]

!?BA0&1000;
!!UN:P900/1; [Enable Stack Experience]
!!IF:V202/0; cast twice flag
!!VRv8011:C-1/-1/-1/-1/-1/-1/-1/-1;
; Sceptre of power
!!BA:H0/?v9711 H1/?v9712;
;art 149, 150, 152, 153, 155
!*FU&v9712<0:E; exit if no hero on other side
!!HEv9711:A2/149/d/?y20;  [check for artifact]
!!HEv9712&y20>0:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/149/d/?y21;  [check for artifact]
!!HEv9711&y21>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/150/d/?y22;  [check for artifact]
!!HEv9712&y22>0:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/150/d/?y23;  [check for artifact]
!!HEv9711&y23>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/152/d/?y24;  [check for artifact]
!!HEv9712&y24>0:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/152/d/?y25;  [check for artifact]
!!HEv9711&y25>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/153/d/?y26;  [check for artifact]
!!HEv9712&y26>0:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/153/d/?y27;  [check for artifact]
!!HEv9711&y27>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/155/d/?y28;  [check for artifact]
!!HEv9711&y28>0:R0/d3;  [morale bonus]
!!HEv9711&y28>0:R1/d3;  [luck bonus]
!!HEv9712&y28>0:R0/d-3;  [morale bonus]
!!HEv9712&y28>0:R1/d-3;  [luck bonus]
!!HEv9712&v9712>-1:A2/155/d/?y29;  [check for artifact]
!!HEv9712&y29>0:R0/d3;  [morale bonus]
!!HEv9712&y29>0:R1/d3;  [luck bonus]
!!HEv9711&y29>0:R0/d-3;  [morale bonus]
!!HEv9711&y29>0:R1/d-3;  [luck bonus]
;art 163
!!HEv9711:A2/163/d/?y6;  [check for artifact]
!!HEv9712&v9712>-1:A2/163/d/?y8;  [check for artifact]
!!VRv8013&y6>0:S0;
!!VRv8014&y8>0/v9712>-1:S0;
;art 164, gives expert haste
!!HEv9711:A2/164/d/?y7;  [check for artifact]
!!HEv9712&v9712>-1:A2/164/d/?y9;  [check for artifact]
!!VRv8015&y7>0:S0;
!!VRv8016&y9>0/v9712>-1:S0;
;summon creatures
!!IF|v9711=149/v9712=149:V411/1; activate special BF if one of heroes in
;cast twice
!!HEv9711:A2/170/d/?y2;
!!HEv9712&v9712>=0:A2/170/d/?y4;
!!IF|y2>0/y4>0:V202/1;
!!VRv444&y2=1:S0;  set the side which will cast twice
!!VRv444&y4=1:S1;
!!IF:V200/1 V201/0;
!!HEv9711:A2/162/d/?y2;  [check for artifact]
!!HEv9712&v9712>-1:A2/162/d/?y4;  [check for artifact]
;art 162, use w85
!!if&y2>0:; If attacker has it
!!IF:Wv9711;
!!VRw85:S99;
!!FU333:Pv9711;
!!en:;
!!if&y4>0/v9712>-1:; if defender has it
!!IF:Wv9712;
!!VRw85:S99;
!!FU333:Pv9712;
!!en:;
;art 161, does the opposite
!!HEv9711:A2/161/d/?y3;  [check for artifact]
!!HEv9712&v9712>-1:A2/161/d/?y5;  [check for artifact]
;Art 161, use w86
!!if&y3>0:; If attacker has it
!!IF:Wv9711;
!!VRw86:S99;
!!FU338:Pv9711;
!!en:;
!!if&y5>0/v9712>-1:; if defender has it
!!IF:Wv9712;
!!VRw86:S99;
!!FU338:Pv9712;
!!en:;
;sea creatures bonus
!!BA:P?y16/?y17/?y18;
!!TRy16/y17/y18:T?y19/d/d/d/d/d/d/d;
!!IF&y19=8:V50/1;

!?BR&v997=0; after tactics phase
;art 163
!!DO336/21/28/1&v8013=0/v8014<0:P;
!!DO336/0/7/1&v8014=0/v8013<0:P;

!?BF&1000;
;art 164, haste
!!DO337/0/7/1&v8015=0:P;
!!DO337/21/28/1&v8016=0:P;

!?FU336; *stone gaze(?) 3 turn, expert level
!!BMx16:M70/3/3;

!?FU337; *expert haste 999 turns, expert level
!!BMx16:M53/999/3;

!?FU333; change SP/KN in ATT/DEF  art ID=162, w85 used
;x1=Hero ID
!!HEx1:F?v110/?v111/?v112/?v113; Get stats
!!HEx1:I?v8018;
!!VRv114:Cv110/v111/v112/v113;
!!VRv110:+v112;
!!VRv111:+v113;
!!VRv112:-v112;
!!VRv113:-v113;
!!HEx1:Fv110/v111/v112/v113;

!?FU338; change ATT/DEF in SP/KN art ID=161, w86 used
;x1=Hero ID
!!HEx1:F?v110/?v111/?v112/?v113; Get stats
!!HEx1:S24/?y1; get if intelligence
!!VRv8019:Sv111*10;
!!VRv8019&y1=1:*5:4; %25
!!VRv8019&y1=2:*3:2;  %50
!!VRv8019&y1=3:*2;   %100
!!HEx1:Idv8019;
!!VRv114:Cv110/v111/v112/v113;
!!VRv112:+v110;
!!VRv113:+v111;
!!VRv110:-v110;
!!VRv111:-v111;
!!HEx1:Fv110/v111/v112/v113;

!?BG1&1000;
!!BU:C?y1; *check if battle ended this turn
!!FU&y1=0:E;
;art 162
!!IF:Wv9711; read hero w vars
!!HEv9711&w85=99:Fv114/v115/v116/v117; reset stats as before battle
!!HEv9711&w85=99:Iv8018;
!!VRw85:S0;
!!IF&v9712>-1:Wv9712;
!!HEv9712&v9712>-1/w85=99:Fv114/v115/v116/v117; reset stats as before battle
!!HEv9712&v9712>-1/w85=99:Iv8018;
!!VRw85:S0;  *DONE

;ART 161
!!IF:Wv9711; read hero w vars
!!HEv9711&w86=99:Fv114/v115/v116/v117; reset stats as before battle
!!VRv8019&w86=99:*-1;
!!HEv9711&w86=99:Idv8019;
!!VRw86:S0;
!!IF&v9712>-1:Wv9712;
!!HEv9712&w86=99/v9712>-1:Fv114/v115/v116/v117; reset stats as before battle
!!VRv8019&w86=99:*-1;
!!HEv9712&w86=99/v9712>-1:Idv8019;
!!VRw86:S0;

!?BF&1000/411;
!!VRv8001:C-1/-1/-1/-1/-1/-1/-1/-1/-1;
;Kilgor: quantity of summoned creatures = to level
!!if|v9711=149/v9712=149:;
!!VRy1:S84 R7; [Random Stronghold]
!!HE149:Ed/?y2;
!!VRy2&y1=84:Sy2*8; If Goblin x8
!!VRy2&y1=85:Sy2*7; If Hobgoblin x7
!!VRy2&y1=86:Sy2*5; If Nomad x5
!!VRy2&y1=87:Sy2*6; If Wolf raider x6
!!VRy2&y1=88:Sy2*4; If Orc x4
!!VRy2&y1=89:Sy2*3; If Orc x3
!!VRy2&y1=90:Sy2*2; If Ogre x2
!!VRy2&y1=91:Sy2*1; If Ogre x1
!!VRv8001&v9711=149:S0; Attacker
!!VRv8001&v9712=149:S1;  Defender
!!BA:S?y3;
!!BU&v8001=0/y3=0:Sy1/y2/120/v8001/-1/1; [Summon creatures]
!!BU&v8001=0/y3<>0:Sy1/y2/90/v8001/-1/1; [Summon creatures]
!!BU&v8001=1:Sy1/y2/134/v8001/-1/1; [Summon creatures]
!!en:;
!!IF:V411/0; disable

;sea bonus
!?BR&50/1000;
!!DO2014/0/41/1:P;
!!IF:V50/0;

!?FU2014;
!!BMx16:T?y1;
!!FU&y1<>123/y1<>129/y1<>170/y1<>171:E; exit if not water creatures
!!BMx16:Sd1; increase speed by 1

;cast twice
!?BG0&1000/202;
!!BG:A?v445;
!!FU&v445<>1:E;
!!BG:Q?v445; **added check for side
!!FU&v445<>v444:E;
!!IF&200:V201/1;
!!IF:V200/0;

!?BR&1000/202;
!!IF:V200/1;

!?BG1&1000/201/202;
!!BHv444:M0;  side=v444
!!IF:V201/0;

;artefacts giving skills
;165, gives expert luck
!?AE1&v998=165;
!!HE-1:S9/?y1;
!!IF:W-1;
!!VRw5:Sy1;
!!HE-1:S9/3;

!?AE0&v998=165; shield unequip
!!IF:W-1;
!!HE-1:S9/w5;

;166, gives expert Logistics
!?AE1&v998=166;
!!HE-1:S0/?y1;
!!IF:W-1;
!!VRw9:Sy1;
!!HE-1:S0/3;
!!HE-1:S2/?y2;
!!IF:W-1;
!!VRw8:Sy2;
!!HE-1:S2/3;

!?AE0&v998=166; unequip
!!IF:W-1;
!!HE-1:S0/w9;
!!IF:W-1;
!!HE-1:S2/w8;

;167, gives  expert leadership
!?AE1&v998=167;
!!HE-1:S6/?y1;
!!IF:W-1;
!!VRw6:Sy1;
!!HE-1:S6/3;

!?AE0&v998=167;
!!IF:W-1;
!!HE-1:S6/w6;

;168, gives  expert estates
!?AE1&v998=168;
!!HE-1:S13/?y1;
!!IF:W-1;
!!VRw7:Sy1;
!!HE-1:S13/3;

!?AE0&v998=168;
!!IF:W-1;
!!HE-1:S13/w7;

;169, gives to beastmasters and witches +6 to all primary skills
;class 14-15
!?AE1&v998=169;
!!HE-1:B2/?y1;
!!HE-1|y1=14/y1=15:Fd10/d10/d10/d10;

!?AE0&v998=169;
!!HE-1:B2/?y1;
!!HE-1|y1=14/y1=15:Fd-10/d-10/d-10/d-10;

;151, gives +3 to attack
!?AE1&v998=151;
!!HE-1:Fd3/d/d/d;

!?AE0&v998=151;
!!HE-1:Fd-3/d/d/d;

;146, gives +7 to attack
!?AE1&v998=146;
!!HE-1:Fd7/d/d/d;

!?AE0&v998=146;
!!HE-1:Fd-7/d/d/d;

;154, gives +7 to defense
!?AE1&v998=154;
!!HE-1:Fd/d7/d/d;

!?AE0&v998=154;
!!HE-1:Fd/d-7/d/d;

;147, gives +6 to Power
!?AE1&v998=147;
!!HE-1:Fd/d/d6/d;

!?AE0&v998=147;
!!HE-1:Fd/d/d-6/d;

;148, gives +6 to Knowledge
!?AE1&v998=148;
!!HE-1:Fd/d/d/d6;

!?AE0&v998=148;
!!HE-1:Fd/d/d/d-6;

;156, gives +1 att/def skills
!?AE1&v998=156;
!!HE-1:Fd1/d1/d/d;

!?AE0&v998=156;
!!HE-1:Fd-1/d-1/d/d;

;163, gives +3 to all primary skills
!?AE1&v998=163;
!!HE-1:Fd10/d10/d9/d9;

!?AE0&v998=163;
!!HE-1:Fd-10/d-10/d-9/d-9;

!?CM2;
!!CM:I?y1;
!!FU&y1>67/y1<75:E;
!!UN:R3/-1; Redraw Hero Screen

[End of Battle]
!?BA1;
!!UN:P900/v561; [Restore Stack Experience status]

____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 21, 2016 09:27 PM
Edited by Salamandre at 21:30, 21 Oct 2016.

I need the error message screenshot, I loaded your script, attacked some neutrals and no error.

And anyway there is a line exiting if neutrals but you disabled it.

!*FU&v9712<0:E; exit if no hero on other side

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 21, 2016 10:11 PM

If I enable it then it works OK indeed, however there's a reason I disabled it.

The reason I disabled it is that if I keep it, when your hero does not attack an enemy hero then ALL of the rest of the script is disregarded and the other changes do not take place.

Can you make it exit if no enemy hero only for this particular part of the script?

;art 149, 150, 152, 153, 155
!*FU&v9712<0:E; exit if no hero on other side
!!HEv9711:A2/149/d/?y20;  [check for artifact]
!!HEv9712&y20>0:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/149/d/?y21;  [check for artifact]
!!HEv9711&y21>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/150/d/?y22;  [check for artifact]
!!HEv9712&y22>0:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/150/d/?y23;  [check for artifact]
!!HEv9711&y23>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/152/d/?y24;  [check for artifact]
!!HEv9712&y24>0:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/152/d/?y25;  [check for artifact]
!!HEv9711&y25>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/153/d/?y26;  [check for artifact]
!!HEv9712&y26>0:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/153/d/?y27;  [check for artifact]
!!HEv9711&y27>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/155/d/?y28;  [check for artifact]
!!HEv9711&y28>0:R0/d3;  [morale bonus]
!!HEv9711&y28>0:R1/d3;  [luck bonus]
!!HEv9712&y28>0:R0/d-3;  [morale bonus]
!!HEv9712&y28>0:R1/d-3;  [luck bonus]
!!HEv9712&v9712>-1:A2/155/d/?y29;  [check for artifact]
!!HEv9712&y29>0:R0/d3;  [morale bonus]
!!HEv9712&y29>0:R1/d3;  [luck bonus]
!!HEv9711&y29>0:R0/d-3;  [morale bonus]
!!HEv9711&y29>0:R1/d-3;  [luck bonus]

____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 21, 2016 10:19 PM

You must add second hero check to every HEv9712 line.

exemple:

!!HEv9712&y20>0:R0/d-1;  [morale bonus]

must be changed to

!!HEv9712&y20>0/v9712>-1:R0/d-1;  [morale bonus]

Add this check for all lines about second hero then will be fine, you can enable condition again.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 21, 2016 10:30 PM

You mean like this? Because If I enable it then the other changes still do not apply. I think this works OK, can you validate that I made the correct alterations?

;art 149, 150, 152, 153, 155
!*FU&v9712<0:E; exit if no hero on other side
!!HEv9711:A2/149/d/?y20;  [check for artifact]
!!HEv9712&y20>0/v9712>-1:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/149/d/?y21;  [check for artifact]
!!HEv9711&y21>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/150/d/?y22;  [check for artifact]
!!HEv9712&y22>0/v9712>-1:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/150/d/?y23;  [check for artifact]
!!HEv9711&y23>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/152/d/?y24;  [check for artifact]
!!HEv9712&y24>0/v9712>-1:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/152/d/?y25;  [check for artifact]
!!HEv9711&y25>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/153/d/?y26;  [check for artifact]
!!HEv9712&y26>0/v9712>-1:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/153/d/?y27;  [check for artifact]
!!HEv9711&y27>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/155/d/?y28;  [check for artifact]
!!HEv9711&y28>0:R0/d3;  [morale bonus]
!!HEv9711&y28>0:R1/d3;  [luck bonus]
!!HEv9712&y28>0/v9712>-1:R0/d-3;  [morale bonus]
!!HEv9712&y28>0/v9712>-1:R1/d-3;  [luck bonus]
!!HEv9712&v9712>-1:A2/155/d/?y29;  [check for artifact]
!!HEv9712&y29>0/v9712>-1:R0/d3;  [morale bonus]
!!HEv9712&y29>0/v9712>-1:R1/d3;  [luck bonus]
!!HEv9711&y29>0:R0/d-3;  [morale bonus]
!!HEv9711&y29>0:R1/d-3;  [luck bonus]
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 21, 2016 10:36 PM

Yes, is correct. So keep the other line disabled (!!FU:E), should be okay now, no longer second hero wrong ID error when attacking neutrals.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 21, 2016 10:42 PM

OK, thanks
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cthulchu
cthulchu

Tavern Dweller
posted October 23, 2016 08:12 AM

ERA Question

Hi folks, so I use ERA and enjoy it very much. I also use these plugins (thanks to Valery):



So my question is if I can somehow use the plugins with WOG maps. I found this intriguing map called Lucifer Returns. I would love to play it with the plugins. I can see all the plugin-driven buttons there, but, unfortunately, they don't work.

I suspect I can't use ERA mods on WOG maps, but decided to ask just in case.

Thanks!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 23, 2016 08:29 AM

WoG maps can't be played under Era without a proper conversion, you will get problems. It takes very little time but nonetheless it requires to know how it works.

Personally I can't understand why some people keep making maps for WoG 3.58, when we all know that Era is WoG 3.58, but without the bugs, can be debuged on the fly, can use additional mods etc. Moreover maps for Era take 100 times less than for WoG to test, as you can set all armies then correct all pasabilities in one run only, while with WoG, due to internal scripts, you have to restart your map at each problem encountered.

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cthulchu
cthulchu

Tavern Dweller
posted October 23, 2016 09:28 AM

Salamandre said:
WoG maps can't be played under Era without a proper conversion, you will get problems. It takes very little time but nonetheless it requires to know how it works.

Personally I can't understand why some people keep making maps for WoG 3.58, when we all know that Era is WoG 3.58, but without the bugs, can be debuged on the fly, can use additional mods etc. Moreover maps for Era take 100 times less than for WoG to test, as you can set all armies then correct all pasabilities in one run only, while with WoG, due to internal scripts, you have to restart your map at each problem encountered.


People tend to use what they know. My sister has been playing H3 for years. She was amazed when I showed her WOG+ERA, all the WOG configs and ERA plugins a few weeks ago.

I play WOG maps under ERA, but I think ERA "knows" when a map was not meant to play with ERA.

And I think this particular map is quite old... I'll try contacting the author and giving them link to here.

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