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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 ... 35 36 37 38 39 ... 50 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Ayreon
Ayreon


Famous Hero
posted May 02, 2009 12:06 PM
Edited by Ayreon at 14:46, 02 May 2009.

Quote:

if doesn't work, then check:

Is the event enabled for that AI faction?
Is 4 the right value for his color?
Is v17=2?
Is there any !!FU:E; before which can screw?

For PI, check index, PI trigger.(scroll down)


Yes it is enabled for that faction. 4 is orange, and this hero is orange as well. v17=2 because other commands DO execute. there is no !!FU:E; that screws.
I'm gonna try the AI control radius now.
Is 32000 the best choice?
Does this work for all AI? Even for those I do not wish to script?

btw I downloaded erm_tools.wog and updated the erm help. I have the correct version now :)

EDIT:
nevermind, I solved the problem.
!!HE88:Px/y/l; gets him out of his castle ^^

by the way: From the !?PI; trigger information
Quote:
The other specific thing here is that this trigger works out ONLY if you start a new game but not if you load a saved game (so the same way as instructions do).

Does that mean, that if I set !#IF:V10/0; at start, and later in the game I set it !!IF:V11/1;, does that mean that it goes back to 0 when I load a game?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 02, 2009 03:09 PM

Don't worry about it. Means the instructions do not trigger again if you load a game. That's all.

Saved game is a saved game, all variable/flags keep their values.
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Ayreon
Ayreon


Famous Hero
posted May 02, 2009 04:28 PM

Ah ok good.
------------------
Once more a question.

I scripted my own creature bank, with a trigger for the AI and a trigger for the player. However, when the AI arrives at the object, it stays there until the end of the game.
How can I convince the AI that he already visited the building and should not visit it again and again?
(I already set a flag)
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 02, 2009 10:19 PM
Edited by Salamandre at 01:36, 03 May 2009.

You are going into untested things. AI is unlike to be scripted, and I don't know anyone who did it (except short specific commands by Vlaad and Fnord). It seems to me that you want to force the AI play the whole game as you want, but you will fail. AI is a woman like.

But there are some tricks you may want to know:

1) If AI was behind a gate (blocked) for more than 5-6 months, once you release he will not move anymore, even if you are going with 1 peasant.
2) Sometimes a different approach is better than a complex script: place a treasure chest where you want the AI to go.
3) If AI has no towns and a script allowing him to live for ever is present, change the "for ever" condition to x days to force him to attack. Eventually you will allow him again to live for ever after he did the move you wanted.

But he will never listen to you like a slave. Many settings can change its behavior, like blocked paths, events, his radius thinking.

Example:

In my map ToP I scripted Sandro to pursue Morgane (human). He had to follow a specific path and he did it. On the path I placed events with 50000 zombies attacking him. So I placed 5 of those events and he had to fight them all, become weaker, and then accessible to Morgane.

Well, in one test, he died after the first event. In another test he survived all the events without casualties, in another he died after the forth event and so on. Then I gave up, warned the player about my useless ideas and removed all the events.

I don't think WoG can calculate correctly the combat issues with those new abilities. For example, if you give to a creature 100% block you will never win. But if you enable quick combat, you will win always. That's a nightmare for a mapmaker in love with abilities, because he has to disable quick combat for a lot of fights, as they change completely the issue.

Edit: Are you sure in your script the bank is set to unvisited for the week? Because if it gives creatures each day, then it may be more interesting for AI to just not move from there.
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Ayreon
Ayreon


Famous Hero
posted May 03, 2009 12:08 PM

Hmm I see... nasty AI that is
But I'll go concentrate on other ERM areas then. thanx for the info though.

Oh and, yes I did make sure there was no constant reward. It simply does !!FU&10:E; all the time
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doom3d
doom3d


Known Hero
Avatar of general Z
posted May 05, 2009 08:04 PM

Quote:
Edit: Are you sure in your script the bank is set to unvisited for the week? Because if it gives creatures each day, then it may be more interesting for AI to just not move from there.

Once I switched on a modified version of creature growth script.
The AI just went to an external dwelling, and started to hire troops for ever. More troops were avalaible, than money.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 09, 2009 10:14 PM

I need help.

I have no idea why the last command in this script gives me an error:

!?FU61;
!!OW:R2/6/?v627; **check tan's gold
!!VRv627::5000; **divide gold by 5000 (the price for one spartan)
!!IF&v627<1:M^You don' have the money for that^; **If less than 5000 gold
!!FU&v627<1:E;
!!IF:M^You can recruit %V627 spartans so far. How many you wish to recruit?^;
!!IF:D25/2/3/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!IF:F25/0/0/0/0/1;
!!IF:E1/25;
!!VRz1:H5; **check if text entered, flag 5=1 if yes
!!VRv628&5:Vz1; convert string to value
!!IF&v628>v627:M^Don't try to trick me!^; **player entered more spartans than
proposed (he tried to cheat)
!!IF&v628>v627:V5/0; **exit if he was bad boy
!!FU&v628>627:E;
!!IF&5:M^OK, here are %V628 spartans^; **If good value entered, give spartans
!!HE29&5:C2/174/v628/1;
!!VRv628&5: *5000; **Multiply the number of received spartans by 5000
!!OW&5:R2/6/d-v628; Substract the result from tan gold **ERM error
!!IF:V5/0;

Is d-v628 not allowed in an !!OW command? Any way to go around it please?
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 10, 2009 01:25 AM

!!OW:R2/6/?n;
!!VRn:-v658;
!!OW:R2/6/n;
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 10, 2009 08:04 AM
Edited by Salamandre at 08:30, 10 May 2009.

I see. So "n" must be negative, and use it to subtract resources, thank you.

I also found another possibility (multiply y2 by negative number)starting from your logic:

!!VRy2: *-5000; **Multiply the number of received spartans by -5000
!!OW:R2/6/dy2; Subtract from tan gold
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trillandood
trillandood

Tavern Dweller
posted May 18, 2009 04:49 PM

hello,  I have a problem, i can not play the wog path with wogconfiguration it cames up a square, but when i played the same path witout wog configuration it works very fine , ( the path is angelic allance and more, i think its have to the with the erm?

i hope you can help me- my english is not the best
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 18, 2009 05:53 PM

path = map?

It's a WoG map with ERM scripts - don't wogify it.

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Malax83
Malax83


Famous Hero
Game ranger, HotA Player
posted June 03, 2009 03:27 PM

Hi everybody.
i have one question considering ERM script. i would like to know if it was possible to modify the range of sight on buildings (to see in darkness) ? i wish to modify this property on posts guards. Thanks you.

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ChaosHydra
ChaosHydra


Famous Hero
posted June 04, 2009 05:16 PM
Edited by ChaosHydra at 17:17, 04 Jun 2009.

You mean adjusting your Scouting skill?

EDIT: or adjust the range from Redwood Observatories?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 04, 2009 05:44 PM
Edited by Salamandre at 17:48, 04 Jun 2009.

Quote:
Hi everybody.
i have one question considering ERM script. i would like to know if it was possible to modify the range of sight on buildings (to see in darkness) ? i wish to modify this property on posts guards. Thanks you.


If you want to do it in a custom map, the easiest way is to do each post guard manually. Use in instructions:

!#UN:Sx/y/z/owner/radius; x/y/z coordinates of each object (post guard)

I don't know another way, but someone may know if modifying some parameters in H3bitmap.lod text files might change this. You can check yourself with resedit.exe, extract all text files then look for radius of objects.

If you are going to modify them, use THIS. Never use any other text editor, it will crash your game.
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Malax83
Malax83


Famous Hero
Game ranger, HotA Player
posted June 04, 2009 06:21 PM

Quote:
If you want to do it in a custom map, the easiest way is to do each post guard manually. Use in instructions:

!#UN:Sx/y/z/owner/radius; x/y/z coordinates of each object (post guard)

I don't know another way, but someone may know if modifying some parameters in H3bitmap.lod text files might change this. You can check yourself with resedit.exe, extract all text files then look for radius of objects.

If you are going to modify them, use THIS. Never use any other text editor, it will crash your game.


Thanks you for your help.
But i believed my question wasn t enought comprehensive. I like playing with fog of war, that s why i want to this modification in "perpetual darkness". I think your code do what i want but once time, maybe i fail.

I ll try your second idea.  

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Silentdragon
Silentdragon

Tavern Dweller
posted June 15, 2009 07:22 PM
Edited by Silentdragon at 19:27, 15 Jun 2009.

So what is so good about wog anyways? I tried to like it, I really did..... but I don't find it to be much interesting and I keep getting snytax errors and other bugs. The original sod is still the best to me.. Besides, I heard the a.i doesn't adapt to wog so only customized story-driven maps seem to take over in popularity, maybe I'm just not interested in a game that feels to rpgish..
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 15, 2009 08:09 PM
Edited by Salamandre at 20:26, 15 Jun 2009.

Nobody is forcing you to like WoG. One reminder still: it will take you months to be able to play good WoG maps and understand/complete them. If one day you are tired with old SoD maps and tactics give it a try. Not to mention that a custom WoG map will require you as much being a skilled player as SoD requires.

The RPGish feature is a +. You can eliminate it within a click also. But if one enjoys a SoD map where a seer is asking for an artefact/creature or else, I don't see where is a bad thing to be able to create a more interesting story behind that quest. And believe me, one can create a story behind a quest which will take you months to complete. Along with all other SoD mechanics, which are mostly unchanged.

SoD players can take a crypt week 1, build level 7 dwelling on 200% day 7 or early, take an utopia week 2, etc etc. WoG will not explore those possibilities, which are now much more as a fixed pattern and acquired by the majority. Instead it will offer via scripting different challenges, endless creatures abilities, custom events, an interesting story with different issues according to your actions, and an AI much more improved. Not only the AI is adapting very well to WoG, but now it can be fully controlled and directed. He will attack when you tell him to, he will retreat, he will change alliances if need, he will "prepare" its long term strategy.

Thats why a good WoG scenario will take thousand more hours to design than a SoD one. You can leave the automate scripts to complete their task without controlling them and you will get errors/bugs and unbalanced issues. Or you can work on them as on a diamond and get a perfect set up or something close to it.
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wog_edn
wog_edn

Promising

The Nothingness
posted June 15, 2009 09:28 PM
Edited by wog_edn at 21:28, 15 Jun 2009.

Yeh, me again .. kinda wondering what is wrong about this script? It works fine, and I can live beyond day 7 without a town, but I keep getting these annoying error messages before WOGyfying.

ZVSE
!#TM1:s1/999/1/1;
!#VRv10:S0;
!#OW:D0/254;
!#OW:D1/254;

And I also wonder how to make a path on water at 116/121 , 116/122 and 116/123.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 15, 2009 09:45 PM

Quote:

ZVSE
!#TM1:s1/999/1/1;
!#VRv10:S0;
!#OW:D0/254;
!#OW:D1/254;

And I also wonder how to make a path on water at 116/121 , 116/122 and 116/123.




You use instructions after a time trigger, so they will not work. You don't need a time trigger to allow the player to live for ever. Just use:

ZVSE

!!OW:D0/255;
etc

For a bridge:

!!UN:W116/121/116/123/x; x=level

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wog_edn
wog_edn

Promising

The Nothingness
posted June 15, 2009 09:50 PM
Edited by wog_edn at 21:53, 15 Jun 2009.

!!OW0/255;
etc...?

I just found out I suck even harder at scripting now than I used to... I bet it'd be a tiny job for you (considering you're like one of the experienced ones here)

The 'bridge' didn't work...
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