|
|
Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
|
posted September 01, 2024 03:12 PM |
|
|
bloodsucker said: Is 12 modifier what grants the level 10?
Nope, we are not in Orwell's "1984"
The script is:
[...]
!!DO9001/21/27/1:P10;
!!en:;
!?FU9001; max experience to neutrals/AI
!!VRy1:Sx16+1*-1;
!!EAy1:Ex1/12/d/d;
So, what you think, where is the rank ACE coded? ;)
|
|
bloodsucker

 
     
Legendary Hero
|
posted September 01, 2024 05:40 PM |
|
|
Didn't someone at some point coded a "Call to arms" for all towns? I ask cause I was willing to use Tew III approach, disabled all dwelling upgrades and have castle troops in town pressing 1-7 keys but I seem to recall to have used something more extensive...
P.S. I can rewrite it for all towns but I think if have to do it I'll try to do it differently, maybe as a mod, so it can easily be reused.
____________
|
|
Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
|
posted September 05, 2024 11:30 AM |
|
|
Bersy made that script for Era 2.46 but I can't download anymore that version, googledrive prohibits it.
|
|
bloodsucker

 
     
Legendary Hero
|
posted September 07, 2024 11:36 AM |
|
|
I want to make a site visitable once per hero. I know I should use the hero W vars but even I recognize the voodoo... Please, help.
!?OB23/23/0;
!!HE-1:w111/S?v1;
!!IF&v1=1:M^You have already visited this stone.^;
!!FU&v1=1:E;
!!IF:M^You touch the stone and immediately fill blessed.^;
!!HE-1:Ed15000;
!!HE-1:Y9/10000/350/1;
!!HE-1:Y65/2000/350/1;
!!HE-1:Wd4000;
!!HE-1:w111/S1; set to visited for this hero
____________
|
|
Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
|
posted September 07, 2024 01:42 PM |
|
|
Hero variables (w1-w100) store the same type of information as v variables, but are unique for each hero. This means that two different heroes could have different values stored in their w1 variable (or w2, w10 or anything up to and including w200). In order to set or check one or more w variables you must first set the hero number that they apply to by using the IF:W command. For example, if you wish to set or check w5 for hero number 27 (Gem), you would first put
!!IF:W27;
prior to the statement that referenced her w5 variable. To specify the current hero, use -1 instead of a number. So
!!IF:W-1;
means that subsequent references to w variables will refer to the current hero (until another IF:W statement is issued).
**********************
Its not voodoo but a specific section to read.
So, let's say your hero visits something
!?OBx/y/z
!!HE:N?y1; who is the hero
!!IF:Wy1; now we set THIS hero variables
!!VRw5:S2; set this hero w5 variable to 2
Try again using this syntax.
|
|
bloodsucker

 
     
Legendary Hero
|
posted September 07, 2024 01:58 PM |
|
|
Salamandre said: !!IF:W-1;
means that subsequent references to w variables will refer to the current hero (until another IF:W statement is issued).
**********************
Its not voodoo but a specific section to read.
So, let's say your hero visits something
!?OBx/y/z
!!HE:N?y1; who is the hero
!!IF:Wy1; now we set THIS hero variables
!!VRw5:S2; set this hero w5 variable to 2
Try again using this syntax.
Meanwhile I manage to do it with SN:W vars
!#OB24/23/0:S;
!?OB24/23/0;
!!HE-1:N?y1; check hero ID
!!SN:W^Hero_%Y1_stone_1^/?y2; check control variable
!!IF&y2=1:M^You have already visited this.^; message if visited
!!FU&y2=1:E; exit if visited
!!IF:M^You touch the stone and immediately fill blessed.^; message if processing visit
!!HE-1:Ed15000;
!!HE-1:Y9/10000/350/1;
!!HE-1:Y65/2000/350/1;
!!HE-1:Wd4000;
!!SN:W^Hero_%Y1_stone_1^/1;
********
And I think the other way is like this (working too)
!#OB24/23/0:S;
!?OB24/23/0;
!!HE-1:N?y1;
!!IF:Wy1; now we set THIS hero variables
!!IF&w5=2:M^You have already visited this.^;
!!FU&w5=2:E;
!!IF:M^You touch the stone and immediately fill blessed.^; message if processing visit
!!HE-1:Ed15000;
!!HE-1:Y9/10000/350/1;
!!HE-1:Y65/2000/350/1;
!!HE-1:Wd4000;
!!VRw5:S2;
****
Which one is better?
One thing I don't understand is why the W changes from Cap to Lower Case...
____________
|
|
Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
|
posted September 07, 2024 02:53 PM |
|
|
Both ok
|
|
bloodsucker

 
     
Legendary Hero
|
posted September 07, 2024 11:18 PM |
|
|
Sorry, what is !!SS ?
I saw it when reading this thread but I can't find it in Help and never heard of it before...
Also...
I've tried to make the Lava Sharpshooter a level 2 creature.
!#MA: C171/6/600 A171/12 D171/12 P171/20 S171/12 M171/11 E171/15 N171/45 G171/10 O171/0 L171/1;
It does the rest of the line but Lava Sharpshooters still have the progression of a level 5 creature and max experience is 113750, same as Master Genies.
I thought it could be related to the Arctic Sharp being level 5, so I said they don't upgrade but it didn't work anyway.
Also tried it on !?PI; but with no results.
But I've managed to make Archangels level 5 with both methods.
And not Enchanters... Nor Hell Steeds.
My guess is neutral creatures don't have a level but were manually set to those attributes. How risky do you think it would be to change them with Instructions or after !?PI ?
Cause you said several times, namely in "Guide to create unique abilities for your creatures" not to mess with them...
____________
|
|
Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
|
posted September 08, 2024 12:56 PM |
|
|
Tried this?
!#EA171:L56000;
|
|
bloodsucker

 
     
Legendary Hero
|
posted September 08, 2024 01:41 PM |
|
|
Nope.
It does the trick. I used 35000 instead, that is the value for the archers. Now they can accumulate way more units...
I adapted the "Brutes Money" from TDS, cause Adelaide was finishing her formation with more then 120 millions...
It's still poorly tested but I wanted to stop working at some point, like when she beats the last opponents before visiting the Mirror of the Home Way or when she arrives to town but I'm blocked and don't know how to do it. Help please.
!?BA0&1000;
!!HE-1:N?v1;
!!FU&v1<>11:E;
!!VRv1003:S0;
!!CO-1:T?y20;
!!HE-1:E?v1003; v1003=H exp @ battle start
!!OW:R-1/6/?v1052; v1052=H gold @ start
!?BA1&1000/v1003>0;
!!HE-1:O?y20;
!!CO-1:D?y21;
!!FU|y20<0/y21=1:E;
!!HE-1:E?y20;
!!VRy21:Sy20 -v1003 :2; y21=H exp gained/2 (50%) (normal Brute amt)
!!VRy20:-v1003 *5 :100; y20=H exp gained/40 (2.5%) (10% of normal)
!!OW:R-1/6/?y22;
!!FU&y22=v1052:E;
!!VRy22:Sy21 *-1; dy22 will subtract orig. Brute gold
!!OW:R-1/6/dy20; add 10%
!!VRy21:-y20; [JHV]
!!VRy25:S0 R99;
!!HE-1&y25<20:R2/?y24;
!!VRy23&y25<20/y24=0:S118 R2;
!!VRy23&y25<20/y24=1:S6 R2;
!!VRy23&y23=120/y25<20/y24=0:S143;
!!VRy23&y23=8/y25<20/y24=1:S143;
!!IF&y25<20/-544/y24=0:Q2/21/y23/1^Bad day! A bold thief stole {%Y21 gold} as you were looking at a beautiful woman.%Z10^;
!!IF&y25<20/-544/y24=1:Q2/21/y23/1^Bad day! A bold thief stole {%Y21 gold} as you were looking at at a handsome man.%Z10^;
!!VRy23&y25>=20/y25<35:Sy21 :5000 +1;
!!VRy23&y25>=20/y25<35/y23>3:S3;
!!IF&y25>=20/y25<25/-544:Q2/11/y23/1^You spend {%Y21 gold} to kiss the Blarney Stone. They say it brings luck.%Z10^;
!!IF&y25>=25/y25<28/-544:Q2/14/y23/1^You spend {%Y21 gold} to take your troops to the circus and your army gains high morale!%Z10^;
!!IF&y25>=28/y25<31/-544:Q2/14/y23/1^You spend {%Y21 gold} to take your troops to the Folies Bergère and your army gains high morale!%Z10^;
!!IF&y25>=31/y25<35/-544:Q2/14/y23/1^You spend {%Y21 gold} to take your troops to Disney World and and your army gains high morale!%Z10^;
!!HE-1&y25>=20/y25<25:R1/dy23;
!!HE-1&y25>=25/y25<35:R0/dy23;
!!IF&y25>=35/y25<45/-544:Q2/21/1/1^You lose {%Y21 gold} playing dice with some soldiers.%Z10^;
!!IF&y25>=45/y25<55/-544:Q2/22/5/1^You spend {%Y21 gold} in a tavern.%Z10^;
!!IF&y25>=55/y25<65/-544:Q2/8/47/1^You lose {%Y21 gold} playing poker.%Z10^;
!!IF&y25>=65/y25<75/-544:Q2/21/14/1^You lose {%Y21 gold} gambling on centaur races.%Z10^;
!!VRy23&y25>=75/y25<80:Sy21 :5000 +1 *10;
!!VRy23&y25>=75/y25<80/y23>1000:S1000;
!!IF&y25>=75/y25<80/-544:Q2/35/y23/1^You need a lot of spell points, so you pay {%Y21 gold} to a witch for some.%Z10^;
!!HE-1&y25>=75/y25<80:Idy23/1;
!!VRy23&y25>=80/y25<85:S0 R6;
!!VRy23&y25>=80/y25<85/y23=6:S7; [JHV: why buy gold w/gold?]
!!VRy24&y25>=80/y25<85:Sy21 :5000 +1;
!!VRy24&y25>=80/y25<85/y24>100:S100;
!!IF&y25>=80/y25<85/-544:Q2/y23/y24/1^You need more resources! You pay {%Y21 gold} for some.%Z10^;
!!OW&y25>=80/y25<85:R-1/y23/?y26;
!!VRy24&y25>=80/y25<85:+y26;
!!OW&y25>=80/y25<85:R-1/y23/y24;
!!VRy23&y25>=85/y25<95:Sy21 :5000 +100;
!!VRy23&y25>=85/y25<90/y23>100000:S100000;
!!VRy23&y25>=90/y25<95/y23>5000:S5000;
!!IF&y25>=85/y25<90/-544:Q2/17/y23/1^You pay {%Y21 gold} to get some more experience.%Z10^;
!!IF&y25>=90/y25<95/-544:Q2/8/98/1^You pay {%Y21 gold} to get %Y23 movement.%Z10^;
!!HE-1&y25>=85/y25<90:Edy23;
!!HE-1&y25>=90/y25<95:Wdy23/1;
!!VRy23&y25>=95:S31 R3;
!!VRy24&y25>=95:S0 R99;
!!IF&y25>=95/y21>=5000/-544/y24<10:Q2/y23/1/1^You spend {%Y21 gold} to enhance your combat efficiency.^;
!!IF&y25>=95/y21<5000/-544/y24>9:Q2/y23/0/1^You pay {%Y21 gold} to enhance your combat efficiency, but you were cheated!^;
!!HE-1&y25>=95/y21>=5000/y23=31/y24<10:Fd1/d/d/d;
!!HE-1&y25>=95/y21>=5000/y23=32/y24<10:Fd/d1/d/d;
!!HE-1&y25>=95/y21>=5000/y23=33/y24<10:Fd/d/d1/d;
!!HE-1&y25>=95/y21>=5000/y23=34/y24<10:Fd/d/d/d1;
!!HE-1&y25>=95/y21>=5000/y24<10:F?y1/?y2/?y3/?y4;
!!HE-1&y25>=95/y21>=5000/y1>98/y24<10:F99/d/d/d;
!!HE-1&y25>=95/y21>=5000/y2>98/y24<10:Fd/99/d/d;
!!HE-1&y25>=95/y21>=5000/y3>98/y24<10:Fd/d/99/d;
!!HE-1&y25>=95/y21>=5000/y4>98/y24<10:Fd/d/d/99;
!!OW:R-1/6/dy22;
____________
|
|
Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
|
posted September 08, 2024 01:44 PM |
|
|
So, where is the problem?
Set a flag to true when beat last opponent or visit whatever then check that flag when battle starts. Exit if true.
|
|
bloodsucker

 
     
Legendary Hero
|
posted December 01, 2024 09:56 AM |
|
|
Is there a way to make a troop/town to be local to All terrains at once, like the Cove grail?
____________
|
|
Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
|
posted December 03, 2024 10:05 AM |
|
|
No ideas as overall, but some of the effects, like battle speed and morale could be scripted separately.
|
|
bloodsucker

 
     
Legendary Hero
|
posted December 03, 2024 02:23 PM |
|
|
Then isn't worthy. My idea was to make a faction stronger through that but it's easier to do it by giving them plus x Attack, Defense and Speed then with a dozen conditions.
Sorry for the off-topic but what do you think of this line-up?
1. centaur captains
2. sylvan centaurs
3. nomads
4. sharpshooters
5. stronger pegassi
6. unicorns
7. green/gold dragons
for Mongolian troops. It's based on the idea that they were horse lords.
After reading about Hannibal's campaign I didn't saw a credible way to force them to move to Sagunto in Spain, when the south of the Italian peninsula is right there and Genghis story is much more suited to a "conquer the world" map then Hannibal's.
____________
|
|
Vlad_Dehtiar

 
Tavern Dweller
|
posted February 28, 2025 10:16 PM |
|
|
1. I want to learn how to transfer heroes, cities, and mines from one player to another. I want to implement intrigues and betrayals while playing through hot-seat mode. I will also be writing the plot on the fly, so I need this capability throughout the game for all heroes and objects. I was told that such a feature exists on the map The Empire of the World III.
2. I am interested in how to make a squad perform a counterattacks until they deal all their damage (eliminating the possibility of counterattacks being removed by weak squads).
3. Is it possible to create a script for transferring gold and resources from one player to another?
4. Is there a way to add more than 8 players to the map?
I have no experience in ERM, and I also don't know English, so I made the translation using ChatGPT.
____________
|
|
bloodsucker

 
     
Legendary Hero
|
posted March 05, 2025 10:13 PM |
|
|
Is it possible to form dynamic alliances?
I was thinking about Hannibal's campaign and how the peoples of the kingdoms crossed sometimes joined him. I wanted to convert the conquered towns (like in TEW IV) but also (maybe with random timed events) make other peoples/players make offers of peace for a price, i.e. you would pay to get a temporary AI ally, that could break the alliance at any time (also with random timed events). You could also break the accord, so in the end all towns could be conquered.
I have no idea if this is even possible, I don't remember to have ever seen it, but if it is are there examples I don't know about?
P.S. I guess it is, if I can change the timer to rerun once at any point of the game. There is a script I never played with that uses ERM to set "Custom Alliances", I'll need to test it, though.
____________
|
|
Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
|
posted March 06, 2025 04:05 PM |
|
|
I wouldn't script anything which moves AI forth and back, because AI often freezes the game if let moving around and such. Of course, you can imagine situations where defeated AI (or each defeated town) gives a tribute, in form of resources or army, weekly for example. But changing alliances through the game could screw it, either AI will have to be weak so no effect, of strong enough to make the game unstable.
The best AI is the one sitting in his town and waiting for you.
|
|
bloodsucker

 
     
Legendary Hero
|
posted March 06, 2025 06:31 PM |
|
|
My idea was to make player pay for the alliance but you're probably right (as usual). Moving AI tend to screw the tests also, sometimes they hire several heroes, sometimes don't. Sometimes get big army from map and other seem to be stalling. And story wise it's better to keep the battles in place. Thanks for answering.
____________
|
|
Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
|
posted March 06, 2025 09:05 PM |
|
|
Yes but you know how computer is coded. You pay 1 million to AI for alliance then next day your new ally sends you back 1 million or even more then asks for 3 lumps of ore. And this can't be avoided with ERM.
|
|
bloodsucker

 
     
Legendary Hero
|
posted March 07, 2025 10:51 AM |
|
|
Do you have any suggestions on how to make the crossing of the Alps costly? I thought of strongly cursing the movement with the sphinx curse and kill random units on the end turns but would it be possible to use whirlpools on land? Is there a way to force "this whirlpool" to always exit on "that whirlpool", without those being the only ones?
I don't want everyone crossing the alps whenever player wants, in HotA I would use quest gates but they don't exist in ERA. The only thing I could come up with was make Waterwalk level 5 and give it to Hannibal from start, then place an hidden hex of water in the beginning of the path but I'm not sure I like it that much. It can be used to cross to Africa to get reinforcements.
____________
|
|
|