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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion (started by Odvin in March 2003)
ERM help and discussion This Popular Thread is 415 pages long: 1 2 3 4 5 ... 80 160 240 320 400 ... 411 412 413 414 415 · «PREV
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 31, 2025 08:49 PM
Edited by Salamandre at 20:57, 31 Dec 2025.

!?FU11017;
x1 = player ID
!!HE146:R3/0/x1;
!!VRx1:+1; increment for next loop

!#DO11017/1/7/1:P1;

I didn't test this feature in any game, so I don't know if it works, or if you have it to rerun script after each battle (maybe pool reset each time an hero is killed), or each 1st day of the week and so on. Given that it concerns only AI, is impossible to test.

Anyway, the script above disables ID 146 from being available to players 1-7, at the START of the game.

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abdulcabbar
abdulcabbar

Tavern Dweller
posted January 16, 2026 08:13 AM
Edited by abdulcabbar at 08:31, 16 Jan 2026.

heroes 3 wake of gods erm error

I always get this error when opening the Empire of the World2 era map.









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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 08, 2026 12:39 PM

Hi all!
Is there a way to enhance the Resource Silos to give an extra resource?
I would like to make the resource silos a bit more balanced, where every resource silo gives +1 Wood and Ore AND +1 extra resource according to level 7 creature demands:
Castle: +1 Wood +1 Ore +1 Gems
Rampart: +1 Wood +1 Ore +1 Crystal
Tower: +1 Wood +1 Ore +1 Gems
Inferno: +1 Wood +1 Ore +1 Mercury
Necropolis: +1 Wood +1 Ore +1 Mercury
Dungeon: +1 Wood +1 Ore +1 Sulfur
Stronghold: +1 Wood +1 Ore +1 Crystal
Fortress: +1 Wood +1 Ore +1 Sulfur
Conflux: +1 Wood +1 Ore +1 Mercury
Is that possible through ERM?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 08, 2026 10:47 PM

Hero_of_Light said:
Hi all!

Castle: +1 Gems
Rampart: +1 Wood +1 Ore
Tower: +1 Wood +1 Ore
Inferno: +1 Wood +1 Ore
Necropolis: +1 Mercury
Dungeon: +1 Wood +1 Ore
Stronghold: +1 Crystal
Fortress: +1 Sulfur
Conflux: +1 Wood +1 Ore



I fixed your post so now it is a good start for a script. It makes no sense asking for resources which are already given, as this forces the scripter to look in the towns silos list then remove from your list. Now is a correct starting demand.

I will look into.
____________
You must not OFFEND people - Jolly Joker

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bloodsucker
bloodsucker


Legendary Hero
posted March 10, 2026 01:21 PM

@Salamandre This seams like a very good idea, if you decide to do it, please consider to make it a separate mod, like Upgradable Resource Silos.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 10, 2026 04:30 PM

Is not worth the time. If you want the chosen resource daily, all you need is HD mod tavern then recruit the hero giving it.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 10, 2026 10:34 PM

But one can find the selectable heroes feature too much, even consider it a cheat, yet think this is an okay adjustment.
____________
Are you pretty? This is my occasion. - Ghost

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 11, 2026 08:57 AM

Yeah why not. But as I said, making a good mod takes time, I would have to create dialogs with selectable images so the player can configure the silos the way he wants, and I just don't think it is worth the work. Silos are mostly the last build in a town, when you already own big part of the map, getting one crystal/whatever per day at that moment is not something I would consider as really critical.

I will give a short script to Hero of Light based on his specific request then if someone is motivated, up to him for an overall mod. Is not hard to do, it just requires many hours.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 11, 2026 09:09 AM
Edited by Salamandre at 09:21, 11 Mar 2026.

Rofl, when looking in my old mods list, I found Upgradable silos made by me in 2015.



Upgradable silos download

read me:

Upgradable silos
Author: Valery
28/4/2015
Each town silo produces 1 ore & 1 wood + 1 of the special resource asked for level 7 creature
Each silo can be upgraded every week, and will produce +1 of the special resource
Each silo can be right or left clicked for different hints.


@Edit : I tested and only first upgrade works, then nothing. Era versions since 2015 changed everything I guess. I will fix it by the end of this week.
____________
You must not OFFEND people - Jolly Joker

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bloodsucker
bloodsucker


Legendary Hero
posted March 11, 2026 12:32 PM
Edited by bloodsucker at 12:47, 11 Mar 2026.

artu said:
But one can find the selectable heroes feature too much, even consider it a cheat...
It is The Cheat, if you decide to abuse it. I've even created a few maps just for that...
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 11, 2026 12:38 PM

Anything that can be obtained by saving/reloading can't be a cheat, is just optimizing the game.
____________
You must not OFFEND people - Jolly Joker

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 17, 2026 07:12 PM
Edited by Hero_of_Light at 19:14, 17 Mar 2026.

Thanks Salamandre, I copied this part of the script to my mod and it seems to work the way I want it. I don't want to have further upgrades anyway (I think it is OP) so I skipped that part.

I still want to get rid the Santa Gremlins "Gift Giving" ability if anyone knows how to do that I would really appreciate it.

;Upgradable silos
;Author: Valery
;28/4/2015
;Each town silo produces 1 ore & 1 wood + 1 of the special resource asked for level 7 creature
;Each silo can be upgraded every week, and will produce +1 of the special resource
;Each silo can be right or left clicked for different hints.
;vars used: v2-v10 (quick)

!#TM2:S1/999/1/255; timer 2, every day, all players

!?TM2;
!!VRy1:Sc0;
!!SN:W^one_time^/?y2;
!!if&y1=1/y2<1:;
!!UN:U98/-1/?y-1;
!!VRv1:S-1;
!!DO13461244/1/y-1/1&y-1>0:P98;
!!SN:W^one_time^/1;
!!en:;
!!VRy1:Sc%7; get day of the week
!!OW:C?y2; get current player
!!UN:U98/-1/?y-1;
!!VRv1:S-1;
!!DO13461245/1/y-1/1&y-1>0:P98/y2/y1;

!?FU13461244;
!!UN:Ux1/-1/-1/1; town in v1/v2/v3
!!SN:W^SilosU_%V1_%V2_%V3^/1; flag that town to produce 1 of each from start


!?FU13461245;
;x1 town
;x2 current player
;x3 day of the game
!!UN:Ux1/-1/-1/1; town in v1/v2/v3
!!CA1:O?y1; get owner
!!FU&y1<>x2:E; exit if not owned by current player
!!CA1:T?y2; get type
!!SN:W^SilosU_%V1_%V2_%V3^/?y5; get silo upgrade
!!CA1:B3/15; get in flag 1 if silo is build
!!if&1:;    if flag 1 is true
!!VRv4:C5/4/5/1/1/3/4/3/1; index table to resources per town
!!VRy6:Sy2+4;
!!VRy3:Svy6;
!!OW:Rx2/y3/dy5;
!!OW&y2<>0/y2<>4/y2<>6/y2<>7:Rx2/0/d1; give 1 ore&1 wood to towns except c/n/s/f
!!OW&y2<>0/y2<>4/y2<>6/y2<>7:Rx2/2/d1;
;correction, remove original income
!!OW&y2=1:Rx2/4/d-1; rampart
!!OW&y2=2:Rx2/5/d-1; tower
!!OW&y2=3:Rx2/1/d-1; inferno
!!OW&y2=5:Rx2/3/d-1; dungeon
!!OW&y2=8:Rx2/1/d-1; conflux
!!SN&x3=1:W^SilosS_%V1_%V2_%V3^/0; set silo state as not upgraded this week
!!en:;
  !!if&x3=1:; if day one of the week
  !!SN:W^SilosS_%V1_%V2_%V3^/0; set silo state to ready for new upgrade
  !!en:;

____________
Not idly do the leaves of Lorien fall.

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Olegmods
Olegmods

Tavern Dweller
VCMI TUM lead dev
posted March 17, 2026 08:04 PM

There's some scripts on Russian WoG Forum about it, maybe it'll be a good idea to look there?

Looks like there http://wforum.heroes35.net/showthread.php?tid=6342&page=2 were some solutions to remove santas' gift giving ability.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 17, 2026 10:27 PM

Thanks it seems to have worked so far! Here is the script, if anyone else is interested.

!?PI;
!!UN:C7711129/4/2020;   Disable Santa Gremlins Gifts

!?GM0;
!!UN:C7711129/4/2020;   Disable Santa Gremlins Gifts


____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 18, 2026 01:06 AM

Hero_of_Light said:
Thanks Salamandre, I copied this part of the script to my mod and it seems to work the way I want it.


That's good because I looked into script and realized that newer Era versions don't keep values of floating variables so basically I would need to rewrite the whole script from scratch and I don’t have that motivation.
____________
You must not OFFEND people - Jolly Joker

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bloodsucker
bloodsucker


Legendary Hero
posted April 09, 2026 12:03 PM

Would it be possible to change the creatures def during battle or replace a creature with another, in toggle weapon? I would love to trade between Centaur Captains and Sylvan Centaurs, not just on an Hill Fort but inside the combat screen.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2026 07:22 PM
Edited by Salamandre at 19:23, 09 Apr 2026.

If I change the def, it will still be the previous creature but looking different, no other stats. This is what you want, or you want new creature to replace?

Then it is more complex, you have to store numbers, HP, shots available then delete the creature, place the new one in same hex then apply the stored parameters. And if I remember well, you need both centaurs and elves to create sylvains.

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bloodsucker
bloodsucker


Legendary Hero
posted April 10, 2026 04:11 AM

My initial idea was to make Sylvan Centaurs upgrade to Centaur Captains in town and have them interchangeable at Hill Forts, stats being matched previously but one would be a shooter and the other a melee with two attacks, with experience based No Retaliation and Attack&Return. Those would be the basses of the Mongolian Army. Now if that could happen in battle it would mimic the typical mongolian tactic of hit and run.

But I don't know why I asked this. After a ton of attempts my map editor still crashes when I edit heroes on the map and it's impossible to create and test what I have in mind before solving that.
Only I keep imagine how to tell the story.

____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 10, 2026 09:57 AM

Well, one idea would be to transform the fortune spell (never used, right?) to some spell which will transform your troops in battle. That way it takes a cast and looks fair.

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