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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 ... 63 64 65 66 67 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
KevinHann
KevinHann


Adventuring Hero
posted July 16, 2010 08:43 AM

Quote:
ZVSE

[Day 1 Timer]
!#TM49:S1/999/7/1; **change "1" if you don't play with red player to the corresponding player ID.
!?TM49;
!!UN:U17/27/?v1; **Number of kennels on map: v1
!!DO52/1/v1/1&v1>0:P;

[Set kennels]
!?FU52;
!!UN:U17/27/x16/2; **Coordinates in v2/v3/v4
!!DWv2/v3/v4:G0/-1/0; **remove guards
!!DWv2/v3/v4:M0/94/3 M1/90/5 M2/92/4 M3/96/2;

!?OB17;
!!OB998:U?v5;
!!FU&v5<>27:E;
!!IF:M^Do you want to recruit cyclops, ogres, rocs or behemots?^;
!!OB998:M-1/1/0; **disable standard message





A few questions.
Will it work for AI, too? Why is it required to select a player for cgens? The rest is self-explanatory, I believe. Thank you!
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 16, 2010 09:49 AM
Edited by Salamandre at 09:54, 16 Jul 2010.

Yes, AI will recruit the same creatures. You can either add to the end of TM the flag 1000 and 255 (for all players), so it works only on human turn, but if not flag 1000 don't use more than one player activating the TM, because then you will be able to find again those creatures on day 2 of the week even if you bought them all on first day (the TM triggers again after human ended turn). Might be other possibilities as well.

My opinion is that this "custom" creature generator is a very bad idea because AI will buy them all, thus dismissing 4 slots with better creatures in. Run a full game test and look if this happens, AI is somehow "stupid" when coming to choose what's offered.
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Era II mods and utilities

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KevinHann
KevinHann


Adventuring Hero
posted July 16, 2010 10:13 AM

It depends on how it is used. I just want to make sure I know the full extent of possibilities in case I need to use them, doesn't mean I will. Balance will be tough, especially considering I have to dismiss a few low level creatures to replace them for stronger creatures. For instance T-Rex replaces upgraded Ogre, but is more like a lvl 7 creature. Honestly I'll have to think on many levels, but before I am done with all defs and I know what my material is, I cannot think of balancing stats. Take Tower, Wendigo and Mammoth don't really seem like level 2 and 3 creatures.
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KevinHann
KevinHann


Adventuring Hero
posted July 16, 2010 10:48 AM
Edited by KevinHann at 10:49, 16 Jul 2010.

I would like to enhance this script:

ZVSE

[Day 1 Timer]
!#TM49:S1/999/7/1; **change "1" if you don't play with red player to the corresponding player ID.
!?TM49;
!!UN:U17/27/?v1; **Number of kennels on map: v1
!!DO52/1/v1/1&v1>0:P;

[Set kennels]
!?FU52;
!!UN:U17/27/x16/2; **Coordinates in v2/v3/v4
!!DWv2/v3/v4:G0/-1/0; **remove guards
!!DWv2/v3/v4:M0/94/3 M1/90/5 M2/92/4 M3/96/2;

!?OB17;
!!OB998:U?v5;
!!FU&v5<>27:E;
!!IF:M^Do you want to recruit cyclops, ogres, rocs or behemots?^;
!!OB998:M-1/1/0; **disable standard message

I will use it in this form for AI generators, but because of the way I planned the map, human slot is just one. I would like to let the player choose "bonus" creatures to hire from a couple generators in the very beginning, instead of piling many generators for the sake of variety.

Is it possible to open dialogue box for the player on day 1, asking him:

"You can pick your bonus creature to hire. Choose carefully, as this will have a strong effect on your strategy!"

And the possible answers (example):

1) Dragoliches - if player picks this, the script I quoted executes in a form that places Dragoliches in the bonus generator;
2) T Rex - if player picks this, a different script based on the same template executes and puts T Rex in the generator;
3) etc.

A message confirming the choice the player made with a simple okay button could follow, but is not required.

Can this be done?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 16, 2010 11:36 AM
Edited by Salamandre at 11:41, 16 Jul 2010.

Well, almost everything can be done, but more you want, more you have to understand ERM. I don't know what type is your T-Rex, thus I scripted your kennels to offer between Azure and Dracolich:
ZVSE

!?OB17;
!!OB998:U?v5;
!!FU&v5<>27:E;
!!PO998:N?v22;
[...place condition for PO?]
!!VRz1:S^Kennels^;
!!VRz2:S^Choose your creature^;
!!VRz3:S^Leave^;
!!IF:G1/2/0/z1/z2/z3;
!!FU&v2=2:E;
!!VRz1:S^Choose one^;
!!VRz2:S^Dracoliches^;
!!VRz3:S^Azure Dragons^;
!!VRz4:S^Leave^;
!!IF:G1/3/0/z1/z2/z3/z4;
!!FU&v3=4:E;
!!OB998:M-1/1/0;
!!FU99&v3=1:P196; **place dracolich
!!FU99&v3=2:P132; **place azure dragon
!?FU99;
!!DW998:M0/x1/1;
!!PO998:N2;

Of course, you will have to reset v22 (from PO) every week, to re-enable the script, you need a time trigger etc. But it becomes more and more complex, so I suggest you start your first mod with easier mechanics modifications.
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KevinHann
KevinHann


Adventuring Hero
posted July 16, 2010 12:08 PM
Edited by KevinHann at 12:27, 16 Jul 2010.

I will try to make it as simple as possible, Salamandre. I'm not asking in order to complicate it, but I prefer to have a sample of a more complex script should I need one.

My next question:

I added "% cast armageddon after attack" in Antichrist abilities by !!EA and "immune to armageddon" for all Inferno. The more I think of it though the better it would be if I could make these counter with Castle.

What I am thinking is Antichrist should give immunity to armageddon to all inferno units on the battlefield (and no other!), and Seraph should give immunity to armageddon to all castle units on the battlefield (and no other).

This cannot be done with !!EA. Is it possible?

Edit: another question, this one is technical. For some reason catapults now appear on the battlefield even if not attacking a town. Not only that, but they make what I was never able to put into a custom creature - they shoot ! I want to get rid of this, it occured without changing any of the WoGify options and is exceptionally ugly, plus it also causes the game to crash occasionally when in battle. When the catapult is destroyed in such a battle, it appears on the post-battle screen in the list of casualties as a pikeman in a red "banned" circle. I think of adding a script

ZVSE

!!MA:N145/0;

But this seems like the Stalin approach - no shots, no problem. It doesn't seem the right decision to fix it . I don't know what causes it. Suggestions?

P.S.: I am aware my approach is irrational. I am doing complicated things, and then I have to handle something very basic or technical, without having the proper knowledge or experience in either. But I am stubbornly advancing and I must admit it is shaping into something I really like. Of course, with all the changes I have done to my WoG just for the sake of this single map, it will ultimately make any other map unplayable. This is okay for me as I'm only interested in this experience.

P.S.2: When I am done, the "mod" (I look at it as just a map, but playing with mechanics so much probably means mod suits it better) could be of interest to people around here as a good starting point to shape it into something that would appeal to the masses. If anyone is interested, message me and I will share my concept to see if you like it, or I could run a new thread about it.

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BUFU
BUFU

Tavern Dweller
posted July 19, 2010 09:07 PM

hello can someone tell me how to change creature dwelling limit (144) using erm ?
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induro
induro

Tavern Dweller
posted July 21, 2010 11:31 PM

Hi, i was wondering is it possible to remove the penalty for walking on swamps (fortress terrain)? and is it hard to do?
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 29, 2010 07:40 PM

I have a problem. I used this command

!!MA:O118/1; [Associate Pixies to Rampart]
!!MA:O119/1; [Associate Sprites to Rampart]

And the same command to change the Conflux creatures association.
It doesn't work on any Conflux creature! I tried it on Sprites, on Elementals but nothing. When I try it on any other creature it works. It's only on Conflux creatures (no wonder I hate this town so much).

I think the same problem had the Halfling mod team... They too, wanted to make Sprites a Rampart creature. Is there any other way to make a creature be a Rampart town creature?

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted July 29, 2010 08:16 PM

Quote:
I have a problem. I used this command

!!MA:O118/1; [Associate Pixies to Rampart]
!!MA:O119/1; [Associate Sprites to Rampart]

And the same command to change the Conflux creatures association.
It doesn't work on any Conflux creature! I tried it on Sprites, on Elementals but nothing. When I try it on any other creature it works. It's only on Conflux creatures (no wonder I hate this town so much).

I think the same problem had the Halfling mod team... They too, wanted to make Sprites a Rampart creature. Is there any other way to make a creature be a Rampart town creature?

This worked for the Halfling mod:
!!UN:T1/0/0/118;
!!UN:T1/0/1/119;

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 29, 2010 08:22 PM
Edited by Hero_Of_Light at 20:40, 29 Jul 2010.

Nope... you don't understand...

That DID work. Sprites are recruited in Rampart...
But are not Rampart creatures. They are Neutral and so there is a morale penalty now.

The command I used was to make the Sprites be Rampart creatures...

Is there any other command to make the Sprites be Rampart friendly? I think its a bug since it only doesn't work on Conflux creatures...
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 29, 2010 08:26 PM

I need some scipts someone can help me?

A script who make a creature undead
A script who make a creature to drain life
A script who make a creature to attack twice
A script who make a creature poisionus
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 29, 2010 09:31 PM
Edited by Salamandre at 21:40, 29 Jul 2010.

Quote:
. Is there any other way to make a creature be a Rampart town creature?



I don't know what you do, but it definitely works. Generated code with ERM_SM

AUTO_PoweredBy=ERM Script Master v.1.1.2.7

*** Conflux ***
!#MA: C119/6/30 A119/2 D119/2 P119/3 S119/9 M119/1 E119/3 N119/0 G119/20 B119/0 R119/10 I119/95 F119/70 L119/0 O119/1 X119/65554; Sprite
*** END OF SCRIPT ***
* 7/29/2010 9:26:02 PM *


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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 30, 2010 01:56 AM

Yes I used the same command but it doesn't work... I don't know why... I'll figure something out.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 31, 2010 09:26 AM

I know this is quite hard,butoes anyone know a script who make a unit shooter?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 31, 2010 09:38 AM

In theory it is simple, you need shooting frames + ammo + easy script. But the game crashes as there is no projectile type linked in exe. So I don't know, never got it to work.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted August 02, 2010 01:22 AM
Edited by Hero_Of_Light at 01:35, 02 Aug 2010.

Quote:
Quote:
What did I do wrong?

Writing about campaign problem in this thread is wrong.


I have a question that is right for this thread.

Is there an ERM command to make a spell-caster creature stop casting spells? I want to use the Santa Gremlins and I don't want them to be casting ice bolt all the time...

If there isn't any command that does that, is there any that renders the creatures' spell casting times to zero? That might also do the trick...
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 02, 2010 05:41 AM

BM#:E0 is supposed to do that but never got it to work on fairies or santas. But it works when reset the archangels resurrect count, hence I suppose it works for adding/restore but not for disabling. And I never saw it used in any map/mod, so we have no infos about.
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Gahar
Gahar

Tavern Dweller
posted August 02, 2010 07:08 PM

People, help me out!

I'm in the third mission of the campaign "Evil Way Home". My question is how can I get the Elixir Of Life? I know that it can be made by combining 2 rings and blood from dragons. I've got it all (I suppose) and I don't know how to get Elixir from it. Please help!
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ItachiBrolly
ItachiBrolly


Adventuring Hero
Child Killer
posted August 02, 2010 07:28 PM

Quote:
People, help me out!

I'm in the third mission of the campaign "Evil Way Home". My question is how can I get the Elixir Of Life? I know that it can be made by combining 2 rings and blood from dragons. I've got it all (I suppose) and I don't know how to get Elixir from it. Please help!

GTFO AND POST IN THE RIGHT SECTION NOOB

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