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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 ... 87 88 89 90 91 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Aleee
Aleee


Known Hero
posted August 17, 2011 12:35 PM

Hero_Of_Light, this dll is pretty simple in use. Make sure that you have Era 1.8, that you have placed the dll in the proper folder, and that you use !!CA receiver correctly. It's also important (as I remember from my own usage) to set the slot instead of an existing one OR one further. So if we have a Guardhouse, then we can use !!CA with the second parameter 0 (it will replace Pikemen) or 1 (it won't replace anything). If you set the second slot, the game will crash when you enter the Guardhouse (because there is a "gap" between one existing slot (#0) and our (#2). But if you upgrade the Guardhouse straightaway (with a script, let's say) it'll be OK, cause there will be two standard slots (#0 and #1), so our will be one number further (#2). Sometimes when you upgrade the dwelling it becomes messy, so I prefer redefining the whole dwelling when using this command to replace creatures, even though you may have troubles with the creature growth.

You should post here your task and what you already have.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 17, 2011 01:38 PM

First of all the three or four slots should be available ONLY when the upgraded version of the building is built. When the non upgraded version is built then only one creature should be available. I want to make this dll work for many towns. Let's take Castle for instance:

I want the Upgraded Training grounds (38 is the number i thing) to have three slots and to be able to recruit the creatures 10, 11 and 165.

I also want the Upgraded Portal of Glory (40) to have three slots as well and recruit the creatures 122, 150 and 169.

Can you post an example on how i do something like that?

Since i set the growth of these monsters in the zcrtrait.txt and through erm, i don't now why there should be a problem with their growth. But anyway, I tried this !!CA command but it wasn't complete. It obviously needed a right or left click trigger or something. If you have a script already please share. I am guessing that other HC members would be interested in it too.
____________
Not idly do the leaves of Lorien fall.

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Aleee
Aleee


Known Hero
posted August 17, 2011 03:41 PM

This command does not extend dwellings. It just adds one more slot. That's why creature growth and all checks must be scripted manually. This is a quick example for you. I wasn't able to check it, but hope it works. Also it may be redundant since I'm not an expert, I used this dll only once.


!#TM21:S8/999/7/1; //1st day timer

//already existing dwellings

!?PI;
!!UN:U98/0/?i; //searching for all castles
!!FU&i=0:E;
!!DO25665/1/i/1:P;

!?FU25665; //searching for all castles
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/42; //if upgraded Training ground is built
!!CA1&y-1=0/1:D5/2/20/4; //add a third slot with Pegasus (type 20) and quantity 4

//newly built dwellings

!?TH0; //on entering City hall
!!IF:V598/0; //set flag 598 to false
!!CA-1:T?y-1 B3/42; //check whether Training ground is built
!!IF&-1:V598/1; //if no, set 598 to true

!?TH1&598; //on leaving City hall + 598 is true
!!CA-1:T?y-1 B3/42; //check whether Training ground has just been built
!!CA-1&y-1=0/1:D5/2/20/4; //if yes, add a third slot with Pegasus (type 20) and quantity 4

//growth

!?TM21;  //every monday
!!UN:U98/0/?i; //same search as above
!!FU&i=0:E;
!!DO25666/1/i/1:P;

!?FU25666;
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/42;
!!FU&y-1<>0|-1:E; //checks for town type and dwelling status
!!VRv4:S4; //set initial growth as 4
!!CA1:B3/8; //check for Citadel
!!VRv4&1:*3 :2; //if yes, *1.5
!!CA1:B3/9; //check for Castle
!!VRv4&1:*2; //if yes, *2
!!CA1:D5/2/20/?v5; //get current amount
!!VRv5:+v4; //add calculated growth
!!CA1:D5/2/20/v5; //set new amount

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 17, 2011 04:39 PM

IT WORKS!



But not quite right. Because since the third slot is actually ADDED, the creature adds to the growth as well.

For instance you can make the growth be the same as the original other two creatures. But when you buy those creatures, the amount of the third slot creature is not reduced at all. The same thing happens if you buy the third slot creature (then the original creatures' growth isn't reduced as well).

I am guessing that the script must render the remaining creatures of the third or fourth slot, the same as the ones in the original creatures. Instead of setting the initial growth (to lets say 3) and then check for Citadel etc it must be set to the same number of remaining creatures. So this part must be deleted:

!!VRv4:S3; //set initial growth as 3
!!CA1:B3/8; //check for Citadel
!!VRv4&1:*3 :2; //if yes, *1.5
!!CA1:B3/9; //check for Castle
!!VRv4&1:*2; //if yes, *2
!!CA1:D5/2/165/?v5; //get current amount
!!VRv5:+v4; //add calculated growth
!!CA1:D5/2/165/v5; //set new amount


This part should be modified to something like this:
(I don't know the command but there must be a way to get the number of remaining creatures in dwelling, save it in a variable like v8 and then have:)
!!VRv4:Sv8; //set initial growth same as the other creatures growth
!!CA1:D5/2/165/v5; //set new amount

Or something like that. Does anyone knows which command stores the current amount of creatures to a variable?
____________
Not idly do the leaves of Lorien fall.

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Aleee
Aleee


Known Hero
posted August 17, 2011 05:36 PM
Edited by Aleee at 17:43, 17 Aug 2011.

It's pretty hard to make those creatures' quantities linked. I can imagine only the following solution: you may check for numbers changed after every click in the castle ans if the amount of standard creatures is not equal to the amount of ours, we change both to the least. But I expect problems with growth in this case: internal functions will change only the amount of standard creatures and after our first click in town screen they will be all nulled. So we'll still have to handle the growth by scripts (and there also required checks for artifacts, grail, monster weeks and so on).

Even though this script is becoming worse with every edition, you can still try this script. And man, you need to learn ERM badly.


!#TM21:S8/999/7/1; //1st day timer

//already existing dwellings

!?PI;
!!UN:U98/0/?i; //searching for all castles
!!FU&i=0:E;
!!DO25665/1/i/1:P;

!?FU25665; //searching for all castles
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/42; //if upgraded Training ground is built
!!CA1&y-1=0/1:M1/5/d/?i; //get current number of standard creatures
!!CA1&y-1=0/1:D5/2/20/i; //set our creatures' number accordingly

//newly built dwellings

!?TH0; //on entering City hall
!!IF:V598/0; //set flag 598 to false
!!CA-1:T?y-1 B3/42; //check whether Training ground is built
!!IF&-1:V598/1; //if no, set 598 to true

!?TH1&598; //on leaving City hall + 598 is true
!!CA-1:T?y-1 B3/42; //check whether Training ground has just been built
!!CA-1&y-1=0/1:M1/5/d/?i; //get current number of standard creatures
!!CA-1&y-1=0/1:D5/2/20/i; //set our creatures' number accordingly

//growth

!?TM21;  //every monday
!!UN:U98/0/?i; //same search as above
!!FU&i=0:E;
!!DO25666/1/i/1:P;

!?FU25666;
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/42;
!!FU&y-1<>0|-1:E; //checks for town type and dwelling status
!!VRv4:S4; //set initial growth as 4
!!CA1:B3/8; //check for Citadel
!!VRv4&1:*3 :2; //if yes, *1.5
!!CA1:B3/9; //check for Castle
!!VRv4&1:*2; //if yes, *2
//there many checks are missing
!!CA1:D5/2/20/?v5; //get current amount
!!VRv5:+v4; //add calculated growth
!!CA1:D5/2/20/v5; //set new amount of our creatures
!!CA1:M1/5/2/v5; //set the same amount of standard creatures

!?CM1; //every click in a city
!!CA-1:T?y-1 B3/42;
!!FU&y-1<>0|-1:E; //check for town type and dwelling status
!!CA-1:M1/5/d/?i; //get number of standard creatures available
!!CA-1:D5/2/20/?j; //get number of our creatures available
!!CA-1&j<i:M1/5/d/j; //if number of ours is less, we assume they have been hired, so we set the number of standard creatures equal to the number of ours
!!CA-1&i<j:D5/2/20/i; //vice versa

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 17, 2011 11:07 PM

It kinda worked. I edited it a little and removed the part that checks if castle or citadel is built because in that case the third slot creature gained a plus to its growth and had more than the other two. In fact, this script the way i post it here works correctly even when the grail is built or you have the legion artifacts:

!#TM21:S8/999/7/1; //1st day timer

//already existing dwellings

!?PI;
!!UN:U98/0/?i; //searching for all castles
!!FU&i=0:E;
!!DO25665/1/i/1:P;

!?FU25665; //searching for all castles
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/42; //if upgraded Training ground is built
!!CA1&y-1=0/1:M1/5/d/?i; //get current number of standard creatures
!!CA1&y-1=0/1:D5/2/165/i; //set our creatures' number accordingly

//newly built dwellings

!?TH0; //on entering City hall
!!IF:V598/0; //set flag 598 to false
!!CA-1:T?y-1 B3/42; //check whether Training ground is built
!!IF&-1:V598/1; //if no, set 598 to true

!?TH1&598; //on leaving City hall + 598 is true
!!CA-1:T?y-1 B3/42; //check whether Training ground has just been built
!!CA-1&y-1=0/1:M1/5/d/?i; //get current number of standard creatures
!!CA-1&y-1=0/1:D5/2/165/i; //set our creatures' number accordingly

//growth

!?TM21;  //every monday
!!UN:U98/0/?i; //same search as above
!!FU&i=0:E;
!!DO25666/1/i/1:P;

!?FU25666;
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/42;
!!FU&y-1<>0|-1:E; //checks for town type and dwelling status
!!CA-1&y-1=0/1:M1/5/d/?i; //get current number of standard creatures
!!CA1:D5/2/165/v5; //set new amount of our creatures
!!CA-1&y-1=0/1:D5/2/165/i; //set our creatures' number accordingly

!?CM1; //every click in a city
!!CA-1:T?y-1 B3/42;
!!FU&y-1<>0|-1:E; //check for town type and dwelling status
!!CA-1:M1/5/d/?i; //get number of standard creatures available
!!CA-1:D5/2/165/?j; //get number of our creatures available
!!CA-1&j<i:M1/5/d/j; //if number of ours is less, we assume they have been hired, so we set the number of standard creatures equal to the number of ours
!!CA-1&i<j:D5/2/165/i; //vice versa

It has ONE little bug though. Since the last trigger that reduces the amount of the creatures when some of them are recruited is trigered by a mouse click, when you enter the city's Castle and click on the troops that have three slots, you can recruit the third slot and IF you don't quit the Castle at once and click on it again, you can recruit from the normal slots as well. If however, you do leave the city's Castle at once, then when you click it again, the trigger works and the creatures are indeed reduced. Same thing goes when you recruit from the dwelling as well, since when you buy creatures from the dwelling you return to the town screen and so you have to click on it again (thus enabling the reduction trigger) and the ammount of creatures left is ok.

If the reduction lines could be triggered by any click on the Castle screen (is there such a trigger?) then the script would be flawless.
____________
Not idly do the leaves of Lorien fall.

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Aleee
Aleee


Known Hero
posted August 17, 2011 11:48 PM
Edited by Aleee at 23:50, 17 Aug 2011.

I have no idea why this script works and how creature growth may be correct there. For instance, lines

!!CA-1&y-1=0/1:M1/5/d/?i;
!!CA1:D5/2/165/v5;
!!CA-1&y-1=0/1:D5/2/165/i;

do not make sense for me, cause !!CA-1 can not be used in the search function (if you have more than one town on the map) and v5 means nothing here at all. But if it works for you, I'm glad to hear that.

I understand your problem with double-hiring without leaving castle screen, but I have no thoughts on this. I'll try to reach MoP, may be he has some solution if he's used this code.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 18, 2011 08:31 AM
Edited by OxFEA at 08:34, 18 Aug 2011.

Quote:
by any click on the Castle screen (is there such a trigger?)

In documentation mentioned !?FU88888 with !!CM commands

Also, this dll doesn't allow AI hire new creatures, so, timer procedure can be reduced.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 18, 2011 12:43 PM

@Aleee

These lines in the script are needed because if you delete them then the creature's growth isn't increased every monday and when you click on the building (the click trigger works) and they are reduced again. Without these lines the creatures population remains always the same.

@OxFEA

The AI player works ok, i checked it. Since the slot is just added when you click on the building, the AI player may not have it but recruits the original two slots normally.

As for the command you suggest, how can this work on the script and the bug problem i mentioned? Can you make it work?
____________
Not idly do the leaves of Lorien fall.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 18, 2011 08:55 PM
Edited by OxFEA at 21:23, 18 Aug 2011.

Quote:
how can this work on the script and the bug problem i mentioned?

I think, you can repeat last section (after !?CM1) for !?FU88888; (any click in the Castle screen)
I try this and see no bugs, but my ERM is bad and can miss something

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 18, 2011 09:28 PM

Right as usual! Thanks OxFEA it now works indeed flawlesly

I have another problem with the script though. I copied it once and changed it a little to add a third slot in the Portal of Glory too. It worked ok and both the Training Grounds and Portal of Glory have three slots.

I was trying to make the script work for Rampart's Dragons as well but i couldn't get it to work.

I changed this:

!!UN:U98/0/?i; //searching for all castles

With this:

!!UN:U98/1/?i; //searching for all Ramparts

Also, i traded whenever i saw this:

!!CA1&y-1=0/1:M1/6/d/?i; //get current number of standard creatures

with this:

!!CA1&y-1=1/1:M1/6/d/?i; //get current number of standard creatures

And then wherever i saw this:

!FU&y-1<>0|-1:E; //check for town type and dwelling status

I changed it with this:

!FU&y-1<>1|-1:E; //check for town type and dwelling status

Indeed, in Castle and dwelling screen there was a third slot added. However, the creatures' growth started at -2 (don't ask me why). Next week it was 0 (-2 + 2 + 0) and in the third week it was finally 2, which means that the script works but starts at growth -2. In addition, in week two the Unicorn Glade had also a third slot selling Falconets just like the Training Grounds did. Can someone explain this? It's probably a problem that occurs by the town checking thing but didn't i do this right?
____________
Not idly do the leaves of Lorien fall.

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Aleee
Aleee


Known Hero
posted August 18, 2011 11:03 PM

It's good that you try to modify scripts on your own, but I've already mentioned that I don't understand your changes, especially concerning growth issue. If you post what exactly you want to improve in my version or what is wrong with it, I probably can help. But I can't support you on your script.
Good luck.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 19, 2011 12:06 AM
Edited by Hero_of_Light at 00:48, 19 Aug 2011.

But i didn't change much in your original script.

I only removed the Castle - Citadel growth check. As i said it wasn't needed since there was a command that checked the original creatures' growth. And as i said, it now works completely. you can get any dwelling to have a third slot and the growth is reduced or increased according to the original recruits. I just have trouble on making it work on other factions as well. What i mean is that i don't know which variables have to be changed (in YOUR script) to have the same effect on Ramparts for instance. I need this because i intend on using the third slot for some creatures in every faction. If you can post your script for Rampart then i would be helped a lot.

By the bye, you don't have to be so spitefull about it. I am not claiming that script as my own or anything. I am just asking for help. The only reason i posted a revised version of your script is that it worked better. And with OxFEA's help it works now flawlessly. I will post it again here with more explanations so that if anyone wants it to be able to use it.

***Script that adds a third slot in any Castle's Training Grounds dwelling***

You need WOG+ERA installed, along with the Battery.dll made by Master of Puppets team, found HERE

This particular script version adds a third slot of creatures 165, in Castles Training Grounds (dwelling 42)

!#TM21:S8/999/7/1; //1st day timer

//already existing dwellings

!?PI;
!!UN:U98/0/?i; //searching for all castles
!!FU&i=0:E;
!!DO25665/1/i/1:P;

!?FU25665; //searching for all castles
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/42; //if upgraded Training ground is built
!!CA1&y-1=0/1:M1/5/d/?i; //get current number of standard creatures
!!CA1&y-1=0/1:D5/2/165/i; //set our creatures' number accordingly

//newly built dwellings

!?TH0; //on entering City hall
!!IF:V598/0; //set flag 598 to false
!!CA-1:T?y-1 B3/42; //check whether Training ground is built
!!IF&-1:V598/1; //if no, set 598 to true

!?TH1&598; //on leaving City hall + 598 is true
!!CA-1:T?y-1 B3/42; //check whether Training ground has just been built
!!CA-1&y-1=0/1:M1/5/d/?i; //get current number of standard creatures
!!CA-1&y-1=0/1:D5/2/165/i; //set our creatures' number accordingly

//growth

!?TM21;  //every monday
!!UN:U98/0/?i; //same search as above
!!FU&i=0:E;
!!DO25666/1/i/1:P;

!?FU25666;
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/42;
!!FU&y-1<>0|-1:E; //checks for town type and dwelling status
!!CA-1&y-1=0/1:M1/5/d/?i; //get current number of standard creatures
!!CA1:D5/2/165/v5; //set new amount of our creatures  
!!CA-1&y-1=0/1:D5/2/165/i; //set our creatures' number accordingly


!?CM1; //every click in a city
!!CA-1:T?y-1 B3/42;
!!FU&y-1<>0|-1:E; //check for town type and dwelling status
!!CA-1:M1/5/d/?i; //get number of standard creatures available
!!CA-1:D5/2/165/?j; //get number of our creatures available
!!CA-1&j<i:M1/5/d/j; //if number of ours is less, we assume they have been hired
!!CA-1&i<j:D5/2/165/i; //vice versa

!?FU88888;
!!CA-1:T?y-1 B3/42;
!!FU&y-1<>0|-1:E; //check for town type and dwelling status
!!CA-1:M1/5/d/?i; //get number of standard creatures available
!!CA-1:D5/2/165/?j; //get number of our creatures available
!!CA-1&j<i:M1/5/d/j; //if number of ours is less, we assume they have been hired
!!CA-1&i<j:D5/2/165/i; //vice versa

____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 19, 2011 12:33 AM
Edited by Salamandre at 00:33, 19 Aug 2011.

Quote:

!!CA1:D5/2/165/v5; //set new amount of our creatures



I don't understand what is v5 here. It could be anything that a previous script used. 1 million maybe.
____________
Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 19, 2011 12:55 AM

You're right it doesn't seem to have any particular reason of being there. The very next line in the script fixes the number of creatures.

I deleted it and nothing changed in the game. I guess it is just reduntant.
____________
Not idly do the leaves of Lorien fall.

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Aleee
Aleee


Known Hero
posted August 19, 2011 12:05 PM
Edited by Aleee at 12:12, 19 Aug 2011.

I still have no access to my WoG, but I'm sure that

!!CA-1&y-1=0/1:M1/5/d/?i; //get current number of standard creatures
!!CA-1&y-1=0/1:D5/2/165/i; //set our creatures' number accordingly

won't work for two and more castles. This is a repeated function and every time it needs new coordinates which are stored in v1/v2/v3. Syntax !!CAx (x>0) means that changes will be made in the castle with coordinates stored in v[x]/v[x+1]/v[x+2]. Syntax !!CA-1 means that changes will take place in the castle that has been visited the last. So if you try to place two castles with all requirements, you'll see that the amount of creatures will increase only in one of them. So this lines must be changed to

!!CA1&y-1=0/1:M1/5/d/?i; //get current number of standard creatures
!!CA1&y-1=0/1:D5/2/165/i; //set our creatures' number accordingly.

About Rampart. I don't see why it won't work if you do everything correctly. Let's assume we need to add a creature to the upgraded 2nd level dwelling in rampart (these are dwarves or gnomes, not sure about the translation). These are the lines that must be modified (parts in bold):


!?PI;
!!UN:U98/1/?i; //searching for all ramparts
!!FU&i=0:E;
!!DO25665/1/i/1:P;

!?FU25665; //searching for all ramparts
!!UN:U98/1/x16/1;
!!CA1:T?y-1 B3/38; //if upgraded cottage is built
!!CA1&y-1=1/1:M1/1/d/?i; //get current number of standard creatures
!!CA1&y-1=1/1:D1/2/165/i; //set our creatures' number accordingly

//newly built dwellings

!?TH0; //on entering City hall
!!IF:V598/0; //set flag 598 to false
!!CA-1:T?y-1 B3/38; //check whether cottage is built
!!IF&-1:V598/1; //if no, set 598 to true

!?TH1&598; //on leaving City hall + 598 is true
!!CA-1:T?y-1 B3/38; //check whether cottage has just been built
!!CA-1&y-1=1/1:M1/1/d/?i; //get current number of standard creatures
!!CA-1&y-1=1/1:D1/2/165/i; //set our creatures' number accordingly

//growth

!?TM21;  //every monday
!!UN:U98/1/?i; //same search as above
!!FU&i=0:E;
!!DO25666/1/i/1:P;

!?FU25666;
!!UN:U98/1/x16/1;
!!CA1:T?y-1 B3/38;
!!FU&y-1<>1|-1:E; //checks for town type and dwelling status
!!CA1&y-1=1/1:M1/1/d/?i; //get current number of standard creatures
!!CA1&y-1=1/1:D1/2/165/i; //set our creatures' number accordingly

!?CM1; //every click in a city
!!CA-1:T?y-1 B3/38;
!!FU&y-1<>1|-1:E; //check for town type and dwelling status
!!CA-1:M1/1/d/?i; //get number of standard creatures available
!!CA-1:D1/2/165/?j; //get number of our creatures available
!!CA-1&j<i:M1/1/d/j; //if number of ours is less, we assume they have been hired, so we set the number of standard creatures equal to the number of ours
!!CA-1&i<j:D1/2/165/i; //vice versa

!?FU88888;
!!CA-1:T?y-1 B3/38;
!!FU&y-1<>1|-1:E; //check for town type and dwelling status
!!CA-1:M1/1/d/?i; //get number of standard creatures available
!!CA-1:D1/2/165/?j; //get number of our creatures available
!!CA-1&j<i:M1/1/d/j; //if number of ours is less, we assume they have been hired
!!CA-1&i<j:D1/2/165/i; //vice versa

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fersch
fersch


Known Hero
Heral knight
posted August 19, 2011 01:22 PM

Hello, could someone please help me on how to use DEFka? ive installed it but i dont know how to work it at all.. Thank you

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 19, 2011 01:37 PM

If you can read english, just follow the instructions proposed. Enter game path, choose which monster to replace, choose your new def, click once on the monster to replace. That's all.
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Era II mods and utilities

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fersch
fersch


Known Hero
Heral knight
posted August 19, 2011 01:49 PM

Thats what i do.. but then for some reason (i do not know why) after about 30 seconds it exits out of defka and removes it from the folder that i put it in.. any ideas?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 19, 2011 01:53 PM

The whole process should take less than 10 seconds. If your defka is removed from folder, means your antivirus is considering it as a malware.
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Era II mods and utilities

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