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Thread: Adventure spells & other scripts | This thread is pages long: 1 2 3 4 5 6 · «PREV / NEXT» |
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BAD
Promising
Known Hero
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posted February 05, 2008 11:45 AM |
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Edited by BAD at 11:51, 05 Feb 2008.
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@ Bigbadfly
Wog 3.59 will be out, but perhaps not this year. We already started to regroup our team, 90% of the scripts are ready, we need just to work for the rest..implemented of new buildings,towns and improved graphics.
So, that's all I can say for now
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T2_2112
Supreme Hero
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posted February 06, 2008 10:52 AM |
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Edited by T2_2112 at 10:53, 06 Feb 2008.
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implemented of new buildings,towns and improved graphics.
This one may be take more time than scripts , so if it can not go to public in 2008 , lesser hope for 2009 , so on .. but we must thanks for all WOG team , they do hard work with nothing to pay their works
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Paulemile
Known Hero
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posted February 06, 2008 05:39 PM |
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Yes, I would rather agree with that kind of behavior, thank the team instead of blaming it because the new versions are slow to come.
Think of they have already done... What if WoG didn't even exist ? Some couldn't cry cause lack of patches to wait for.
But upset posts won't make the team members work faster, you'd better encourage them !
To me, I know that even if 3.59 comes out in 2012, I'll try it and will be glad to. Maybe I would have stopped playing in 2009 but... be sure that I'll never become angry to wait.
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bigbadfly
Famous Hero
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posted February 07, 2008 06:22 AM |
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@Sagamosa: I really appreciate your scripts and that stuff, it shows your will to improve the game and you are willing to use your free time for making such a long and god script.
I have made something for the community, but not too much, cus I have no knowledge of ERM.
If anyone would give me a little begin tutorial for it, I could quickly learn it.
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Ste
Promising
Famous Hero
Passed away
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posted February 07, 2008 01:12 PM |
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http://wakeofthegods.strategyplanet.gamespy.com/erm2.shtml
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The ultimate WoG tester
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bigbadfly
Famous Hero
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posted February 08, 2008 07:22 AM |
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Not to learn
Thanks a lot STE!
But I still don't get it, where should I put the scripts?
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Ste
Promising
Famous Hero
Passed away
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posted February 08, 2008 11:16 AM |
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If you want your script to work with every map you should name it scriptxx.erm where xx is two-digit number and put it in your Data/s folder located in heroes' main folder.
If you want the script to work only in a specific map you should create an event set to trigger only for computers on day 999 (any day that is not going to come is good) and paste the code in the event text box.
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The ultimate WoG tester
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bigbadfly
Famous Hero
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posted February 08, 2008 11:17 AM |
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Thanks Ste, now I can start practising and maybe make my own cool scripts for others finally.
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antipaladin
Promising
Legendary Hero
of Ooohs and Aaahs
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posted September 17, 2008 01:29 PM |
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a think we require a more complicated guide,like how to realgine creatures,rename,and stuff.
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types in obscure english
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sagamosa
Hired Hero
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posted March 19, 2009 12:10 PM |
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Edited by sagamosa at 12:11, 19 Mar 2009.
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Hello all,
I slightly updated my Advanced Levels page and revived the dead discussion board there.
see http://wwww.wog.euweb.cz for details.
I wasn't so active in Wog as I wanted in the last year, but still some improvements were implemented and a lot of bugs was corrected.
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Sagamosa
[url=http://www.wog.euweb.cz]Advanced Levels[/url]
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kesnar
Famous Hero
from Kesnaria
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posted March 19, 2009 01:13 PM |
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Sagamosa I think that you are in the WOG 3.59 team...right?!?
Can you give us any news?!?
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sagamosa
Hired Hero
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posted March 19, 2009 04:41 PM |
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Edited by sagamosa at 16:43, 19 Mar 2009.
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mind you, below is only my opinion:
There are 2 different things now:
1) the only living part of the WoG is now the CoreWog team, working still on the WoG 3.59. However that team is mostly russian, therefore not much information leaks out as far as the development is concerned (or at least not in english). Still some progress is beeing made and Greyface sounds quite optimistic. We have seen already some new ERM builds out in recent months, with some improvements like adding new defs through ERM to the game (good for spell effects and adding new spells generally) and similar.
2) then there's the international community, the former Wog team, which I must say is quite dead these days. reason beeing no new engine to work with. These guys work on scripts only and most of that work is already done, most of the ideas are already implemented. We need new possibilities in ERM to script new ideas.
and
3) there's me. officially part of the Wog team but commited to so large a project that it's almost impossible to hadle singlehanded. I don't really take part in the Wog team anymore except that I try to build my advanced levels compatible with future 3.59 scripts.
My opinion is that now we have to all wait for some breakthrough in CoreWog team and then, who knows?
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Sagamosa
[url=http://www.wog.euweb.cz]Advanced Levels[/url]
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doom3d
Known Hero
Avatar of general Z
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posted March 19, 2009 08:18 PM |
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I disagree with You. There are some ideas wich could be scripted in 3.58f, but most of the erm writers are inactive.
Things like
- potions (to be used in battles and on adventure screen)
- gating creatures (idea from heroes V)
- select wich stacks to use in battle
- spell factory with spell combos (bless+haste+cure, or mass magic arrow for exemple)
- diplomacy, like in warlords 2
- I'm actually writing H3 Caravans (when not working on my bike lamp)
We just would need some people who wants to spend time on erm scripting, instead of playing heroes. But playing H3 is better.
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sagamosa
Hired Hero
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posted March 19, 2009 10:40 PM |
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Edited by sagamosa at 22:46, 19 Mar 2009.
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Hello again Doom,
no, i agree with you, almost everything can be made under current 3.59 beta engine and i don't need to add new towns/creatures to the game. That doesn't improve the game for me...
actually, most of the things you talk about above are alredy scripted in my advanced levels, have a look on the link in my signature for details&pictures from the game.
potions - part of my herbalism advanced skill, starting with picking up reagents on the map by experienced herbalists, creating different potions in the laboratory (part of AL hero screen) and ending by appling potions effects in the battle
gating - i have gating skill for a demoniac, slightly warped H5 skill, transfering to battle creatures from towns
spell factory - i have 2 different skills, Spell Weaving tweaking all possible effects of the existing spells in a graphic dialogue and Spell Forge, creating completly new spells from effects of your choice with new spellbook from which to cast those...
diplomacy - i don't play with AI, only hot seat games, but i think there used to be Fnord's script for team playing. I even adjusted it a bit and increased its functionalities long time ago, but don't know where it ended.
caravans - never played H4, but i liked vectoring in Warlords2. I actually made that graphically possible in my skill supply reinforcements, working pretty much like vectoring in W2 - in 3 rounds chosen troops arrive to selected hero...
My project still continues, slowly but slow way is the best way. I started to add another 4 unique bonus skills to every hero class (=all together 72 new skills), those skills depending on combination of selected secondary skills. Together with my advanced levels this will completly change the game (=144 new skills!), at least i hope so. So at the moment I need some fresh ideas, because i'm kind of repeating myself and i want those skill to be as unique as possible for each faction. I still need ideas for cca 15 skills...
BTW what do you mean by selecting which units to battle with?
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Sagamosa
[url=http://www.wog.euweb.cz]Advanced Levels[/url]
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doom3d
Known Hero
Avatar of general Z
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posted March 20, 2009 06:31 PM |
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Edited by doom3d at 18:33, 20 Mar 2009.
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Hi,
Thank You for details.
Quote: BTW what do you mean by selecting which units to battle with?
I mean You get a dialogue before the battle starts to choose wich stacks to use in battle, and wich stacks should not appear.
Exemple: You fight against ghosts, and don't want to use your peasants,
only your dragons. So You choose your peasants to not enter to battle.
You can send out troops from battle, or ask them to come in during battle.
Basically, disabled troops can be stored in variables, and restored when the battle ends. It could be an advanced level.
battle start trigger: "leave creatures in garrison" dialogue
+ write creature info into v variables
right click menu: send out troops or ask to join them+ variable handling+ animation to show that creature arrives to/leaves battlefield
end of battle trigger: restores troops from variables (quantity, type, xp, Warlord's banner counter), 7*4 v var
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 20, 2009 06:46 PM |
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It looks nice on paper but would trigger a catastrophic game play.
So far, one of the difficulty of this game was to try to keep valuable units as shooters alive against any threat. Now, you just leave them out when battle with creature +12-13 speed and you keep them alive the whole game, while still not learning to play.
It is like getting into a battle with a catapult and blind spell, but no artillery skill. People should learn from their mistakes, not to be allowed to avoid them with cheap tactics.
Must be very careful with adding such bonuses which make the human player weaker, not stronger.
Sagamosa, I believed you were retired from WoG and used some of yours pictures for my map Alexander the Great. Now that you are back I apologize and ask you if want to add credit. It is late, but not too late.
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Era II mods and utilities
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sagamosa
Hired Hero
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posted March 20, 2009 08:07 PM |
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i'm fine, salamander.
anyway those pictures are not mine, dound them somewhere on the Net and modified them slightly to suit my needs.
feel free to use them.
i'm not against doom's idea, could work nicely in some cases. But most of the time is quite useless ( i don't use peasants and the like in battles later in the game. Only practical usage could be to save your shooters from quick level 7 units, maybe.
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Sagamosa
[url=http://www.wog.euweb.cz]Advanced Levels[/url]
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beeer
Tavern Dweller
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posted July 04, 2009 10:31 AM |
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please help
gde moze da se skine patch 3.59 ima neko link?
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beeer
Tavern Dweller
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posted July 04, 2009 10:46 AM |
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please can you help me to find that patch to download sory for my english :-)
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idiotpariah
Adventuring Hero
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posted July 07, 2009 08:58 PM |
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I'd really like to try the script but according to your page it only works with WOG 3.59 which is not yet released. Is there a version that works with 3.58f as a script rather than as part of a map?
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