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Thread: Prisoners Of Erm | This thread is pages long: 1 2 · «PREV |
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fnord
Promising
Famous Hero
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posted June 08, 2005 06:49 PM |
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Hello Fnord!
My local mailbox here is : S1. [#=1 AI always receives mail]
Please send it to this one!
While I could email to the AI, the problem is that it won't know how to read the mail (we'd need the source code to even think about modifying that) and the AI also doesn't know how to forward mail to a human player.
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I let those prisoners sit and mope (with but one final ray of hope) .
I willingly gave up the rescue mission when I found out that it's well possible to change hero specialities.
I'd like to see that script working anyway.
Yes, changing specialties works for sure. I think we can change all aspects of a hero through ERM now (name, specialty, class, bio, stats, artifacts, monsters, owner, portrait, etc.), so any hero may really be any other hero for all practical purposes.
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I am thinking of a script that moves mountains and objects a little as time passes.
You want to move mountains now? Geez..you don't ask for much, do you?
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Vulcanos spitting gargoyle hordes and pyramids landing for 12 days or so .
It takes me this long to do simple scripts that I of course do wish, Lord British would chant them.
Actually, the problem here is that the non-visitable objects aren't indexed in a way that lets us address them all through ERM, so only the first terrain object (for each terrain type) can be accessed. This makes it a bit limiting.
Moving pyramids should be a lot easier.
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A question I have:
Can I enable (and set statistics for) heroes above #155?
(Though I think there is faq-information on this somewhere.)
No, you can only change what's coded in the game and there are no heroes above 155 so nothing to change. I expect Slava could add new Heroes but that I'm pretty sure that requires modifications to the exe.
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Those unchangeable in-tavern-heroes do me a bit of dismay either.
Do they receive at all?
You can change the tavern heroes available to a particular player with the OW:V command (see ERM Help OW Receiver for details).
You can adjust everything about tavern heroes through ERM the same as any other hero. You can use ERM on heroes in the hero pool too.
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Thank you one more time for wog!
WoG - Increases HoMM's effect by 5% per lvl of erm scribe.
I wonder what my level is...
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numi
Hired Hero
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posted June 08, 2005 07:02 PM |
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Quote: I am thinking of a script that moves mountains and objects a little as time passes.
Vulcanos spitting gargoyle hordes and pyramids landing for 12 days or so .
mountains can't really be done this way yet since the UN:I script can't tell exactly which mountain you want placed. the WoGTeam is working on it though, trying to find out how HoMM3 knows which picture to use for which obstacle.
volcanoes spitting out gargoyles... odd, but doable.
pyramids landing for 12 days or so... if you store the info about which guardians and what treasures gained and then delete the pyramid when it 'takes off' and then use UN:I to make a new one when it 'lands' and copy that info into it, sure no prob.
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Brian_The_Fist
Hired Hero
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posted June 13, 2005 07:02 AM |
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The Road Goes Ever On/Off
To Fnord
While I could email to the AI, the problem is that it won't know how to read the mail (we'd need the source code to even think about modifying that) and the AI also doesn't know how to forward mail to a human player.
For you, the AI is me. Isn't my adress set properly in this forum's e-mail function? So please email to Brian_The_Fist@gmx.net .
Yes, changing specialties works for sure. I think we can change all aspects of a hero through ERM now (name, specialty, class, bio, stats, artifacts, monsters, owner, portrait, etc.), so any hero may really be any other hero for all practical purposes.
I see. Fine. So the players may generate custom heroes while playing instead of using any other, yep.
Remove heroes from tavern, Mouse click tavern, set/roll skills, set/choose secondary skills, set basic speciality, show next/load portrait, 'satisfied?', like this.
You want to move mountains now? Geez..you don't ask for much, do you?
Well, how to remove all roads?
Actually, the problem here is that the non-visitable objects aren't indexed in a way that lets us address them all through ERM, so only the first terrain object (for each terrain type) can be accessed. This makes it a bit limiting.
I see. I tried to address mountains already and found out I couldn't remove them.
Moving pyramids should be a lot easier.
I'll try.
The appearance of new objects is an important matter to me.
I am thinking of a post battle treasure script, that's why I asked about reading combat participants' lvls elsewhere.
No, you can only change what's coded in the game and there are no heroes above 155 so nothing to change. I expect Slava could add new Heroes but that I'm pretty sure that requires modifications to the exe.
That is good to hear.
You can change the tavern heroes available to a particular player with the OW:V command (see ERM Help OW Receiver for details).
Very well. I need to do so. When I set a creature sceciality to a hero and his fray shall match it, I must redefine his armies each time he appears in a tavern, right?
You can adjust everything about tavern heroes through ERM the same as any other hero. You can use ERM on heroes in the hero pool too.
The Pool? One of darkness or radiance? A p. is an Inn or Tavern?
I wonder what my level is...
With advanced Visions available, mine should be at least 2 - assuming I am a default hero.
One more question:
Did something change around the warlord's banner in 3.58f? I have set them off but they appear.
Maybe I used vars or functions that have changed.
Seems I must extract all I changed about the predone scripts to a personal one to assure it will not affect or be affected by updates of wog.
Bring out number weight & measure in a year of dearth.
To Numi
mountains can't really be done this way yet since the UN:I script can't tell exactly which mountain you want placed. the WoGTeam is working on it though, trying to find out how HoMM3 knows which picture to use for which obstacle.
That is good to hear. My best wishes!
Are you going to rewrite the games map generator?
Say, may it be possible to do generate bigger maps or have more dungeon levels?
volcanoes spitting out gargoyles... odd, but doable.
pyramids landing for 12 days or so... if you store the info about which guardians and what treasures gained and then delete the pyramid when it 'takes off' and then use UN:I to make a new one when it 'lands' and copy that info into it, sure no prob.
Thank you! I will follow that path.
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Bring out number weight & measure in a year of dearth.
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fnord
Promising
Famous Hero
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posted June 13, 2005 08:43 AM |
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Edited By: fnord on 13 Jun 2005
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For you, the AI is me. Isn't my adress set properly in this forum's e-mail function? So please email to Brian_The_Fist@gmx.net .
Sorry, my mistake. I didn't try it and misinterpreted your reply as just a joke (rather than a joke but seriously still wanting the file). I've emailed it now.
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I see. Fine. So the players may generate custom heroes while playing instead of using any other, yep.
Remove heroes from tavern, Mouse click tavern, set/roll skills, set/choose secondary skills, set basic speciality, show next/load portrait, 'satisfied?', like this.
Yes, sure thing. You'll need to use a permanent z variable if you change the hero's specialty (for the specialty hint text) but everything else should be fully-customizable through ERM (at least within the limits of HoMM).
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Well, how to remove all roads?
I think you probably can't because it appears there's a bug in the TR command as it applies to roads so you can't place them properly through ERM (or remove them). Hopefully this will be fixed in 3.59.
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I see. I tried to address mountains already and found out I couldn't remove them.
Removing mountains should work. Even though you can't place many non-visitable objects through ERM, all of them should be removable with the UN: O command (with the exception of roads and terrain overlays).
The UN: O command removes the last object placed so if objects are overlapping, you may have to use it more than once, but I'm fairly certain it will remove mountains, trees, etc.
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I'll try.
The appearance of new objects is an important matter to me.
I am thinking of a post battle treasure script, that's why I asked about reading combat participants' lvls elsewhere.
Okay. The BA: H command gets you the hero numbers and HE: E gets you the experience or levels.
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Very well. I need to do so. When I set a creature sceciality to a hero and his fray shall match it, I must redefine his armies each time he appears in a tavern, right?
It depends on what you want to do. If you want to set a hero's army exactly or set more than two or three slots, then yes.
But if you just want to change the hero's starting armies for 1, 2 (and possibly 3) slots you can use the HE: H command to do so.
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The Pool? One of darkness or radiance? A p. is an Inn or Tavern?
Some of each actually.
Anyway, by the hero pool I simply mean the "pool" of all available heroes in the game (both in play and not in play currently).
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With advanced Visions available, mine should be at least 2 - assuming I am a default hero.
At least!
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One more question:
Did something change around the warlord's banner in 3.58f? I have set them off but they appear.
Maybe I used vars or functions that have changed.
Seems I must extract all I changed about the predone scripts to a personal one to assure it will not affect or be affected by updates of wog.
Nothing that I'm aware of that should cause that to happen. Are you sure you turned off all options pertaining to Warlord's Banners including the Map Rule for them?
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Bring out number weight & measure in a year of dearth.
Err...what?
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