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Heroes Community > Tournament of Honor > Thread: -----> GARRISON BUILDERS WORKSHOP <------
Thread: -----> GARRISON BUILDERS WORKSHOP <------ This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted January 13, 2009 11:01 AM

Quote:
Got a script warning that says...

" function enable garrisons..not defined line 4 "



I copy pasted your script exactly into map and it doesnt work.. It lets me pass on day 1



ignore the error message, it appears for every function u define, it's not an error actually, the compiler reports wrong.
and be careful to names. i can fix those errors for u, if u get any

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Kispagat
Kispagat


Famous Hero
posted January 13, 2009 11:29 AM

Quote:
Teacher worked on a garrison script, where 4 or more setups may appear in random, without having possibility to check with scout cause each time you 'touch' it, it spins wheel again..

i dont think it can get perfectier than that


Uh, would be fun, but perfect if:

- random garrisons as above
- opponent controlled
- with a high level hero

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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted January 13, 2009 11:34 AM
Edited by the_teacher at 12:12, 13 Jan 2009.

its what ive done except the hero thing, i didnt find a way so far, it would  be greatly appreciated if someone is in possession of the sphinx script, so to add hero casting spells


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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 13, 2009 02:03 PM

Don't try the "Error checking" of the script editor, it gives errors where it's not supposed to. Typical Nival quality.
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Jinxer
Jinxer


Legendary Hero
*****
posted January 13, 2009 02:37 PM
Edited by Jinxer at 15:07, 13 Jan 2009.

I got it to work.... thanks Asheera!!!  Now I will have teacher add the random garrison script and we will be in business!!!



Here is the final garrison numbers I came up with:


1) 15 Titans - 50 RashakaKashata - 100 Vizier - 150 Arcane Archers - 70 Pristine Unicrons


2) 15 BlackDragons - 50 DeathKnights - 70 LichMasters - 250    MinGuards - 250 Stalkers


3) 15 ArchDemons - 50 PitSpawns - 150 SuccumbusSeducers - 100Cheiftans - 70 Hell Stallions

** The Water garrison will not be random.. and will stay constant.
4) 25 Water Cyclops - 70 ThunderThanes - 120 RuneKeepers
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valkyrica
valkyrica


Supreme Hero
posted January 13, 2009 03:30 PM

Quote:


1) 15 Titans - 50 RashakaKashata - 100 Vizier - 150 Arcane Archers - 70 Pristine Unicrons




Dunno if it's doable, but i'd switch the Rakashas for 1 or 2 more groups of pristine unicorns. (to make it a bit hard for the 1-2 stack resurrecter guys ).

Again, i don't know if you can split the same creature in 3 groups in a combined garrison.

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valkyrica
valkyrica


Supreme Hero
posted January 13, 2009 03:33 PM

Quote:
I got it to work.... thanks Asheera!!!  Now I will have teacher add the random garrison script and we will be in business!!!



Here is the final garrison numbers I came up with:


1) 15 Titans - 50 RashakaKashata - 100 Vizier - 150 Arcane Archers - 70 Pristine Unicrons


2) 15 BlackDragons - 50 DeathKnights - 70 LichMasters - 250    MinGuards - 250 Stalkers


3) 15 ArchDemons - 50 PitSpawns - 150 SuccumbusSeducers - 100Cheiftans - 70 Hell Stallions




If you get access to both vampirism and resurrect, these garrisons are kind of weak for an imposed week 6 break (even if they're player controlled).

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Jinxer
Jinxer


Legendary Hero
*****
posted January 13, 2009 03:39 PM

Actually.. the garrison script I will have open on day 30  which is week 5 day 2...    so do you still think they are to weak for taking with week 5 army?  Keep in mind.. we are trying to make them doable for the weakling Dungeon   Ofcourse with vampirsm and rez scroll... even dungeon could recoup some of there losses at end of battle...   So please make some suggestions on how to tweak the numbers? Raise them how much?
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samiekl
samiekl


Supreme Hero
posted January 13, 2009 06:15 PM

Don't understand... if you script breaking time, why put garrisons? it should be either or.

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sq79
sq79


Famous Hero
posted January 13, 2009 10:40 PM

300x 7 stacks of wind elementals
Immune to level 4-5 dark, fast and can't be protected since its 1 tile creature.  
Ban sandro cloak as well

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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted January 13, 2009 11:04 PM

Quote:
300x 7 stacks of wind elementals
Immune to level 4-5 dark, fast and can't be protected since its 1 tile creature.  
Ban sandro cloak as well


sounds like fun. but  stop with banning fashion although.  no retaliation can be helpful at some point...

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Jinxer
Jinxer


Legendary Hero
*****
posted January 13, 2009 11:41 PM

Quote:
Don't understand... if you script breaking time, why put garrisons? it should be either or.



NO FREE DINNERS!  The scripting was put in place to prevent some factions from abusing a garrison that was made weak enough that Dungeon could pass it without Light or Dark.  That is ONLY reason.  And also must fight your way thru.. to prevent the wussy tactic of sending mentored heroes ahead for free to do there kamakazy mahem while the main hero is still finishing his business at home.


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samiekl
samiekl


Supreme Hero
posted January 14, 2009 06:28 PM

Quote:
Quote:
Don't understand... if you script breaking time, why put garrisons? it should be either or.



NO FREE DINNERS!  The scripting was put in place to prevent some factions from abusing a garrison that was made weak enough that Dungeon could pass it without Light or Dark.  That is ONLY reason.  And also must fight your way thru.. to prevent the wussy tactic of sending mentored heroes ahead for free to do there kamakazy mahem while the main hero is still finishing his business at home.





Haha... so you put time garrison because you're afraid of rushers and then you're afraid of mentored kamikazes that plunder your land, rape your women and kill your children. Paranoia... ta na na

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Jinxer
Jinxer


Legendary Hero
*****
posted January 14, 2009 06:42 PM

lol... as usual you make it out to be something its not... I merely pointed out.. that if I ONLY had timed garrison with no guards... that a mentored kamakazy unit could pass for free before he otherwise would be able to... and the the reason for the timed garrison in first place is because I was forced to make garrisons weaker so dungeon could pass them without having to take light or dark. And because they are weaker now... some towns could easily breach the garrisons much much earlier then map was designed.  I dont care for someone to play perfectly and rush things showing up at my door 1 week or so before I am ready..  not a problem.. But as life shows us all the time.. cant always have your cake and eat it at same time... so if you want garrisons that dungeon can breach without light or dark.. then must sacrifice in other areas.  

And ofcourse.. as a few games are played on the map.. I may change the gate release times and weaken or strengthen the guards as needed.

As it is.. I think it will be very possible for Dungeon to be sitting at opponents front step late week 5... when Haven/Fortress are just starting to get rolling.  The goal was to make dungeon Competetive.... not turn them into the dominate town on map.

But I do appreciate your input on this samiekl... it has been very helpful.. since you play dungeon more.. and have better insites then I do.
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valkyrica
valkyrica


Supreme Hero
posted January 15, 2009 11:17 AM

Quote:


As it is.. I think it will be very possible for Dungeon to be sitting at opponents front step late week 5... when Haven/Fortress are just starting to get rolling.  



Dunno why people get the impression that Haven is only good after you've started training with them, same goes for dwarfs, you don't have to have all the creatures upgraded to be a menace ...

Quote:

and have better insites then I do.


And secondly ... it's INSIGHTS for crying out loud ! It even underlines it in red for you if you spell it wrong.
And it's THAN, not then !

Sheesh, the butchering of the English language ... by its own people !

Sorry, I just couldn't resist !

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 15, 2009 11:50 AM

Now now don't lose it guys!
You were doing so well up until now!! Seriously this is a very productive and interesting discussion! Keep it that way! YOU CAN DO IT! No drama!
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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samiekl
samiekl


Supreme Hero
posted January 15, 2009 12:00 PM

Quote:
late week 5... when Haven/Fortress are just starting to get rolling.


Just wondering... what are you doing till then if you "get rolling" in late week 5?

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Jinxer
Jinxer


Legendary Hero
*****
posted January 15, 2009 10:20 PM

Quote:
Quote:
late week 5... when Haven/Fortress are just starting to get rolling.


Just wondering... what are you doing till then if you "get rolling" in late week 5?


Well speaking from my own experiences... since the money is not spoon fed to you on map... money management is KEY.. So I have found that its late week 3 if I am lucky when I can start training my first 7 cavs.  So its really week 4 before haven for me gets going.. so if 10 days later my opponent is at my door.. thats not much "rolling" time. Considering some towns are rolling right outta the gate  


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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 24, 2009 05:46 PM
Edited by Warmonger at 17:50, 24 Jan 2009.

I'm currently working on scripting garrisons which are passable by only one player. It should give really interesting possibilities for mapmakers, I guess you already have some great ideas on your mind .


Gates = {
PLAYER_1 = {1,3,5},
PLAYER_2 = {2,4,6}
       };

function SwitchGarrisons ()
player = GetCurrentPlayer ()
for d, group in Gates do
if "PLAYER_"..player == d then
for j,v in group do
SetObjectEnabled ("Gate"..(Gates[d][j]), not nil);
end;
else
for j,v in group do
SetObjectEnabled ("Gate"..(Gates[d][j]), nil);
end;
       end;
   end;
end;

for d, group in Gates do
for j,v in group do
SetObjectEnabled ("Gate"..Gates[d][j], nil);
Trigger (OBJECT_TOUCH_TRIGGER,"Gate"..Gates[d][j],"SwitchGarrisons");
end;
end;

SwitchGarrisons();

--Trigger (NEW_DAY_TRIGGER, "goodmorning");

--function goodmorning ()
-- SwitchGarrisons ();
--end;


It basically switches garrisons on and off when specific player touches them so that only their owner can interact with gates.

Garrisons are named Gate1, Gate2 etc and table Gates stores the info about which player can pass which garrison. There must me an army present for gate to be closed, but it's irrelevant as it will never be attacked.

Unfortunatelly AI is too stupid to do touch them and NEW_DAY_TRIGGER I tried to use seems to not work for it, but I hope in multiplayer things will look much better. I need you to test the map in multiplayer.

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Jinxer
Jinxer


Legendary Hero
*****
posted January 24, 2009 07:51 PM
Edited by Jinxer at 19:52, 24 Jan 2009.

I LOVE THAT IDEA!!!  Heroes 4 had Colored gates like this... Where if you was green player you placed the green border there.. and you could walk freely in and out but noone else could come in thru them..

Heroes 4 map editor was SOOOOOOO much better then H5. So many more options and user friendly.

I hope you get this script to work.. I will use it for sure!
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