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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Redesigned Conflux Town
Thread: Redesigned Conflux Town This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 28, 2010 02:02 PM
Edited by Salamandre at 14:04, 28 Jun 2010.

I don't see anything stupid in his post. Yes we saw this kind of request thousand times, mostly ended in dust. But where is dream, it may be concrete one day.

Grin, your each round attack increase can be done only by ERM, and will work for all same type creatures (attacker and defender), except if you use hero variables. You will also need to check when battle ends and restore attack. Pretty advanced, so you 'll need to spend some time with ERM help before doing that.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted June 28, 2010 02:12 PM

Quote:
Quote:
So maybe some help would clear some things up for me?

If you're only going to be negative, you can go post somewhere else.

No. I am always negative when somebody posts something stupid like that.

You just prove that you're doing nothing but asking for help. That just doesn't make any sense - it's like "I have and idea, but I need you to do all work". Do you know how many projects like that were being "developed"? Hundreds of hundreds. Do you know how many of them were finished? None.

You say "it shouldn't". But did you try it? I guess not. Why? Because you don't why and you are too lazy to check this out? Or maybe because there must be somebody that will make all stuff just for you?

Next time do ANYTHING, give us screens or something (just like Trith) and THEN ask for help. Or do like New Grove Team - make all stuff without saying anything and then release it. That would be great surprise, wouldn't it?
I already gave you a warning about your behaviour refering to threads like that. This is my last warning for you, followed by the sentence which should be known by now:

IF YOU DO NOT HAVE SOMETHING USEFULL TO CONTRIBUTE, STAY OUT!
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Hobbit
Hobbit


Supreme Hero
posted June 28, 2010 02:44 PM
Edited by Hobbit at 18:48, 28 Jun 2010.

Quote:
How do you expect to be able to even TRY to start a project if you're all alone in it.

New Upgrades - made by Acid Dragon with a little help from Arstahd and Trang Oul (code partially based on Timothy Pulver's work).
Fourth Upgrades - made by Dragonar with a little help from Quba Drake and Jankes.
New Necropolis (or New Heroes III) - made by gnollking.
New Commanders - made by Mitabrin.
Heroines - made by jonj. and Zbigniew - my fault.
Halflings - made by Vlaad (code partially based on Fnord's work).

Asylum is being made by Trith and Drow Town is being made by Maestro. And I think there are more (I'm not sure, but maybe Quicksilver?).

Quote:
I already gave you a warning about your behaviour refering to threads like that

I'm stupid and I don't remember anything like that. Where did you warned me?

Quote:
IF YOU DO NOT HAVE SOMETHING USEFULL TO CONTRIBUTE, STAY OUT!

Everything that I said was useful. If he tries to do some graphics this mod will come faster, right?

I'm sorry, but it's just annoying. I'm pretty sure that this kind of "making" mods just doesn't work. Hundreds of hundreds of abandoned before making anything useful mods - that's the proof!

Quote:
Yes we saw this kind of request thousand times, mostly ended in dust. But where is dream, it may be concrete one day.

Maybe... But I don't think that asking others for "help" is a good way to finish "his work".

Also I don't want to make anybody to throw away any of his plans. I just want to tell Grim04 when IMO the happy end is going to happen and when isn't. I apologise for anything that hurts anybody - I swear I meant well.


EDIT: Yeah, right, thanks gnollking.

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gnollking
gnollking


Supreme Hero
posted June 28, 2010 02:47 PM

Quote:
New Necropolis - made by gnollking.

Actually, it was later "New Heroes III"
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Kreegan
Kreegan


Known Hero
Winged Anquietas
posted June 28, 2010 05:03 PM

Quote:
Quote:
How do you expect to be able to even TRY to start a project if you're all alone in it.

New Upgrades - made by Acid Dragon with a little help from Arstahd and Trang Oul (code partially based on Timothy Pulver's work).
Fourth Upgrades - made by Dragonar with a little help from Quba Drake and Jankes.
New Necropolis (or New Heroes III) - made by gnollking.
New Commanders - made by Mitabrin.
Heroines - made by jonj.
Halflings - made by Vlaad (code partially based on Fnord's work).

Asylum is being made by Trith and Drow Town is being made by Maestro. And I think there are more (I'm not sure, but maybe Quicksilver?).



NU, FU, Heroines, Haflings - not one-maker mods...
Well.. Asylum is for now one-maker mod, but Mit asks us about details...

Drow Town - is it really one-maker mod? I don't think so...
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Hobbit
Hobbit


Supreme Hero
posted June 28, 2010 05:51 PM

Quote:
NU, FU, Heroines, Haflings - not one-maker mods...

See credits.

Quote:
Drow Town - is it really one-maker mod? I don't think so...

From what I understand - yes it is. I didn't found any informations about others.

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T2_2112
T2_2112


Supreme Hero
posted June 28, 2010 05:52 PM

Keep ppl dream is good, but i think we need to have a topic name "Dreaming mod" then ppl can post here then make a new topic when have something for public. It is may be better

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Kreegan
Kreegan


Known Hero
Winged Anquietas
posted June 28, 2010 05:58 PM

Quote:
Quote:
NU, FU, Heroines, Haflings - not one-maker mods...

See credits.


YOU see what YOU wrote earlier...
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nick: Irhak

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Hobbit
Hobbit


Supreme Hero
posted June 28, 2010 06:47 PM

You know what means "A little help"? It means e.g. ONE unit, ONE building, ONE graphic etc. Great majority is still made by one guy, so they ARE one-maker mods.

Yeah, I know - Heroines isn't actually one-maker mod, my fault.

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Grim04
Grim04


Adventuring Hero
posted June 28, 2010 11:12 PM

Quote:
I don't see anything stupid in his post. Yes we saw this kind of request thousand times, mostly ended in dust. But where is dream, it may be concrete one day.

Grin, your each round attack increase can be done only by ERM, and will work for all same type creatures (attacker and defender), except if you use hero variables. You will also need to check when battle ends and restore attack. Pretty advanced, so you 'll need to spend some time with ERM help before doing that.


Thanks, I'll work on the hard scripts later... right now I'm trying to do all of the easy tasks.

I have all the stats changed to where I'd like them... so I'm working on changing the abilities.

http://heroescommunity.com/viewthread.php3?TID=27213

I've added Mirth to the Air Elementals so they'll be like Satyrs however even after getting rid of the stack experience abilities they retain their air elemental abilities (such as auto-casting haste).  Anyway someone can tell me how to get rid of creature's innate abilities?

Thanks.

If someone's interested I'll post my scripts for my progress.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 29, 2010 12:05 AM

Air elementals have no "cast haste" innate ability. If you speak about their EA abilities, just clean slots(6 to 13), then add yours or leave them blank. The casters, like ogres, genies, faeries can't lose their casting ability, as well as archangels/phoenix the resurrect ability. I did not test yet what happens if you give to a phoenix 0 rebirth with EA, and it conflicts with innate ability.
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Grim04
Grim04


Adventuring Hero
posted June 29, 2010 12:10 AM

Quote:
Air elementals have no "cast haste" innate ability. If you speak about their EA abilities, just clean slots(6 to 13), then add yours or leave them blank. The casters, like ogres, genies, faeries can't lose their casting ability, as well as archangels/phoenix the resurrect ability. I did not test yet what happens if you give to a phoenix 0 rebirth with EA, and it conflicts with innate ability.


Weird.  I have them blank and yet they still cast haste in battle.

Am I missing something?

I'll have to test what happens with the 0 rebirth once I get to my 7th level creature editting (it's a Fenris Wolf).

!!EA112:B5/0/////////////;
!!EA112:B6/0/////////////;
!!EA112:B7/0/////////////;
!!EA112:B8/0/////////////;
!!EA112:B9/0/////////////;
!!EA112:B10/0/////////////;
!!EA112:B11/0/////////////;
!!EA112:B12/0/////////////;
!!EA127:B5/0/////////////;
!!EA127:B6/0/////////////;
!!EA127:B7/0/////////////;
!!EA127:B8/0/////////////;
!!EA127:B9/0/////////////;
!!EA127:B10/0/////////////;
!!EA127:B11/0/////////////;
!!EA127:B12/0/////////////;
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 29, 2010 01:30 AM
Edited by Salamandre at 01:31, 29 Jun 2010.

Yes, but how do you clean them before map starts?

Should look like this:

ZVSE

!?PI;

!!EA112:B6/0/////////////; **air E
!!EA112:B7/0/////////////;
!!EA112:B8/0/////////////;
!!EA112:B9/0/////////////;
!!EA112:B10/0/////////////;
!!EA112:B11/0/////////////;
!!EA112:B12/0/////////////;
!!EA112:B13/0/////////////;
***************************
!!EA127:B6/0/////////////; **Storm E
!!EA127:B7/0/////////////;
!!EA127:B8/0/////////////;
!!EA127:B9/0/////////////;
!!EA127:B10/0/////////////;
!!EA127:B11/0/////////////;
!!EA127:B12/0/////////////;
!!EA127:B13/0/////////////;
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Grim04
Grim04


Adventuring Hero
posted June 29, 2010 01:59 AM
Edited by Grim04 at 02:03, 29 Jun 2010.

Quote:
Yes, but how do you clean them before map starts?

Should look like this:

ZVSE

!?PI;

!!EA112:B6/0/////////////; **air E
!!EA112:B7/0/////////////;
!!EA112:B8/0/////////////;
!!EA112:B9/0/////////////;
!!EA112:B10/0/////////////;
!!EA112:B11/0/////////////;
!!EA112:B12/0/////////////;
!!EA112:B13/0/////////////;
***************************
!!EA127:B6/0/////////////; **Storm E
!!EA127:B7/0/////////////;
!!EA127:B8/0/////////////;
!!EA127:B9/0/////////////;
!!EA127:B10/0/////////////;
!!EA127:B11/0/////////////;
!!EA127:B12/0/////////////;
!!EA127:B13/0/////////////;


I have that for my script, and before the battle the air elementals show they don't have any other abilities.

Once they enter the battle, it says they're immune to meteor swarm and an autocaster... so they're getting their old abilities.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 29, 2010 02:20 AM

Don't wogify the map. Maybe you have enabled rebalanced creatures script.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 29, 2010 02:20 AM

well, if they had given the elementals proper stats and abilities, conflux might have been a decent town.

you can have up to 5 casters, if you can change the spells, that can be interesting. mirth for the satyr, druids could get something too.

the line up is kind of weird, it looks like a nature town, but I think cobras and bats would fit better in something dungeon-like.

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Grim04
Grim04


Adventuring Hero
posted June 29, 2010 02:28 AM
Edited by Grim04 at 02:38, 29 Jun 2010.

Quote:
well, if they had given the elementals proper stats and abilities, conflux might have been a decent town.

you can have up to 5 casters, if you can change the spells, that can be interesting. mirth for the satyr, druids could get something too.

the line up is kind of weird, it looks like a nature town, but I think cobras and bats would fit better in something dungeon-like.


To me, bats and snakes belong in a nature town... they do live outside and not really underground.

I don't have rebalanced creatures and if I say don't wogify then none of my scripts work (and I believe that's how it's supposed to be, right?).

Edit:

Woot! I replaced the Storm Elemental with the Satyr def.  I'm just trying to figure out where to put the town and small pics that came with the def.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 29, 2010 03:02 AM

No, if you don't wogify, only your scripts will work. Almost always do so if you have custom scripts.
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Grim04
Grim04


Adventuring Hero
posted June 29, 2010 03:40 AM

Quote:
No, if you don't wogify, only your scripts will work. Almost always do so if you have custom scripts.


Odd, when I don't wogify my scripts don't work.

I'm selecting No to wogify after creating a game.

My scipts are saved as script78 and script79
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 29, 2010 03:48 AM

Scripts used in map event box and scripts from Data/s folder must have different setup. First try them in your map, they will work as they are, and then try to redo them to match up the data/s setup. As people here wrote between lines, it is long to do and not likely in one day.
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