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Thread: Couple WOG scripting questions | |
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Haytrid
Tavern Dweller
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posted September 12, 2010 06:10 PM |
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Couple WOG scripting questions
::Enable Extension Heroes
What is an extension hero?
::Extended Creature Upgrades
Is it possible to disable the Level 7 to 8 creature upgrade but allow the other ones, like the santa gremlins. I don't mind the level 8 creatures in the creature dwellings but the upgrade from 7 to 8 in the towns I just find to be over the top.
::Garrisons
I like the garrisons but often they appear right by your starting town and block you from a critical resource like wood or ore. Is there a way to keep them from doing this and spawning in more appropriate locations like between two different areas.
::Is there a way to completely remove two-way monoliths from the game?
I would prefer to have slightly slower, more defensive games that follow more defined paths and less porting around.
::I would love to see a campaign mode where you could make a random map, have no opponents, and simply clear the map. I'm always pressed to take out opponents and end up having to skip many what would be interesting creature fights on the map. I think I could do this easy enough in the map editor though by just placing an enemy hero in a corner where he can't move or level.
Thank you for any feed-back you can provide!
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Aleee
Known Hero
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posted September 12, 2010 09:06 PM |
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Edited by Aleee at 21:07, 12 Sep 2010.
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Quote: ::Enable Extension Heroes
I'm not sure about the exact name of this option in english version, but I suppose you mean one that allows heroes from campaigns only to appear in taverns and prisons.
Quote: ::Extended Creature Upgrades
As I remember there is only one option which activates all the upgrades. But you can edit the script (I assume #25) located in Data/s/ so upgrades you don't like won't be active anymore.
Quote: ::Garrisons
Again with the ERM you can edit the rules of placing garrisons. It seems pretty difficult to teach the script placing objects where they're supposed to be accordingly to your vision, but you can add a check which will prevent spawning them in the area of n squares from towns, for instance.
Quote: ::Is there a way to completely remove two-way monoliths from the game?
Guess what... You can do it with the ERM! The easiest way is probably to forbid players using them. I'm just not sure AI won't stack in such a monolith forever. Anyway it's absolutely possible to remove them at all looping with the script the whole map.
As I see know all my answers are about the ERM (this is a scripting language for WoG in case you don't know). Also all these tasks are not very difficult so you don't have to learn the ERM, it's probably will be enough to ask for a script in an appropriate topic (which is on the top here).
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Haytrid
Tavern Dweller
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posted September 12, 2010 09:30 PM |
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Thank you! I have not worked with editing the scripts yet or even looked at them.
Regarding removing of the 2-way monoliths. Preventing their use would only be marginally useful. Ideally I want the game to generate random maps assuming that these monoliths don't exist and structure the map accordingly.
Right now I generate a random map in the editor, then remove the 2-way monoliths, the problem is the map was generated assuming they were going to be there so many parts of the map become inaccessible without them there, so it is not ideal way of doing it.
So do I post this in a thread requesting this script? Is that something that sounds like it can be done with this ERM script?
Thank you again for your time.
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Aleee
Known Hero
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posted September 12, 2010 09:50 PM |
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Edited by Aleee at 21:51, 12 Sep 2010.
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Well, I don't know much about templates for random maps but it's possible that somewhere these template-files contain such information.
So if I got you right this time, ERM can't help you there. This is about rules of generating random maps.
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Haytrid
Tavern Dweller
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posted September 12, 2010 11:24 PM |
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Oh, I just remembered one other question I had.
Is it possible to make it so heroes can never retreat from a fight? As if they all had the magical shackles equipped that prevents it? Will the ERM script do something like that?
Thank you again for your time.
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Kreegan
Known Hero
Winged Anquietas
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posted September 12, 2010 11:26 PM |
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Quote: Oh, I just remembered one other question I had.
Is it possible to make it so heroes can never retreat from a fight? As if they all had the magical shackles equipped that prevents it? Will the ERM script do something like that?
Thank you again for your time.
Play on the easiest level
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Haytrid
Tavern Dweller
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posted September 12, 2010 11:33 PM |
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Haha, nah, I usually play on rook or queen. The thing with retreating is the computer has a bad habit of picking fights he can't win, trying to get some quick kills, and running away. It would be nice to make him commit to his attack.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 12, 2010 11:37 PM |
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It can be done by adding shackles of war at the start of battle, then remove them (including duplicates) at the end. Use !?BA0/1&1000 triggers with H0/1 receiver then add artefact to their corresponding ID.
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Era II mods and utilities
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Haytrid
Tavern Dweller
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posted September 12, 2010 11:41 PM |
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Thanks Salamandre, it looks as though I need to start reading through the how-to's on the scripting portion. Sounds like a lot of cool things that can be done with that. I have not done anything with the scripting as of yet.
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Aleee
Known Hero
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posted September 12, 2010 11:43 PM |
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Also if it is used for players as well you may add a !?CM trigger to prevent a message about shackles appearing, as it's pretty weird for player to read about the artifact he doesn't have. Even though it won't do anything with the shortcut.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 12, 2010 11:45 PM |
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There is also a BG check if someone surrenders/retreats (4/5). I never used it, but I assume a new flag could be set when it occurs. Not tested yet.
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Era II mods and utilities
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Aleee
Known Hero
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posted September 12, 2010 11:49 PM |
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I don't know what happens to players, but AI takes it easy and tries to escape again, again and again.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 13, 2010 12:26 AM |
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