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Thread: Alter Creature Abilities | |
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e-lysander
Known Hero
Lysander
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posted February 10, 2011 10:11 PM |
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Alter Creature Abilities
In my mod, I'm changing the abilities and appearances of the creatures. Say I want to make the Griffin a non-flier, what files must I change? I don't mean with an ERM script, but as to affect the entire game.
Second, I want to move around the creatures that are recruited in towns. What must I do to change this for the whole game?
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Fauch
Responsible
Undefeatable Hero
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posted February 11, 2011 01:11 AM |
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you will be a bit limited as slots used for shooters will remain shooters, and I think it is the same for flying units.
apart from that, you can do almost what you want with ERM. and without it, I don't know.
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e-lysander
Known Hero
Lysander
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posted February 11, 2011 01:32 AM |
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Quote: you will be a bit limited as slots used for shooters will remain shooters, and I think it is the same for flying units.
apart from that, you can do almost what you want with ERM. and without it, I don't know.
Hmm, all right.
So you don't know how to set creatures to other towns (for instance, making Gargoyles recruitable in Dungeon town)?
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Aleee
Known Hero
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posted February 11, 2011 06:27 AM |
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To change appearance of creatures in a town you can use !!MA plus !!UN:T erm-commands. For further explanation you should read the manual.
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Al_Mualim
Adventuring Hero
Current Russian Peasant
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posted February 11, 2011 03:23 PM |
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Quote: So you don't know how to set creatures to other towns (for instance, making Gargoyles recruitable in Dungeon town)?
If you want to have Gargoyles instead of Harpyes, Gargoyle must by like Harpy, because speciall abities like flying are in the game and if you are not a programmer you can not change this. You must invert creature names in Crtait.txt and Zcrtait.txt, invert the battle and map DEFs, and invert pictures in TWCRPORT.def and CPRSMALL.def
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solitaire345
Promising
Famous Hero
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posted February 11, 2011 03:34 PM |
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Quote:
If you want to have Gargoyles instead of Harpyes, Gargoyle must by like Harpy, because speciall abities like flying are in the game and if you are not a programmer you can not change this. You must invert creature names in Crtait.txt and Zcrtait.txt, invert the battle and map DEFs, and invert pictures in TWCRPORT.def and CPRSMALL.def
Nonsense...
A script to make gargoyle recruit-able in dungeon is one line length. Everything is thoroughly detailed in the ERM manual.
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Al_Mualim
Adventuring Hero
Current Russian Peasant
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posted February 11, 2011 06:01 PM |
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Quote: Nonsense...
A script to make gargoyle recruit-able in dungeon is one line length. Everything is thoroughly detailed in the ERM manual.
But I thought how you can do this without ERM scripts
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solitaire345
Promising
Famous Hero
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posted February 11, 2011 10:07 PM |
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fair enough. but it's way easier with ERM, so why bother?
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Al_Mualim
Adventuring Hero
Current Russian Peasant
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posted February 11, 2011 10:16 PM |
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Quote: fair enough. but it's way easier with ERM, so why bother?
only if you want to play a map without ERM scripts
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e-lysander
Known Hero
Lysander
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posted February 11, 2011 10:20 PM |
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Quote: fair enough. but it's way easier with ERM, so why bother?
Way easier? Reading over the ERM tutorial, that is definitely not easy. I can't make heads or tails of this "HJK#0/1/3/4/5/6/7;" crap.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 11, 2011 10:46 PM |
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ERM basics knowledge is the difference between being able to make a mod or endlessly require for help while nothing is done. Your choice.
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Era II mods and utilities
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e-lysander
Known Hero
Lysander
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posted February 11, 2011 10:59 PM |
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Quote: ERM basics knowledge is the difference between being able to make a mod or endlessly require for help while nothing is done. Your choice.
That's fair. My only issue is knowing where regular modding ends and ERM modding begins. I simply don't know which parts are ERM and which aren't, that's all.
But with ERM scripts, aren't they map-specific? Or are they map specific OR game-specific?
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solitaire345
Promising
Famous Hero
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posted February 11, 2011 11:54 PM |
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there are global scripts that affect all games and you can have some scripts that affect only one particular map. the only difference is that map-particular scripts are loaded always and global scripts can be enabled or disabled according to your needs
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Set
Hired Hero
GKH Main Technician
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posted February 12, 2011 02:04 PM |
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Quote: you will be a bit limited as slots used for shooters will remain shooters, and I think it is the same for flying units.
apart from that, you can do almost what you want with ERM. and without it, I don't know.
(Almost) Everything can be done by hex-editing and it doesn't require ERM.
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e-lysander
Known Hero
Lysander
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posted February 28, 2011 09:50 AM |
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So, what ERM commands must I use to change, for example, a flier into a non-flier?
Let's say I want to make the Angel a ground unit instead of a flying one. What commands would I need?
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