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Thread: The Glory of War (a Hero of Light mod) | This thread is pages long: 1 ... 8 9 10 11 12 ... 20 21 · «PREV / NEXT» |
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Hero_Of_Light
Responsible
Supreme Hero
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posted December 31, 2014 04:28 PM |
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Seems to work OK, thanks
I made a few modifications and will test it thoroughly before releasing it on a next version of my mod.
Thanks again! My mod runs smoother now, all thanks to your ingenuity.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2014 04:34 PM |
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I forgot elves/sharpshooters for first week:
!?TH1;
!!PO998:N?v2;
!!FU&v2=15:E;
!!CA-1:T?y1;
!!if&y1=0:; castle
!!CA-1:B3/37; //if upgraded Watch Tower is built
!!CA-1&1:D0/2/139/25; //set
!!en:;
!!if&y1=1:; rampart
!!CA-1:B3/39; elves
!!CA-1&1:D2/2/137/2; //set our creatures' number accordingly
!!CA-1:B3/43; //if upgraded Dragons ground is built
!!CA-1&1:D6/2/168/1; //set
!!en:;
!!if&y1=2:; tower
!!CA-1:B3/39; //if upgraded Golem is built
!!CA-1&1:D2/2/116/2; //set
!!CA-1&1:D2/3/117/1; //set
!!CA-1:B3/40; //if upgraded Mage Tower is built
!!CA-1&1:D3/2/193/2; //set
!!CA-1&1:D3/3/136/1; //set
!!en:;
!!if&y1=3:; rampart
!!CA-1:B3/25; //if upgraded Kennels is built
!!CA-1&1:D2/2/194/3; //set
!!en:;
!!if&y1=4:; necro
!!CA-1:B3/43; //if upgraded Ghost Dragons is built
!!CA-1&1:D6/2/196/1; //set
!!en:;
!!if&y1=5:; dungeon
!!CA-1:B3/43; //if upgraded dragons building is built
!!CA-1&1:D6/2/135/1; //set
!!en:;
!!if&y1=6:; stronghold
!!CA-1:B3/19; //if upgraded building is built
!!CA-1&1:D0/2/87/25; //set
!!en:;
!!if&y1=7:; fortress
!!CA-1:B3/38;
!!CA-1&1:D1/2/173/25; //set
!!en:;
!!if&y1=8:; conflux
!!CA-1:B3/40;
!!CA-1&1:D3/2/113/20; //set
!!CA-1&1:D3/3/115/20; //set
!!en:
!!PO998&1:N15;
There is a problem: I didn't know there are two third upgrades for some towns. I will have to rethink about rampart and tower, as this code will only show the first we build (week one). Will do so next year!
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Hero_Of_Light
Responsible
Supreme Hero
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posted December 31, 2014 05:39 PM |
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I noticed the problems with the Sharpshooters as well and I already fixed it. But still thanks!
I don't know if it helps, but to avoid problems with the third slots I already made the lowest level dwelling a prerequisite for the higher level.
For instance, upgraded Mage Tower CANNOT be built if not upgraded Golem Factory is built. And so upgraded Mage Tower will always be built second.
Would that solve the problem you mentioned? Because I didn't encounter such a thing.
**EDIT**
I encountered another problem with the script though.
Whenever you build a new dwelling in town, the third slot creature's growth is reset.
For example, I build upgr Watch Tower and recruit 14 peasants. The next day I build the barracks. Peasants are reset to 25 (should stay 14). It may have something to do with the script you added above.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2014 05:50 PM |
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No, it does not solve. It's quite tricky to place those third upgrades during first week, because we must prohibit same trigger to add them again each time you open the city. I will find a way, no worry, is just that not today.
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Hero_Of_Light
Responsible
Supreme Hero
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posted December 31, 2014 05:53 PM |
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Yes of course. If that's the problem that makes the creatures' growth reset as well, then I guess it needs to be done.
I won't trouble you any further. We can always resolve this next year
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2014 05:58 PM |
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Sorry for the reset error, typo from me:
(end of script)
!!en:
!!PO998&1:N15;
change to:
!!en:; <---
!!PO998&1:N15;
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted December 31, 2014 07:04 PM |
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Nope that wasn't it. I added the ; myself earlier and it didn't work.
I also deleted this part:
!!if&y1=6:; stronghold
!!CA-1:B3/19; //if upgraded building is built
!!CA-1&1:D0/2/87/25; //set
!!en:;
!!if&y1=7:; fortress
!!CA-1:B3/38;
!!CA-1&1:D1/2/173/25; //set
!!en:;
!!if&y1=8:; conflux
!!CA-1:B3/40;
!!CA-1&1:D3/2/113/20; //set
!!CA-1&1:D3/3/115/20; //set
!!en:;
Because Neutral towns don't have any third slots (only upgrades).
Either way, the bug persists.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2014 07:18 PM |
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Hmm, it should not. Upload your final script + a save before it resets please.
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Hero_Of_Light
Responsible
Supreme Hero
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posted December 31, 2014 07:22 PM |
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Well, have you tried it yourself?
Make the test yourself, it will only take a few seconds:
Start "Arrogance" map with Castle
Build Upg Watch Tower and recruit any number of Peasants
On day two build Barracks (or anything)
Go to recruit Peasants and see that they are reset to 25.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2014 07:28 PM |
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Sure, that's why I am asking. There is no reason this happens, unless there is still a typo in your script. Please upload both script and save.
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Hero_Of_Light
Responsible
Supreme Hero
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posted December 31, 2014 07:38 PM |
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2014 07:45 PM |
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I built barracks, there are no peasants except those you bought. What was the problem?
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Hero_Of_Light
Responsible
Supreme Hero
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posted December 31, 2014 07:59 PM |
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Can't you see? How could I have 50 Peasants in day two when growth is set to 25?
Build Upg Griffin the next day and visit the Watch Tower again. You'll see it then.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2014 08:11 PM |
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Did you reload a game from when the script had the typo? Then clean your cache or press F12, because I have no problems now. All ok.
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Hero_Of_Light
Responsible
Supreme Hero
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posted December 31, 2014 08:19 PM |
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Nope, started a new game a few seconds ago and it is still the same.
Maybe it is about WoG options I use? Maybe !!PO998:N?v2; is used by another script as well.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2014 08:23 PM |
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hmm this is crazy. Ok, add after
!!PO998:N?v2;
!!FU&v2=15:E;
!!IF:M^%V2 is v2^;
You should see that message only once, the day when you build peasants. If see more than once, try to change v2 to y2, maybe quick save script overwrite v2.
!!PO998:N?y2;
!!FU&y2=15:E;
As you see:
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Hero_Of_Light
Responsible
Supreme Hero
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posted December 31, 2014 08:37 PM |
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I see this message every time I leave City Hall and the Peasants are always reset.
**EDIT**
Maybe If we changed !!PO998:N?v2; with another available number? I see 998 is often used in the script.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2014 08:46 PM |
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No, PO998 holds the current square, there is no danger.
ok then. I suppose you use more wog options than only gow ok? means one of them resets town square. Now I have to go, but I will look tomorrow in wog options and track the one guilty. Meanwhile you can test it again with only gow option checked.
if still error with only your script, then means in Greece things do not work as they should.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted December 31, 2014 09:20 PM |
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They never did
I did try it with no wog option ON (except my own) but still, the same.
Every time I entered and left the City Hall, the number was reset.
I also tried deleting this part of the script altogether. I have to say that when I did that it worked OK, but started growth from -2. This was a common problem before (you might recall we encountered it often when we tried this script (and third slots plugin).
Anyway, thank you for your time. Enjoy your holidays and (when the time is right) happy new year!
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 01, 2015 08:37 AM |
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ok is done.
LINK
* Both golems and mages/elves and goryniches third upgrades will show when first build
* converted PO998 to real location, as there was a problem depending on map size; third upgrades will no longer reset.
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Era II mods and utilities
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