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Thread: Is this possible? | |
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lightspeed
Tavern Dweller
Heroin(e)
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posted April 17, 2003 03:24 PM |
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Is this possible?
I'm planning to create a new town for HMM3 SoD, and have a couple of questions about that I've already posted this on another HMM3-oriented Board but like this, I got double chance of getting the replies I need ( )...
1) Is it possible to add a new town to the game (so you can select it from options screen)
1a) Where are the properties of the town (builings, building specs, units etc) stored, and how do I have to add them that the game accepts them?
1b) Do I absolutely need ERM scripts or can I only edit / create the needed files?
2) How can I add new monsters to HMM3 SoD and make them recruitable out of that town
2a) Can I assign new special skills to those creatures, and if so, how?
2b) Does the map editor scan for new units (i.e. they will show up) on start or is it using a fixed table?
2c) (if map editor uses fixed table) How do I get to place my towns and how can I include them to random map generator?
2d) Where are the creature-animation values set (which anim to use with which creature)
3) Can I create new heroes (i.e. 2 types) for that town, and how do I include them O.o
3a) Where are the specific hero values set? (like specialties, primary skill %ages, etc.)
4) Can I add new objects to the game (i.e. dwellings for that town)?
4a) Can I get some of the dwellings to contain more than one unit (like the golem factory) and how?
Ok what of those things would be doable without ERM, what could be done with the use of ERM, and what could only be done by .exe hardcoding?
How can I implement those things into my game (SoD preferrably but if there's no other way then into WoG)?
I could probably find out most of the things of my own but since here's some people that actually know the stuff better than I do, I think its just best to ask
If anyone know how to do things, please enlighten me
If it's too complicated to post up here, feel free to contact me on ICQ or email me
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Arstahd
Adventuring Hero
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posted April 17, 2003 10:34 PM |
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Quote: I'm planning to create a new town for HMM3 SoD, and have a couple of questions about that I've already posted this on another HMM3-oriented Board but like this, I got double chance of getting the replies I need ( )...
1) Is it possible to add a new town to the game (so you can select it from options screen)
1a) Where are the properties of the town (builings, building specs, units etc) stored, and how do I have to add them that the game accepts them?
1b) Do I absolutely need ERM scripts or can I only edit / create the needed files?
2) How can I add new monsters to HMM3 SoD and make them recruitable out of that town
2a) Can I assign new special skills to those creatures, and if so, how?
2b) Does the map editor scan for new units (i.e. they will show up) on start or is it using a fixed table?
2c) (if map editor uses fixed table) How do I get to place my towns and how can I include them to random map generator?
2d) Where are the creature-animation values set (which anim to use with which creature)
3) Can I create new heroes (i.e. 2 types) for that town, and how do I include them O.o
3a) Where are the specific hero values set? (like specialties, primary skill %ages, etc.)
4) Can I add new objects to the game (i.e. dwellings for that town)?
4a) Can I get some of the dwellings to contain more than one unit (like the golem factory) and how?
Ok what of those things would be doable without ERM, what could be done with the use of ERM, and what could only be done by .exe hardcoding?
How can I implement those things into my game (SoD preferrably but if there's no other way then into WoG)?
I could probably find out most of the things of my own but since here's some people that actually know the stuff better than I do, I think its just best to ask
If anyone know how to do things, please enlighten me
If it's too complicated to post up here, feel free to contact me on ICQ or email me
Adding a whole new town, ambitious aren't we?
Well I don't want to rain on your parade but just about everything on your list requires code editing.
The WoG team has been asked many times if a new town would be added but unfortunately the answer is no. While it could be done in theory, it would be too much work. Other than the programming nightmare is the town graphics issue. What did you have in mind for that?
Do you have any programming experience? If so, and you're still interested, I can forward this to Slava, our programmer, maybe he can point you in the right direction.
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Download my scripts and graphics HERE.
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lightspeed
Tavern Dweller
Heroin(e)
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posted April 18, 2003 01:54 AM |
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well certainly I have no idea on how HMM3 SoD is coded
Guess I'm going to replace an existing town and write a switching tool
So any help on how to change things is appreciated
Q's for now:
- Are the coordinates of town buildings hard coded?
- Can I set new special abilities of units?
- Can I modify the effects of 'special buildings' like the skeleton transformer, a dwarven treasury etc?
(and pretty much the old list except now its replacing other than adding )
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Arstahd
Adventuring Hero
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posted April 18, 2003 02:24 AM |
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There's not a whole lot you can do without WoG and ERM, you can try messing with some of the txt files packed in the data files. Most aren't that interesting, although with SPTRAITS.TXT you can modify the spell parameters, which can't otherwise be done.
Quote: - Are the coordinates of town buildings hard coded?
I believe so.
Quote: - Can I set new special abilities of units?
Via ERM, somewhat.
Some abilities are stored as flags which can be modified. Unfortunately most special skills are hard coded. With clever scripting you can imitate many skills as I have done in my Enhanced Monsters script (scheduled for 3.58).
Quote: - Can I modify the effects of 'special buildings' like the skeleton transformer, a dwarven treasury etc??
Not really. You might be able to script something to cancel some effects and could certainly add additional effects.
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Download my scripts and graphics HERE.
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