Wake of Gods Forum | Форум Во Имя Богов

Full Version: Questions and Answers
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
(07.04.2009 04:48)The Hai Wrote: [ -> ]@darty and others, which forums do you visit other than this?

HC for ever :D and thanks for the answer guys :D you rock :P
@Efrit, thanks for the answer, and website is gonna launch soon right?this month?
Any news? I was hoping the website was ready by this moment...
I think some people do not realize what really WoG is. They ask for new stuff while having all they need under hand.

There is nothing left in WoG 3.58. All the things (almost) that they plan to do in 3.59 can already be done. What WoG needs, is not new stuff, but scripters who do valuable scenarios. WoG is nothing worth if played with all the options on. You will get crashes, bugs, return to desktop.

But once you understand how it works, you will choose carefully your options and have a game as you never had. WoG is the HoMM future. Learn to script and stop asking for new things. Whatever WoG 3.59 brings, it will be useless without scripting and imagination process.

WoG is a tool, not a standalone.

(07.04.2009 13:38)Blackened Wrote: [ -> ]By the way, is it possible to add some of the new creatures/artifacts a part of a quest in a Seer's Hut? Because right now, they aren't in the list of creatures/artifacts/whatever.

Exactly as I said. You have to script them to be able to do that. Asking for WoG team to work on that is useless, as you can do it yourself. And requires a very basic ERM skill. Nothing hard there.
Valery, excellent post! I'll translate it into russian and show to public, if you agree. While some people crying "where is 3.59?" others just work and realize their ideas.
Respect to you, Valery
However, there is still a lot of features, that can, we believe, extremely improve the game process and WOG tool Sm, and we work on some such ideas.
But you are right, even now WOG is almost infinite source for modeling your own world. Astronomer1
(16.04.2009 17:12)Valery Wrote: [ -> ]Exactly as I said. You have to script them to be able to do that. Asking for WoG team to work on that is useless, as you can do it yourself. And requires a very basic ERM skill. Nothing hard there.

Yes, I know. But, it'll be better for users who have no idea about ERM and haven't got any intentions to use it. It's just more user-friendly to use Seer's Hut's basic functions for WoG things than spending up to 30 minutes (or maybe more) on reading info about ERM and scripting it. I personally am going to learn ERM, since it'll help me with the map I'm making.

Also, I was asking about the site, because I want to help with suggestions. I totally agree, that it's not about having a lot fancy features (wow! a dragon that shoots!), they need to be balanced, otherwise it becomes gamebreaking. And, they really need to be interesting, too.

About the chance to "do 3.59 by ourselves" - yes, but that requires a lot of hard work and EMR scripting - most of the hard work for me would be learning the ERM scripting. And most of the WoG players would like more to have 3.59 made for them. I personally am too busy in RL - I even barely have time to spend about the Fallout 2 mod I'm making. But not too busy to give ideas.
(17.04.2009 00:15)Corwin Wrote: [ -> ]Respect to you, Valery
However, there is still a lot of features, that can, we believe, extremely improve the game process and WOG tool :), and we work on some such ideas.
But you are right, even now WOG is almost infinite source for modeling your own world. :astronomer1:

I am sure you will, and I will enjoy them. But there will still be people who will find you did not do enough. And continuously ask for again and again. They have to understand that you provide a tool, and that those adds can be modeled by each one to create his world.

For example, there is one thing WoG team may want to include in the code of 3.59., as this created to me a lot of problems.
There is an awful bug which occurs when a very huge battle is done, and the experience received by the creatures is overflowing the maximum allowed. So your experience will go into negative values, even VERY negative.

This is the script which will correct the bug:

ZVSE

** script to prevent creature experience reduction due to overflow. JHV,
2/3/2009

** uses v7090-v7103 to store troop ranks @ start of battle
** uses FU459-FU462

!?BA0&1000; start of (human) battle
!!BA:H0/?v1; get attacker hero #
!!BA:H1/?v2; get defender hero # (if any)
!!DO459/0/6/1&v1>-1/v1<156:Pv1; check stacks 0-6 for attacker
!!DO460/0/6/1&v2>-1/v2<156:Pv2; check stacks 0-6 for defender


!?FU459; get exp. rank of troop in slot x16 of hero x1, store in v[7090+x16]
!!HEx1:C0/x16/?y1/?y2/?y3/2; y1=type, y2=no., y3=experience
!!VRv5:S7090+x16;
!!VRvv5:Sy3;

!?FU460; get exp. rank of troop in slot x16 of hero x1, store in v[7097+x16]
!!HEx1:C0/x16/?y1/?y2/?y3/2; y1=type, y2=no., y3=experience
!!VRv5:S7097+x16;
!!VRv5:Sy3;

!?BA1&1000; end of (human) battle
!!BA:H0/?v1; get attacker hero #
!!BA:H1/?v2; get defender hero # (if any)
!!VRv3:C-1/-1; set v3 & v4 to -1
!!HEv1&v1>-1/v1<156:O?v3; get attacker's Owner - will be 0-7 if attacker won
!!HEv2&v2>-1/v2<156:O?v4; get defender's Owner - will be 0-7 if defender won
!!DO461/0/6/1&v3>-1/v3<8:Pv1; check stacks 0-6 for attacker
!!DO462/0/6/1&v4>-1/v4<8:Pv2; check stacks 0-6 for defender

!?FU461; get exp. rank of troop in slot x16 of hero x1, vs. v[7090+x16]
!!HEx1:C0/x16/?y1/?y2/?y3/2; y1=type, y2=no., y3=experience
!!FU&y2<1:E; quit if no troops left in slot
!!VRv5:S7090+x16;
!!VRy4:Svv5;
!!HEx1&y4>y3:C0/x16/d/d/11/12; set rank to 11 if negative experience was
gained (overflow occurred)

!?FU462; get exp. rank of troop in slot x16 of hero x1, vs. v[7097+x16]
!!HEx1:C0/x16/?y1/?y2/?y3/2; y1=type, y2=no., y3=experience
!!FU&y2<1:E; quit if no troops left in slot
!!VRv5:S7097+x16;
!!VRy4:Svv5;
!!HEx1&y4>y3:C0/x16/d/d/11/12; set rank to 11 if negative experience was
gained (overflow occurred)
!!IF&610:V616/1;
i know this question has been asked alot of times before but, an aprox date for 3.59?from what i know all towns are over 50% complete and you have most of the scripts and the new features you want to include so...in 1 year will we finally have 3.59?sooner?later?
(22.04.2009 17:28)Darty Wrote: [ -> ]i know this question has been asked alot of times before but, an aprox date for 3.59?from what i know all towns are over 50% complete and you have most of the scripts and the new features you want to include so...in 1 year will we finally have 3.59?sooner?later?
http://wforum.heroes35.net/showthread.ph...4#pid12394
Please can you help me to get rid of something annoying:

I scripted several alchemist labs (with graphics changed) to give me mithril if visited each week. The problem is that they appear as "owned alchemist labs" in kingdom overview so they give me each day mercury (as well as mithril on visit). I disabled them individually with :S; but nothing changed. Where is my mistake?

*** Timer
!#TM10:S1/999/7/2; launch timer every 7 days for tan starting with second week
!?TM10;
!!UN:U53/1/?v1; get total # of alchemist labs
!!VRv2:S-1; must initialize v2<0 for "next" search
!!DO81/1/v1/1:P53/1;

!#HT53/1:P0/159; Rename all alchemist labs (unvisited version)
!#HT53/1:P1/11; use z11 string if lab was visited
!#VRz159:S^Miner hut (Not Visited)^;
!#VRz11:S^Miner hut (Visited)^;

!#VRz394:S^{Miner hut}
The miner gives you 1 bar of iron every week. You already have your bar for this week.^;
!#VRz396:S^{Miner hut}
You got one iron bar.^;

!?OB53/1;
!!HE-1:O?v1;
!!MNv998/v999/v1000:Ov1;
!!PO998:N?v1; get N-# for current object @ (v998,v999,v1000)
!!IF&v1=1:M1/z394;
!!FU&v1=1:E; exit if lab already visited this week
!!IF:Q1/7/1/1/z396; **give iron but it does not show...
!!OW:R2/7/d1; <-- changed from 1 to d1
!!PO998:N1; set this lab visited for all Heroes

** function to do object variable resetting
!?FU81; x1=type, x2=subtype
!!UN:Ux1/x2/-1/2; put coordinates of next type x1/x2 object --> (v2,v3,v4)
!!PO2:N0; set to unvisited

Thank you
OB:S just sets the flag "cannot be visited by any hero". In your case you should replace labs with other object (of any new type, i.e type 63, subtype 3) but with old graphics:

Code:
Additional syntax: You can place an object which functions as object type/subtype but looks like an object type2/subtype2.
If you do so then:
  #1 = x
  #2 = y
  #3 = Level
  #4 = Type of object (Format OB)
  #5 = Subtype of object
  #6 = Type2 of object to look like (Format OB)
  #7 = Subtype2 of object to look like
If you use only 7 parameters you cannot set another terrain type and cancel redraw (terrain=-1, redraw=1)
  #8 = Terrain type (Format TR)
  #9 = Redraw needed (1) or not (0)

And each week loop throw all objects of your type and give mithril to needed players.
Thank you, I changed to centaur stables with new look, disabled them and changed in the code !!MN with !!DW. It works.
I have a problem with moving the AI. I want Roland to do those sequence numbers, one after the other.

!!AI:S152/6/1/61/21/0/5000000/1; **first point
!!AI:S152/6/2/69/22/0/5000000/1; **second
!!AI:S152/6/3/82/23/0/5000000/1; **third (here the stop is ON a monolith entrance so he must take it)
!!AI:S152/6/4/93/11/0/5000000/3; **fourth (once he exit the monolith he must go here)

But he ignores the monolith entrance and runs after my hero, which is far away. eventually he will return at the monolith, but not always.
ERM Wrote:Even using a maximum importance value, the AI can't ALWAYS be controlled if circumstances weigh heavily against it moving in a certain direction (e.g., it has 500 phoenixes, has lost its last town and there is an undefended castle nearby), but usually it can be counted on.
It seems that it's documented situation.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
Reference URL's