Trying to Stop Guards Appearing

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scientic
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Trying to Stop Guards Appearing

Unread postby scientic » 09 Jun 2010, 10:55

Pretty much as the title says. How do I stop guards accumulating in the neutral towns? I do have the guards WoGify script disabled, and still guards appear. Is there any way to stop this with ERM?

Thanks for any help!

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GreatEmerald
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Unread postby GreatEmerald » 09 Jun 2010, 14:45

That's the game feature that has been in it from, err, RoE I believe. You'd have to create a script to prevent that I think.

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Ojcar
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Unread postby Ojcar » 09 Jun 2010, 15:02

they do accumulate the same way with the wog script activated?.

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Salamandre
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Unread postby Salamandre » 09 Jun 2010, 15:13

I think that this option was skipped by WoG teams because considered as very minor. Come on, who would care about some neutral towns having more or less guards. As far as I know, guards from neutral towns never stopped anyone to complete a map, as they are usually weak because there are no buildings inside.

Now, in HC, I got a request from a player who asked that those neutrals could be removed when he walks into neutral towns. I made the script for him, so I can give you too:

ZVSE

!?OB98&1000;
!!CA998:O?v1;
!!FU&v1>=0:E;
!!CA998:N?z1;
!!OW:C?v1;
!!IF:M^The town of %Z1 is surrendering in fear^;
!!CA998:Ov1;

All neutrals towns will surrender to you without fight.

Of course, one can script that guards do not grow over time, but it would be rather a long script, and for only one request.

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Ojcar
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Unread postby Ojcar » 09 Jun 2010, 16:54

i DO care about that so can please someone ask me my question.

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Salamandre
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Unread postby Salamandre » 09 Jun 2010, 17:42

I was replying to main post, sorry for confusion.

The accumulate creatures script is about creature banks and external dwellings, not towns, so yes, they accumulate always, as they did in original Heroes.

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Ojcar
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Unread postby Ojcar » 09 Jun 2010, 18:07

thanks :)


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