Search found 339 matches
- 25 Nov 2006, 02:21
- Forum: Wake of Gods
- Topic: Can't Download WOG
- Replies: 3
- Views: 2898
Re: Can't Download WOG
Because my computer's hard drive was wiped recently I need to reinstall most of my programs. When I tried to download WOG one of the links requires a membership and the other is down.... can someone just send me the zip file or something like that? Sign up on Gamespy (it's free) and scroll down pas...
- 23 Nov 2006, 05:34
- Forum: Wake of Gods
- Topic: Changing Terrain Script
- Replies: 3
- Views: 2512
Mathematical complications? Thanks God that I am a programmer. I'll need to make a script when I find time :D And learn how to ERM. I'm pretty good at programming too but (strangely) mathematics isn't my strong point. Anyway, I thought of something that might help a little--the PO receiver. This le...
- 22 Nov 2006, 04:19
- Forum: Wake of Gods
- Topic: Changing Terrain Script
- Replies: 3
- Views: 2512
Re: Changing Terrain Script
I want to ask if there is a script (or how how to do it) that turns terrain around a town into its own aligment every turn and it stops whenever it reaches another terrain expanding or water? I don't know if thats posible to do with ERM but... I think it's possible, but the continual expansion woul...
- 18 Nov 2006, 22:57
- Forum: Wake of Gods
- Topic: Is it possible to use the "Not Used" creature slot
- Replies: 1
- Views: 2130
Re: Is it possible to use the "Not Used" creature
In the conflux town, there are 4 unused slots (because elementals were already added), is it possible to add creatures to the LOD files and use those unused slots? Or adding creatures still requires modifying the exe? From what I've been told, it's actually harder to use these slots than the (curre...
- 17 Nov 2006, 18:37
- Forum: Articles
- Topic: Gods and Monsters
- Replies: 7
- Views: 3873
WoG Creatures
Campaigner, please keep in mind that many of these units were created several years ago when WoG first appeared, but they've been left in for backward compatibility (some maps and campaigns use them, for example). Some of the more original units (e.g., Sorceress, Werewolf) appeared in 3.58f. Any new...
- 17 Nov 2006, 05:17
- Forum: Wake of Gods
- Topic: Why are temporary *V* variables called temporary?
- Replies: 14
- Views: 7206
- 17 Nov 2006, 02:50
- Forum: Wake of Gods
- Topic: Why are temporary *V* variables called temporary?
- Replies: 14
- Views: 7206
- 16 Nov 2006, 18:55
- Forum: Wake of Gods
- Topic: Why are temporary *V* variables called temporary?
- Replies: 14
- Views: 7206
Yeah I used full syntax, it's the only way to specify terrain type and I assumed it was needed to determine which mountain to place. Granted, I could be doing something wrong too, but I can place useable objects, and I can make them look like other useable objects. I'll figure out an alternative. I...
- 16 Nov 2006, 06:31
- Forum: Wake of Gods
- Topic: Why are temporary *V* variables called temporary?
- Replies: 14
- Views: 7206
I thought placing mountains with UN:I was possible, but I don't recall when I last tried it (or maybe I never did and just thought I had). Certainly you can place some terrain objects, like a log or rock, for example. Perhaps it works with some and not with others (altogether possible). Did you reme...
- 16 Nov 2006, 02:19
- Forum: Wake of Gods
- Topic: Commander Question
- Replies: 4
- Views: 3063
Thanks, Psyringe. I guess I've never tried to play those campaigns Wogified myself and I don't recall any team members mentioning this (although I'm sure some of them must have played the campaigns and noticed). I've made a note of it for future documentation and/or correction. And I'm sure you're e...
- 15 Nov 2006, 06:35
- Forum: Wake of Gods
- Topic: Why are temporary *V* variables called temporary?
- Replies: 14
- Views: 7206
Is there a list of object type/subtype WITH pictures anywhere? I don't think there is. But if you get hold of Sergey's enhanced map editor, you may be able to find some of that information with the object editor function (which will display the def file image with red/yellow squares as well as the ...
- 15 Nov 2006, 01:49
- Forum: Wake of Gods
- Topic: Whirlpool effect
- Replies: 11
- Views: 5768
Note: this code appears to reduce the stacks to 1/5 original size, not remove 1/5. To remove 1/5, change the VR and second HE lines to read: !!VRy1::5*-1; [divide y1 by 5 and negate] !!HE-1:C0/x16/d/dy1; [remove y1 creatures from stack size] Note that this also prevents a stack of size 1 from becom...
- 15 Nov 2006, 01:46
- Forum: Wake of Gods
- Topic: Creature dwelling ownership
- Replies: 2
- Views: 2157
Re: Creature dwelling ownership
On my map I am trying to make it so that ownership of all of a particular dwelling on the map is transferred to a single player. For example: A red hero is faced with a choice. He chooses correctly. As a result all Supreme Archangel dwellings on the map become the property of red player. Is there a...
- 14 Nov 2006, 06:41
- Forum: Wake of Gods
- Topic: Why are temporary *V* variables called temporary?
- Replies: 14
- Views: 7206
You're absolutely right, I didn't even think about it till I started thinking about doing a campaign. And I don't mean to be overly critical, what you guys have done here is unbelievable. It is pretty amazing how it's come together despite and because of all the people and different ideas involved....
- 14 Nov 2006, 03:01
- Forum: Wake of Gods
- Topic: Whirlpool effect
- Replies: 11
- Views: 5768
Thanks for the help guys. The code you provided, Fnord, worked great (now I need to go through and see why it worked so great :) ) Thanks again for the help guys. You're very welcome. And yes, it's definitely a good idea to make sure you understand the code in your map, especially if you're learnin...
- 14 Nov 2006, 02:56
- Forum: Wake of Gods
- Topic: Why are temporary *V* variables called temporary?
- Replies: 14
- Views: 7206
Re: Why are temporary *V* variables called temporary?
Is it because they act like y and y- variables? Or because other scripts use them temporarily so they are ok to use temporarily. What I'm trying to get at, is if I disable a script that is using temporary V variables, can I use those permanently in one of my own? Also, it looks like scripts started...
- 13 Nov 2006, 19:58
- Forum: Wake of Gods
- Topic: Whirlpool effect
- Replies: 11
- Views: 5768
It may be even simpler to remove a percentage of every stack the hero has. Then you just need to loop through the stacks once (using a DO loop) and use the HE:C0 command to get the size of the stack (read it into a variable). Then say you want to remove 1/5 of the army. Just divide the variable by 5...
- 13 Nov 2006, 04:00
- Forum: Wake of Gods
- Topic: Problem with script setting resources.
- Replies: 13
- Views: 5901
- 12 Nov 2006, 01:32
- Forum: Wake of Gods
- Topic: Problem with script setting resources.
- Replies: 13
- Views: 5901
- 11 Nov 2006, 21:37
- Forum: Wake of Gods
- Topic: WOG bug
- Replies: 4
- Views: 3025
ok, there is another option, that changes some skills (like changes death stare to... I don`t remember what :)) Anyway there is a script that changes some abilities into different ones. Maybe that`s what happens here, except that you still get an old icon and description? Try to check wether instea...