Search found 56 matches

by Arkas
02 Dec 2006, 20:59
Forum: Wake of Gods
Topic: Number of spells for enchanters and sorceresses
Replies: 2
Views: 2290

I could have sworn I counted 3 rounds past 7, but probably should have gone for another round.

You're right, they never stop casting. I went over 100 rounds and they were still casting every 3rd round.
by Arkas
02 Dec 2006, 19:17
Forum: Wake of Gods
Topic: Number of spells for enchanters and sorceresses
Replies: 2
Views: 2290

Number of spells for enchanters and sorceresses

Do sorceress ever run out? I've noticed that the number of spells for both of these creatures is set to 0. I'd like to increase Enchanters number of spells so they cast more than 3 group spells. Currently, they cast on round1, round4, and round7 and that's all. And same for sorceress if she runs out...
by Arkas
02 Dec 2006, 09:29
Forum: Wake of Gods
Topic: ERM help requests
Replies: 14
Views: 15476

I was wrong about the second instances of the landscape objects (mountains, trees, etc...)

Some of them do work. Only most of them crash the game, and some of them don't show up but allow the game to continue.
by Arkas
01 Dec 2006, 02:13
Forum: Wake of Gods
Topic: ERM help requests
Replies: 14
Views: 15476

Format OB - Additional Objects is missing: Type 90 Subtype 1 Shrine of Magic Thought (The cool looking book on a pedistal) I'll add more as I find them :) I'm currently only looking for missing information that would be helpful, and mistakes, because I think that should be fixed first. As for exampl...
by Arkas
29 Nov 2006, 03:05
Forum: Wake of Gods
Topic: ERM help requests
Replies: 14
Views: 15476

Help Text for UN:I

I#1/#2/#3/#4/#5/#6/#7/#8

#1..#5 - See above;
#6 - Type of object (see Format OB);
#7 - Subtype of object;
#8 - Terrain (see Format T);

Format T Should actually be Format TR.
by Arkas
26 Nov 2006, 05:13
Forum: Wake of Gods
Topic: arrays
Replies: 5
Views: 3241

Here's a working example: I used a similar method in my random battle script. I wanted to pick a random creature of a specific level. Well, for the original 8 towns (not the conflux level 8's, or neutrals) this worked out. I picked a random number between 0 and 7, and a modifier based on hero level ...
by Arkas
22 Nov 2006, 22:48
Forum: Wake of Gods
Topic: ERM help requests
Replies: 14
Views: 15476

I would add a note stating: When placing terrain objects (mountains, trees, etc... ) that the 3rd or 4th syntax for !!UN:I needs to be used, and that only the first instance of the object in the type/subtype list will work (134 for mountain will work, 185 for mountain will crash the game). Also, I c...
by Arkas
18 Nov 2006, 20:14
Forum: Wake of Gods
Topic: Is it possible to use the "Not Used" creature slot
Replies: 1
Views: 1959

Is it possible to use the "Not Used" creature slot

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?
by Arkas
17 Nov 2006, 05:03
Forum: Wake of Gods
Topic: Why are temporary *V* variables called temporary?
Replies: 14
Views: 6541

I knew you could use that type of syntax in other places !!VR:C for instance, but I have no idea which receivers etc... accept that format. And it does work for me with 134, I must have missed the first listing of mountain, because I didn't realize there were two of them or I would have tried both. ...
by Arkas
17 Nov 2006, 01:43
Forum: Wake of Gods
Topic: Why are temporary *V* variables called temporary?
Replies: 14
Views: 6541

Ok, that's exactly what I did, except I used 185.

And I didn't have the !!OB998:S;

What is the 998 for?
by Arkas
16 Nov 2006, 09:21
Forum: Wake of Gods
Topic: Why are temporary *V* variables called temporary?
Replies: 14
Views: 6541

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.
by Arkas
15 Nov 2006, 21:50
Forum: Wake of Gods
Topic: Why are temporary *V* variables called temporary?
Replies: 14
Views: 6541

Yeah, I have no problems placing useable objects so far, but I can't place a rock, or a mountain, I get nothing. And God forbid I try to place an obstacle in the subterranean level, the whole game crashes. But I can use the exact same command and syntax and place dwelling or some other useable build...
by Arkas
15 Nov 2006, 02:53
Forum: Wake of Gods
Topic: Why are temporary *V* variables called temporary?
Replies: 14
Views: 6541

Is there a list of object type/subtype WITH pictures anywhere? I'll explain what I am trying to do: I want to simulate an avalanche in a mountain pass that blocks the way through. Destroying the falling rocks is easy enough with UN:O#1/#2/#3; But I'm having a rough time with UN:I trying to put them ...
by Arkas
14 Nov 2006, 22:59
Forum: Wake of Gods
Topic: neophyte question
Replies: 2
Views: 2126

They are the official WOG campaigns, click new game - Campaign - WOG and then you can select to play them.
by Arkas
14 Nov 2006, 03:55
Forum: Wake of Gods
Topic: Why are temporary *V* variables called temporary?
Replies: 14
Views: 6541

Unfortunately, there's always a million things to think of in a project like WoG and new people joining and old ones leaving or becoming unavailable all the time simply adds to the confusion. You're absolutely right, I didn't even think about it till I started thinking about doing a campaign. And I...
by Arkas
14 Nov 2006, 01:39
Forum: Wake of Gods
Topic: Why are temporary *V* variables called temporary?
Replies: 14
Views: 6541

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 ...
by Arkas
13 Nov 2006, 03:04
Forum: Wake of Gods
Topic: Anyone interested in working on a map/campaign?
Replies: 0
Views: 1732

Anyone interested in working on a map/campaign?

Wondering if anyone is interested in pitching in. What I can do: 1. Scripting (I've already done some of it) 2. Story line etc... (Some is already done) 3. Map Layout, etc... (Again, this is already started as well) What I could use help with: 1. All of the above. 2. Graphics (I'm graphically challe...
by Arkas
13 Nov 2006, 02:54
Forum: Wake of Gods
Topic: Commander Question
Replies: 4
Views: 2735

Should be a picture of two gauntlets on the hero screen, click on that. It's at the top in the middle of the screen.

If that doesn't work, then it's possible that you don't have the wogify option turned on.
by Arkas
13 Nov 2006, 02:52
Forum: Wake of Gods
Topic: Problem with script setting resources.
Replies: 13
Views: 5209

Thanks for your help Fnord, I now have 3.58f and the day 1 timer works fine!
by Arkas
11 Nov 2006, 21:58
Forum: Wake of Gods
Topic: Problem with script setting resources.
Replies: 13
Views: 5209

Ok well I'm not sure how that happened, I could have sworn I downloaded the latest and greatest, but unfortunately not. I still have 3.58, without the "f". So to my next question. If I go and download 3.58f, will it install over my 3.58 without problems, and which files do I need to back u...

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