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.
Search found 56 matches
- 02 Dec 2006, 20:59
- Forum: Wake of Gods
- Topic: Number of spells for enchanters and sorceresses
- Replies: 2
- Views: 2290
- 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...
- 02 Dec 2006, 09:29
- Forum: Wake of Gods
- Topic: ERM help requests
- Replies: 14
- Views: 15476
- 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...
- 29 Nov 2006, 03:05
- Forum: Wake of Gods
- Topic: ERM help requests
- Replies: 14
- Views: 15476
- 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 ...
- 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...
- 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?
- 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. ...
- 17 Nov 2006, 01:43
- Forum: Wake of Gods
- Topic: Why are temporary *V* variables called temporary?
- Replies: 14
- Views: 6541
- 16 Nov 2006, 09:21
- Forum: Wake of Gods
- Topic: Why are temporary *V* variables called temporary?
- Replies: 14
- Views: 6541
- 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...
- 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 ...
- 14 Nov 2006, 22:59
- Forum: Wake of Gods
- Topic: neophyte question
- Replies: 2
- Views: 2126
- 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...
- 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 ...
- 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...
- 13 Nov 2006, 02:54
- Forum: Wake of Gods
- Topic: Commander Question
- Replies: 4
- Views: 2735
- 13 Nov 2006, 02:52
- Forum: Wake of Gods
- Topic: Problem with script setting resources.
- Replies: 13
- Views: 5209
- 11 Nov 2006, 21:58
- Forum: Wake of Gods
- Topic: Problem with script setting resources.
- Replies: 13
- Views: 5209