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I already left this message on the forum, but I didn't notice that there was a separate thread about ERM here. I would be very grateful for your help. Here is a list of the things I would like to implement:
1) Example: The Golem Factory sells NOT golems, but dwarves (gnomes) and enhanced dwarves.
The building itself has 100 dwarves for sale, and the weekly replenishment does NOT occur.
That is, the troops in the Dwelling run out, and it becomes useless.
I want to apply this script to more than 40 Dwellings on the map. Let's say, as a limitation.
Therefore, I ask that if you can, you send me this script to my email.
2) Example: A player has a city (or several cities), but it doesn't generate any income.
How can I make it so that the city doesn't generate any income AT ALL?
3) Example: A Crusader has the Dragon Slayer spell cast on him, and the Champions and Cavaliers have the
Fire Shield spell, etc. This script is especially important to me, as it could greatly change
the balance of some creatures.
4) Example: When a player collects all the obelisks on the map and finds the location where the *Grail* is buried,
upon arriving at the specified location, they dig up NOT the Grail, but one of 4 artifacts, such as
the Titan Sword, the Guardian Shield, the Titan Cuirass, or the Thunder Helm, and the artifact the player digs up
is generated randomly. (There should probably be a conditional *Grail* on the map for
this script?) (I borrowed the idea for this from Heroes 2).
6) Example: How can I make a quest hut, say, from a Mill? If this is even possible...
7) Example: When a hero attacks monsters on the map in battle, they always have EXACTLY the same unit composition
as the unit the hero attacked on the map. Let's say a hero attacks dwarves (unenhanced).
In the battle, there are 45 unenhanced dwarves and 45 enhanced dwarves. How can I eliminate this
possibility of enhancement?