I'm pretty sure the H4 standard editor also has the option of disabling skills. There should be tab 'skills' (where you can also find tabs 'heroes',
'spells' and 'artifacts') where you can deselect available skills.
Deselecting a skill there does not apply to map objects that give skills. Like Haven and Academy towns, altars etc.
Also, but I'm not completely sure about that, a disabled skill may still be offered when the hero would otherwise only have available 2 options on level up.
H4 Remove health
Since I'm using Mac, I have no options to update anything: only H4 standard was ever ported to Mac. However, I've now had another look: I have no idea how I missed seeing the Skills menu item before - temporary blindness from playing too much! So all I have to do is untick the Skills I don't want.
Apologies all round for not seeing this earlier and thanks. Now I think I have the basis for a new campaign.
Apologies all round for not seeing this earlier and thanks. Now I think I have the basis for a new campaign.
RobB
I don't know for the Stnd H4, but in WoW if a skill is disabled, it won't show in adv. object, nor in Heavens or Academies. And you cannot get that skill from altars, and nor by lvl up.wimfrits wrote: Deselecting a skill there does not apply to map objects that give skills. Like Haven and Academy towns, altars etc.
Also, but I'm not completely sure about that, a disabled skill may still be offered when the hero would otherwise only have available 2 options on level up.
If there's a chance to get a disabled skill than that is with scripting or by event, but I don't know if those can work or not.
"Rage against the system, the system, what kills the human spirit."
I'm not that sure. I have encountered several instances where an adventure object taught the disabled skill, both in 'schools' as with altars. The schools teaching a disabled skill might be caused by a customized skill setting for that structure that overrules general settings.Muszka wrote: I don't know for the Stnd H4, but in WoW if a skill is disabled, it won't show in adv. object, nor in Heavens or Academies. And you cannot get that skill from altars, and nor by lvl up.
An altar teaching a disabled skill might be caused by the hero already having the maximum of allowed skills in the tree that the altar teaches.
You could be right about a version difference, but I do have doubts.
They work. Scripting overrules general settings.If there's a chance to get a disabled skill than that is with scripting or by event, but I don't know if those can work or not.
Are you suggesting coconuts migrate?
I was afraid of that (especially from when the hero goes up a level*), which is why I had hoped to make a script to remove any skills I didn't want the hero to have. It seems I can't do that, so I suppose all I can do is "suggest" to the player that they should reject any magic skills offered until told otherwise and have lots of place events to remove spell points.
* What happens on "promotion" (whether by experience or from magic trees) really bugs me at times. At present, I am playing "Atlantic Empires" and am trying to get one of my heroes to GM in Order magic, but she keeps being offered Combat or Tactics. I know the opportunity will arise again, but in the meantime, it's annoying.
* What happens on "promotion" (whether by experience or from magic trees) really bugs me at times. At present, I am playing "Atlantic Empires" and am trying to get one of my heroes to GM in Order magic, but she keeps being offered Combat or Tactics. I know the opportunity will arise again, but in the meantime, it's annoying.
RobB
I hope I get the time to do some research, because it's long since I want to get sure about that.wimfrits wrote:I'm not that sure. I have encountered several instances where an adventure object taught the disabled skill, both in 'schools' as with altars. The schools teaching a disabled skill might be caused by a customized skill setting for that structure that overrules general settings.
An altar teaching a disabled skill might be caused by the hero already having the maximum of allowed skills in the tree that the altar teaches.
You could be right about a version difference, but I do have doubts.
Yeah, that's a pretty awful randomizing. If you have a hero with his own school(e.g. Mage with Order Magic), than it's comparatively easy to get GM in that skill, but in any other case there's a very annoying skill-selecting at lvl ups. If I know correctly there is a certain percentage for every skill to show up at lvl up. Now, I only know, that Combat has the greates percentage of all.RobB wrote:* What happens on "promotion" (whether by experience or from magic trees) really bugs me at times. At present, I am playing "Atlantic Empires" and am trying to get one of my heroes to GM in Order magic, but she keeps being offered Combat or Tactics. I know the opportunity will arise again, but in the meantime, it's annoying.
"Rage against the system, the system, what kills the human spirit."
To answer the original query about Sleeping/Waking armies:
If my army doesn't have Summon Ship and/or I don't want to give another player access to a certain body of water by abandoning my ship, then I will leave one of the army's weakest creatures aboard the ship when the rest of the arm disembarks and then sail the ship a square or two offshore.
Then I put that army that's still on the ship to sleep until it is needed to fetch the others.
Another use for a sleeping army is this:
I am playing a map where I have to ferry reinforcements to/from an island with a portal on it to get them to where they are needed. However, Sea Monsters patrol that body of water, which is rather narrow. In order to keep them from sneaking into that area and ambushing the reinforcements, I positioned a Squire on a nearby hilltop and put him to sleep. Then I will see any Sea Monsters' movement in that area during the neutral turn.
Sleep does not really work on the first hero in the hero queue unless you cycle through all of them a second time with the H key.
If my army doesn't have Summon Ship and/or I don't want to give another player access to a certain body of water by abandoning my ship, then I will leave one of the army's weakest creatures aboard the ship when the rest of the arm disembarks and then sail the ship a square or two offshore.
Then I put that army that's still on the ship to sleep until it is needed to fetch the others.
Another use for a sleeping army is this:
I am playing a map where I have to ferry reinforcements to/from an island with a portal on it to get them to where they are needed. However, Sea Monsters patrol that body of water, which is rather narrow. In order to keep them from sneaking into that area and ambushing the reinforcements, I positioned a Squire on a nearby hilltop and put him to sleep. Then I will see any Sea Monsters' movement in that area during the neutral turn.
Sleep does not really work on the first hero in the hero queue unless you cycle through all of them a second time with the H key.
"Well, we did do the nose."
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