Yet before you start your game [campaign] modification, you must know that "heroes" wincondition not-flawlessly supports ingame save-loading,
The game saves all modifiers applied to your/enemy troops, but ranks are not saved. So after each load, troops started to gain levels from 1, but script applies new modifiers along (or stacked ) with already applied once. And because their nature is "multiplying", stats of troops increased in geometry progression with each new save(and load).
Example: Lord with 1000HP gain 2 level 1000*1.2 = 1200, 3 level 1200*1.2 = 1440 , 4 level 1440 * 1.2 = 1728
After save - load it starts from 1728
gain 2 level 1728 *1.2 = 2074 and so on.
People reported about Necron lord with more than 1 or 2 hundreds HP. Really un-killable
And this will be with any modified parameter: HP, Damage, etc
Sorry for my bad English.
How does this help enabling it? also Titanium Wars don't seem to have a working Hero's, their doesn't seem to be any change when I have it on in Skirmish. :/
ok, never mind, I probably wasted rend the air, describing why Heroes script is not very suitable for the campaign
---
so to use Heroes wincondition in SS metamap campaign,
at 1st
Open Data\scenarios\sp\kaurava.map
Search for DefaultSkirmishWinConditions, add Heroes there
DefaultSkirmishWinConditions =
{
"Annihilate",
"GameTimer",
"Heroes", -- ADD HERE
}
at 2nd
check inside all *.TER files in Data\scenarios\sp\ for structures named SkirmishWinConditions , if they are exists, add "Heroes" here as well
SkirmishWinConditions =
{
"Annihilate",
"StrategicObjective",
"Heroes", -- ADD HERE
}
at 3rd
Inside Data\scenarios\sp\ edit all files named stronghold_XXXXXXX.scar
Put additional line with ref to Heroes, like one in example:
import("ScarUtil.scar")
import("WXPScarUtil.scar")
import("Heroes/Core/heroes_manager.scar") -- ADD SUCH A LINE
Edited by jONES1979, 11 September 2014 - 08:43 PM.