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Can spell ward be removed by casting Disillusionise? (can also be sorcery ward)
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(July 31st, 2024, 08:06)GMBarak Wrote: Can spell ward be removed by casting Disillusionise? (can also be sorcery ward)

Yes.
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Is unit enchantment ID above 100 valid for using or not?
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Seravy, please exposed how rampaging monsters and raiders budget calculate it is not revealed in modding.ini and I want to see if I set monster costs right for rampaging at significant point of the game
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(August 8th, 2024, 20:06)Suppanut Wrote: Seravy, please exposed how rampaging monsters and raiders budget calculate  it is not revealed in modding.ini and I want to see if I set monster costs right for rampaging at significant point of the game

It should be in the changelog I think but anyway :

Stack total budget : trunc((((Max(1,GD.Difficulty))*(GD.Difficulty-1+GetOLTurnProgress*0.9-24)+20)*2)/3)
Highest cost monster allowed : (trunc(60+((GetOLTurnProgress*1.25-33)*GD.Difficulty)/2.5)*2) div 3

Raiders don't use budgets, they generate copies of the units present in the neutral city.
The level scales by the turn count.
The quantity is the number of units in the city times (difficulty-1)/8. Then 2 are added for the extra monsters optional setting and if turn is before 65 then the quantity is reduced. (At turn 32 you get ~half the amount)

Level :
case GetOLTurnProgress of
-20..40 : unitlevel:=1;
41..120 : unitlevel:=2;
121..250 : unitlevel:=3;
else unitlevel:=4;
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(August 8th, 2024, 20:41)Seravy Wrote:
(August 8th, 2024, 20:06)Suppanut Wrote: Seravy, please exposed how rampaging monsters and raiders budget calculate  it is not revealed in modding.ini and I want to see if I set monster costs right for rampaging at significant point of the game

It should be in the changelog I think but anyway :

Stack total budget : trunc((((Max(1,GD.Difficulty))*(GD.Difficulty-1+GetOLTurnProgress*0.9-24)+20)*2)/3)
Highest cost monster allowed : (trunc(60+((GetOLTurnProgress*1.25-33)*GD.Difficulty)/2.5)*2) div 3

Raiders don't use budgets, they generate copies of the units present in the neutral city.
The level scales by the turn count.
The quantity is the number of units in the city times (difficulty-1)/8. Then 2 are added for the extra monsters optional setting and if turn is before 65 then the quantity is reduced. (At turn 32 you get ~half the amount)

Level :
case GetOLTurnProgress of
-20..40 : unitlevel:=1;
41..120 : unitlevel:=2;
121..250 : unitlevel:=3;
else unitlevel:=4;

Thank you.

Btw, why you left this part unmoddable? Could you made this moddable in future version?
Reply

(August 8th, 2024, 21:36)Suppanut Wrote:
(August 8th, 2024, 20:41)Seravy Wrote:
(August 8th, 2024, 20:06)Suppanut Wrote: Seravy, please exposed how rampaging monsters and raiders budget calculate  it is not revealed in modding.ini and I want to see if I set monster costs right for rampaging at significant point of the game

It should be in the changelog I think but anyway :

Stack total budget : trunc((((Max(1,GD.Difficulty))*(GD.Difficulty-1+GetOLTurnProgress*0.9-24)+20)*2)/3)
Highest cost monster allowed : (trunc(60+((GetOLTurnProgress*1.25-33)*GD.Difficulty)/2.5)*2) div 3

Raiders don't use budgets, they generate copies of the units present in the neutral city.
The level scales by the turn count.
The quantity is the number of units in the city times (difficulty-1)/8. Then 2 are added for the extra monsters optional setting and if turn is before 65 then the quantity is reduced. (At turn 32 you get ~half the amount)

Level :
case GetOLTurnProgress of
-20..40 : unitlevel:=1;
41..120 : unitlevel:=2;
121..250 : unitlevel:=3;
else unitlevel:=4;

Thank you.

Btw, why you left this part unmoddable? Could you made this moddable in future version?

Putting the two formulas into a script would have been a better solution. I guess I had too many things to do to worry about this detail and picked the option that was fastest to implement.
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(August 8th, 2024, 22:32)Seravy Wrote:
(August 8th, 2024, 21:36)Suppanut Wrote:
(August 8th, 2024, 20:41)Seravy Wrote:
(August 8th, 2024, 20:06)Suppanut Wrote: Seravy, please exposed how rampaging monsters and raiders budget calculate  it is not revealed in modding.ini and I want to see if I set monster costs right for rampaging at significant point of the game

It should be in the changelog I think but anyway :

Stack total budget : trunc((((Max(1,GD.Difficulty))*(GD.Difficulty-1+GetOLTurnProgress*0.9-24)+20)*2)/3)
Highest cost monster allowed : (trunc(60+((GetOLTurnProgress*1.25-33)*GD.Difficulty)/2.5)*2) div 3

Raiders don't use budgets, they generate copies of the units present in the neutral city.
The level scales by the turn count.
The quantity is the number of units in the city times (difficulty-1)/8. Then 2 are added for the extra monsters optional setting and if turn is before 65 then the quantity is reduced. (At turn 32 you get ~half the amount)

Level :
case GetOLTurnProgress of
-20..40 : unitlevel:=1;
41..120 : unitlevel:=2;
121..250 : unitlevel:=3;
else unitlevel:=4;

Thank you.

Btw, why you left this part unmoddable? Could you made this moddable in future version?

Putting the two formulas into a script would have been a better solution. I guess I had too many things to do to worry about this detail and picked the option that was fastest to implement.

Thank you.
Reply

Does charmed grants immunity from wave of despair?
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