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(January 4th, 2023, 15:23)Demiansky Wrote: Also, another question for you Seravy, is there a way to alter the starting building of a settlement once its founded? Or a way to alter it based on race? I've looked fairly thoroughly and nothing stands out in the files.
Not at the moment. Every city stats with a Smithy and nothing else.
This would require a "NewCity" script smilar to the one that handles creating new units.
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(January 4th, 2023, 18:51)Seravy Wrote: (January 4th, 2023, 15:23)Demiansky Wrote: Also, another question for you Seravy, is there a way to alter the starting building of a settlement once its founded? Or a way to alter it based on race? I've looked fairly thoroughly and nothing stands out in the files.
Not at the moment. Every city stats with a Smithy and nothing else.
This would require a "NewCity" script smilar to the one that handles creating new units.
Alright, thanks. There is *sort of* a work around where I just changed Smithy and Sawmill to smaller buildings (musterfield and meeting stone) and made new entries for Smithy and Sawmill.
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Also, I mentioned this in another thread, but realized it might be more pertinent here:
I'd like to request a little more modding support for adding walls. I added in a new wall with the appropriate sprites, and while it shows up great on the city map, it (as I suspected) also showed up in its entirety on the building selection screen (stretched across the entire screen, naturally looked wackadoodle.)
I haven't tested it yet, but I suspect perhaps if I revised the various wall sprites for wall sections, it would also not show up properly on the battle map?
In addition, while it apparently is possible to put "isWall=yes" into a building twice to give it double the bonus, it would be good to have a proper way to give walls specific defense values as well as perhaps some other characteristics (arrow shows, catapult shots, etc).
Anyway, I was planning to add in Stockade, Wall of Bramble, and perhaps others, and it would be nice if there was some modding support there. Thanks!
January 26th, 2023, 23:01
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Is it possible to add new score rules? I think about try to add new score rule which ai cheat player in combat for those who think win against resource cheat ai does not glorious enough.
January 27th, 2023, 10:06
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Would it be possible to enable making enchantments that completely block units from being attacked by certain attack types? For instance, I want to make a "High Altitude" enchantment, which would block the target from being attacked by any ranged attack, thrown, or breath unless the attacker is also flying.
January 27th, 2023, 10:28
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For the time being I recorded these into my list of ideas to consider but I want to finish the stuff I already decided to do first.
February 10th, 2023, 07:30
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Is there any method for reduce time to calculate Great Unsummoning and Final Wave? Now both spells become the biggest problem for late game end turn and take painfully long time to calculate in warlord mod that I don't understand why it takes much longer than in base CoM.
February 11th, 2023, 22:34
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(February 10th, 2023, 07:30)Suppanut Wrote: Is there any method for reduce time to calculate Great Unsummoning and Final Wave? Now both spells become the biggest problem for late game end turn and take painfully long time to calculate in warlord mod that I don't understand why it takes much longer than in base CoM.
The unit recalculation script is probably too slow.
Whenever a unit dies, all units on the same tile have to be recalculated. (some unit abilities buff the entire stack)
These spells kill a lot of units at once, often more than one on each tile.
February 12th, 2023, 00:40
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(February 11th, 2023, 22:34)Seravy Wrote: (February 10th, 2023, 07:30)Suppanut Wrote: Is there any method for reduce time to calculate Great Unsummoning and Final Wave? Now both spells become the biggest problem for late game end turn and take painfully long time to calculate in warlord mod that I don't understand why it takes much longer than in base CoM.
The unit recalculation script is probably too slow.
Whenever a unit dies, all units on the same tile have to be recalculated. (some unit abilities buff the entire stack)
These spells kill a lot of units at once, often more than one on each tile.
Thank you for clarification.
February 12th, 2023, 06:30
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(February 11th, 2023, 22:34)Seravy Wrote: (February 10th, 2023, 07:30)Suppanut Wrote: Is there any method for reduce time to calculate Great Unsummoning and Final Wave? Now both spells become the biggest problem for late game end turn and take painfully long time to calculate in warlord mod that I don't understand why it takes much longer than in base CoM.
The unit recalculation script is probably too slow.
Whenever a unit dies, all units on the same tile have to be recalculated. (some unit abilities buff the entire stack)
These spells kill a lot of units at once, often more than one on each tile.
Is is possible to make a single calculation ignoring that scenario of say a high men priest or a unicorn dying?
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