"I tried loading the 2.9 version of the tweaker but the program just gives me an error saying that it cannot find or load the qt platform plugin "windows"?"
I'm still having this problem too.
I'm still having this problem too.
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
Real-Time Game Tweaker
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"I tried loading the 2.9 version of the tweaker but the program just gives me an error saying that it cannot find or load the qt platform plugin "windows"?"
I'm still having this problem too. (October 24th, 2015, 03:09)Question Wrote:That's not how it works now.Quote:Ah. So you're not interested in MoM-1.1 spell selection functionality - you just want a more user friendly way to select spells?Kind of, but the way i understood it, the spell picker would let you do both right? The dialog enforces a specific small number of spells and won't do anything until it matches. Then it randomly selects the remaining spell picks. But I get your point. I can reuse the dialogs for a user friendly way to change the spell selections, such that all dependencies are automatically updated. I believe that is: research candidates, currently researched spell, and currently cast spell. I guess it also means aborting research and/or casting if applicable. I've created ticket 36 to keep track of it. Quote:Upkeep : From what Seravy said, it seems the upkeep refers to mana upkeep because gold upkeep is hardcoded to be a % base of the unit cost.Tweaker is designed to work with 1.31 and with all versions of Insecticide. I'm afraid it's not designed to work with Seravy's mod (yet). Actually, the upkeep is the amount of gold for regular units and the amount of mana for phantastic units. Quote:I tried loading the 2.9 version of the tweaker but the program just gives me an error saying that it cannot find or load the qt platform plugin "windows"? (October 24th, 2015, 04:01)Seravy Wrote: I'm still having this problem too.Fixed. Please download again. Quote:Level bonus table : Does this apply to normal units or heroes? As i understand it, heroes use a different table...in the level column, canc i just use numbers or do i need to enter the level names exactly as they are in game? (like Elite, etc)?The leftmost column contains 'Hero 1' to 'Hero 9' respectively 'Unit 1' to 'Unit 6'. If you don't see those, please take a look at the new Tweaker. I fixed an issue around that.
--I like ILSe
(October 23rd, 2015, 15:53)Seravy Wrote: Okay, let's seeTracking it in ticket 37.
--I like ILSe
Quote:Tweaker is designed to work with 1.31 and with all versions of Insecticide. You're wrong, this is the other way around. 1.31 and Insecticide ignores the value in the gold upkeep field for normal units. Or to be more precise, overwrites it with [cost/50] at the time of loading the game so whatever was originally there has no effect. Currently the only mod where the upkeep field does have any effect on normal units is mine. Meanwhile I figured this one out : [-5FFCh] Willingness to offer a Peace Treaty (October 24th, 2015, 05:55)Seravy Wrote: 1.31 and Insecticide ignores the value in the gold upkeep field for normal units. Or to be more precise, overwrites it with [cost/50] at the time of loading the game so whatever was originally there has no effect.Ah okay. So if you load wizards.exe, the tweaker will show values that will be overwritten when starting the game. But in a connected game the values show up properly and can be changed to effect - they just won't be permanent.
--I like ILSe
(October 24th, 2015, 06:04)I like Serena Wrote:(October 24th, 2015, 05:55)Seravy Wrote: 1.31 and Insecticide ignores the value in the gold upkeep field for normal units. Or to be more precise, overwrites it with [cost/50] at the time of loading the game so whatever was originally there has no effect.Ah okay. Yes, I think so. "when the game is loaded" isn't accurate though, just a guess. There are two procedures that do this and I didn't check when they were called. It might even happen repeatedly during the game.
I think I'm finally done with analyzing all diplomacy related code, or at least the interesting parts.
[-5FCC] : AI Diplomatic action to take [-5FD8] : AI Diplomatic action strength [-5F0C] : 3rd party wizard name referenced in AI diplomatic action [-5FBA] : City ID for town referenced in diplomatic action, if any [-5FC6] : Spell ID referenced in diplomatic action, if any [-5F96] : Grudge over broken treaties (aka Hidden Relation Modifier) [-6008] : Willingness to consider or offer Treaties. [-5FF0] : Willingness to trade spells [-5FFC] : Willingness to offer peace [-5C98] : Military aggression level (Hostility) [-5C8C] : Military aggression reevaluation timer (number of turns). Maybe rename this "Hostility Timer?" [-5FA8] : Last violated treaty [-5EE8] : Grudge counter (while nonzero, the AI will repeat demands instead of clearing 5FCC I believe) [-5FAE] : Initial Contact made (0 no contact, 1 contact made but not introduced yet, 2 already introduced) [-5EE2] : Number of consecutive warnings given for being near town [-5DD6] : Total Population in towns controlled/10000. (not astrologer total power even though I also expected that) Some of these are only valid for the player, or only for the AI. Don't remember if any of them are word arrays or all bytes. 5FD8 is word though, it is set to 10000 in some cases. List includes some you already added. Also, new version works, and it's awesome, everything has icons! Oh, by the way. In unit tables, my mod uses "zero19" for "AI producing priority" if you decide to support it. Would be nice if it showed up in the table format. I'd like to see the entire table somewhere to check the game does not overwrite this value or use it for anything else. [-5FCC] values mean the AI will perform this action at end of turn towards the player : 2 – Offer gold reward for attacking enemy 3 – Saying thanks for a city buff? 4 - ? they were angry 5- Breaking a Treaty 6 – Thanking an attack on enemy 7- Warning for being too powerful, or defeating another 8 – Warning for attacking troops 9 – Attacked a town A – Spell of Mastery warning B – Warning for summon of powerful unit C – Ask for removal of global enchantment D – Casting a city curse E – Warning for overextension (too much towns) F-14 – Introduction 15 – Broken Wizard's Pact reaction 16 – Troops on border warning 17 - “too agressive” warning if treaty 18 – Attacked town despite Alliance warning 19 - “Cannot maintain a treaty while you cast SoM” 1A – Summoning of X endangers treaty 1B – Dispel X or I will need to break treaty 1C – Dispel X on town of I'll break treaty. 1D – Warning for overextension if treaty 1E – Treaty broken by AI (0/0) 1F – Troops on border Treaty Broken 20 – Treaty broken to attack 21 – Attack on town treaty broken 22- Spell of Mastery treaty broken 23 – Summoning X treaty broken 24 – Overland enchantment treaty broken 25 – City curse treaty broken 26 – Overextension treaty broken 27 – War Declared by AI on negative relation 28 – War Declared by AI ?type 29 – War declared by AI on positive relation 2A – Greeting, used before requesting a treaty 2B – Greeting, “unhappy”, short audience 2C – Forced end of audience. 2D – Request a Wizard's Pact 2E – Request an Alliance 2F – Request breaking Alliance 30 – Request a spell trade 31 – Request peace treaty 32 – Request peace treaty and offer gold 33 – Accepting player's Wizard Pact proposal 34 – Accepting player's Alliance proposal 35 – Accepting player's Peace Treaty
Thanks, i can load 2.9 now, i noticed the text size got a lot smaller though, making it harder to read. Was there a particular reason for that change?
The map option doesn't seem to work sadly, it just displays a lot of pink checkboxes and then crashes if i try clicking on any of them. (October 24th, 2015, 08:51)Seravy Wrote: I think I'm finally done with analyzing all diplomacy related code, or at least the interesting parts.I'm in the process of adding all that information. For the record, I still see plenty of 6-byte arrays and 6-word arrays that are referenced, but as yet undefined. J (October 25th, 2015, 23:59)Question Wrote: Thanks, i can load 2.9 now, i noticed the text size got a lot smaller though, making it harder to read. Was there a particular reason for that change?I've been fighting with my upgrade to the newest tooling (Qt5 with VS2010) on Windows 7. I decreased the font size because it was suddenly way too big. Now it appears that on your screen it's too small?! Could you provide a screenshot please? Which platform do you have? As for the map option, it works fine for me. Can you clarify? Did you connect to a game, or load a .exe, or a .gam file? Was it Caster of Magic, Insecticide 1.40n, or Vanilla? Can you perhaps show a screen shot? Anything else about what and when it happens? Oh, and last but not least, can you provide the cout_cerr.log file that is created in the same directory as the tweaker?
--I like ILSe
(October 26th, 2015, 14:39)I like Serena Wrote:(October 25th, 2015, 23:59)Question Wrote: Thanks, i can load 2.9 now, i noticed the text size got a lot smaller though, making it harder to read. Was there a particular reason for that change?I've been fighting with my upgrade to the newest tooling (Qt5 with VS2010) on Windows 7. It does look smaller to me too but not significantly. I can read it fine and the more information visible on screen at the same time, the better. |