June 28th, 2020, 11:42
(This post was last modified: June 28th, 2020, 11:45 by WhiteMage.)
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"You can't cast it in battle anyway."
Efreet can cast Endurance with a probability. How about Entangle and Mystic Surge? Do those apply to fleeing chance?
Btw, I am not nitpicking. I am just a realist perfectionist. I am not trying to criticize your amazing work. I just try to make it even better.
June 28th, 2020, 14:12
(This post was last modified: June 28th, 2020, 14:17 by Seravy.)
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Quote:Efreet can cast Endurance with a probability. How about Entangle and Mystic Surge? Do those apply to fleeing chance?
No, those are also combat effects.
Quote:Btw, I am not nitpicking. I am just a realist perfectionist. I am not trying to criticize your amazing work. I just try to make it even better.
I know but please understand that almost everything takes much longer to change in CoM I and there is a very large chance for error. (hex editing isn't exactly the best way to create clean, easy to understand and easy to read code that's free of bugs.)
Unimportant details are better left as is and fixed in CoM II instead where I can fix 10 or even 100 of them in the same amount of time.
I expect an early alpha version of CoM II will be available in a few months. I'll focus on working on that again after I finish playtesting 6.04.
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"I know but please understand that almost everything takes much longer to change in CoM I and there is a very large chance for error. (hex editing isn't exactly the best way to create clean, easy to understand and easy to read code that's free of bugs.)
Unimportant details are better left as is"
I understand that. But a large percentage of my requests could be solved by simple editing of plain text that is displayed to the users in game. I would be happy changing some of those texts directly and sending you for replacement. Probability of error is very low with this. I found too many spelling errors, incomplete information, wrong information, and confusing text. Apparently I am not the only one.
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Quote:I understand that. But a large percentage of my requests could be solved by simple editing of plain text that is displayed to the users in game. I would be happy changing some of those texts directly and sending you for replacement. Probability of error is very low with this. I found too many spelling errors, incomplete information, wrong information, and confusing text. Apparently I am not the only one.
The help text is easy to change and I did change it where it made sense and there was room to add more.
All the text is in the HELP.LBX file, editable using a hex editor. $00 is the "end of text" character. The bytes before the entry start specify the image, and other system data so that shouldn't be changed. The entries are fixed length so characters shouldn't be inserted, only overwritten.
However unless there is one, specific thing you want added that takes a lot of work, it's not going to be of any help because I still need to read and approve each thing separately. It has only happened once in the past, when someone offered to add the realm and rarity of spells to all 214 spell help entires.
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"The help text is easy to change and I did change it where it made sense and there was room to add more.
All the text is in the HELP.LBX file, editable using a hex editor. $00 is the "end of text" character. The bytes before the entry start specify the image, and other system data so that shouldn't be changed. The entries are fixed length so characters shouldn't be inserted, only overwritten."
OK, so 100% of text is in the HELP.LBX file. I will look at it, try to change and send you when a batch is done for your review. If you accept it, you make it into the next version, so all players can benefit from my work. Is this plan OK?
June 28th, 2020, 17:52
(This post was last modified: June 28th, 2020, 18:25 by Seravy.)
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Well, I guess I can do a "compare by content" to see what's changed so we can try.
However... you'll need the current latest file first.
Also, it must be ready before I send the update to Slitherine. That's, well, depends on how my ongoing test game goes, but probably between 1 and 4 days.
This is the current latest help.lbx file. I will avoid making changes to it while you are working.
https://drive.google.com/file/d/1FGcj3M6...sp=sharing
If you miss the deadline it'll only be included in 6.05, which might take a longer time than usual because I'll be focusing on getting CoM II into a playable state.
I suggest doing fewer changes at a time because I won't include the file at all if there are too many I don't like and need to undo.
Please refrain from putting unnecessary information into the help entries that don't strictly belong there, for example explaning global game mechanics on a specific spell or ability. In general, game mecahnics belong to the manual, unless there is a clickable stat or button that does represent the game mechanic (such as "flee" or "attack").
(also note that unless it was changed for CoM, the manual here refers to the original MoM 1.31 manual though honestly I have no idea how accurate the information was there, I use the wiki instead.)
Please note there are many duplicate entries that contain similar or identical text but are displayed in the game in different cases (for example Resist Magic as a spell, as an icon on the unit, as an artifact power, etc). Some of them might also be obsolete and no longer used (for example Magic Immunity as an item power).
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I am not likely to finish in 4 days.
June 29th, 2020, 13:45
(This post was last modified: June 29th, 2020, 13:49 by myk002.)
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Here's my fix to Holy Arms with the latest HELP.LBX.
https://drive.google.com/file/d/1iZtaU7h...sp=sharing
New text: All normal units are blessed with Holy Weapon in battle, receiving a +1 to hit bonus and gaining the ability to strike creatures immune to non-magical attacks. All current overland enchantments of Holy Weapon are dispelled.
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Quote:All current overland enchantments of Holy Weapon are dispelled.
That's more misleading than the original text.
"all of YOUR overland Holy Weapon enchantments are CANCELLED." would be correct.
Your text implies the spell will dispel all Holy Weapon enchantments from enemy units as well, AND the enchantment gets to resist being dispelled with a dispel resistance roll.
June 29th, 2020, 14:26
(This post was last modified: June 29th, 2020, 14:27 by myk002.)
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Thanks! Fixed text: All your normal units are blessed with Holy Weapon in battle, receiving a +1 to hit bonus and gaining the ability to strike creatures immune to non-magical attacks. All your overland enchantments of Holy Weapon are cancelled.
Tested in-game to make sure it displays correctly.
File updated: https://drive.google.com/file/d/1iZtaU7h...sp=sharing
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