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Modding Discussion Thread

Seravy, May I request for method to detect tree of knowledge spell already casted or not in script such as AIBUILDING, and AIPROD, etc?

Also, from GMBarak and others in thread on artifacts, I think you should allow modding of chances for merchant visit and hero for hire as well as other random events chance as well as condition that would make such events more or less likely too.
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I have some question, How to arrange position of item power in item creation screen? I created health +4/5/6 and put them at the bottom of itempow.ini with grouping=8 but instead of they stay in the same place as health+1/2/3, they sorting with other newly add item powers in entry order.

Could I swap item entry order without break any of hardcoded power?
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Unfortunately, display order for item powers is not implemented at this time. Added to my todo list.
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Is there still any kind of hardcoded features left in units.ini's id number? If there is nolonger any hardcoded feature left that to unit ID number, I would like to start sorting units ID in warlord mod.
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Primal Force and Hydra are two I'm sure of because those will be changed in the next update. Same for Floating Island.

Let's see what else a search can find...

these are used :
GenericSettler at 44
Giant Spiders (immunity to counter the web spell)
Magic Spirit - A copies the attack flag array from this one when it needs a blank array with no attack flags
Phoenix - AI triggers the stall strategy on unit ID for this instead of the healing aura ability (you kinda need the unit to be a Phoenix, flying and high movement as well as durability and regeneration are kinda important for this to work)
A whole bunch of units that are AI exceptions to the normal "stay behind walls" strategy

probably even more but that's where I stop searching for now.

Well, I guess there will be quite a lot to do to get rid of them all. Looks like the next update will be later than I thought.
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Is it possible for you to add option to not allow hero clone repeatly across different wizard (each heroes are unique, if one wizard already hire him, other wizard would not able to hire the same type in that game)?
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(June 25th, 2022, 14:34)Seravy Wrote: Primal Force and Hydra are two I'm sure of because those will be changed in the next update. Same for Floating Island.

Let's see what else a search can find...

these are used :
GenericSettler at 44
Giant Spiders (immunity to counter the web spell)
Magic Spirit - A copies the attack flag array from this one when it needs a blank array with no attack flags
Phoenix - AI triggers the stall strategy on unit ID for this instead of the healing aura ability (you kinda need the unit to be a Phoenix, flying and high movement as well as durability and regeneration are kinda important for this to work)
A whole bunch of units that are AI exceptions to the normal "stay behind walls" strategy

probably even more but that's where I stop searching for now.

Well, I guess there will be quite a lot to do to get rid of them all. Looks like the next update will be later than I thought.

I think "primal force", "multiple heads", "uncounterable caster", and "float" should be exist as assignable ability in units.ini.

I think it should have assignable flag for units to not able to be spawn as rampaging monster too. (I have encounter game spawn rampaging monster with sail unit of that realm in tile that next to sea shore.)

Also there should be script command to detect unit type too (much like how you detect settler for settler script).
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(June 24th, 2022, 06:57)drake178 Wrote: Have you tried 200? That's what hill/mountain req is in the original (Miner's Guild). There's also 104 for grasslands, but IIRC it's not fully implemented even in DOS.

Hm, both numbers don't seem to be implemented in Caster of Magic for Windows.
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Added Giant Spider's ability as "Counter Immunity". Also made the generic settler unit ID moddable.
However there are still a lot of hardcoded AI unit IDs which idk what to do about so units shouldn't be sorted in the next version yet.
(Phoenix stall, reduced direct damage priority against specific low thread combat summons, leave walls strategy, preferred focus magic targets, etc)

Additional terrain requirement numbers will be in the next update.
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Seravy, can you please tell me, is it possible to mod current game version for:
- after every failed attempt to win battle in encounter (lair, node or tower), all their defenders are fully restored (even killed ones).
So if player or AI lose that battle, they need a new attempt from scratch. Basically, i want to try a game without a tactic, when player and AI spam encounters and, eventually, kill all defenders.
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