As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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"how to mod" questions

I like Serena Wrote:Wizards.exe:99bb1 (or ovr122:0C51) is the distance divider (default 3) for ranged shots.

The distance is divided by this number and truncated.
With long range the maximum penalty is reduced to 1.
cool. setting this to 2 would be nice. i wonder how long i can resist until i start working on my mod again :D i love this thread. thx for all the infos.
dance!
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Yet more questions: where is the bonus for magic/mithril/adamantine weapons? One of the balancing issues is that an alchemist's guild makes your mundane units so much better, so I'd kinda like to kill off the +1 to hit (also nerfs the alchemist skill, but trading gold:mana at 1:1 is worth 1 pick all by itself, without any magic weapons at all).
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Anthony Wrote:Yet more questions: where is the bonus for magic/mithril/adamantine weapons? One of the balancing issues is that an alchemist's guild makes your mundane units so much better, so I'd kinda like to kill off the +1 to hit (also nerfs the alchemist skill, but trading gold:mana at 1:1 is worth 1 pick all by itself, without any magic weapons at all).

The to hit melee for magic weapons (or better) is incremented at Wizards.exe:8f072 which is "FE C0" (2 bytes).
If you replace them by "90h 90h", you disable the to hit bonus.

The to hit ranged for magic weapons is incremented at Wizards.exe:8f0d8.
Same thing.
--I like ILSe
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I like Serena Wrote:The to hit melee for magic weapons (or better) is incremented at Wizards.exe:8f072 which is "FE C0" (2 bytes).
If you replace them by "90h 90h", you disable the to hit bonus.

The to hit ranged for magic weapons is incremented at Wizards.exe:8f0d8.
Same thing.
Yay for that being actual assembly code, rather than a struct.
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So, here's an odd puzzle. What would it take to have magic/mithril/adamantine alter the cost of units? One obvious option would be a normal units cost modifier (like coal/iron), though a multiplier might not be the right formula.
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I just got a new request through the sourceforge.net page.
Maybe we can see dangerlinto soon in our forum.

dangerlinto Wrote:I can't believe I still play this game.
I'd be pretty happy if the next version could find the minimum distance between cities field and alter it from 3 to 4. Tired of the AI cramping my style and too many cities on large maps.
--I like ILSe
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Mostly I've been using IlSe's MoMTweaker to reverse-cheat in a lot of the games. The Ai is simply terrible at scouting and planing a city's location. Someone at Simtek obv had a brain cramp when it came to the resourcing advantage of city sprawl vs the tactical advantage of city spamming, and chose the latter in bascially every scenario

For one thing, generally with tight-knit cities, the AI covers so little of the available map, as opposed to taking away from others space - this is huge, and would make playing on a Medium map a lot more challenging. Also, this would help the tedious end-game of rampaging through with uber heroes instead of the AI sides casting the spell of return 8 times over every little hamlet they have.

Just a thought. No idea is the AI would handle the concept of a 4 space minimum
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Hi dangerlinto.

Welcome to the forum.
Do you know how to use a hex editor?
The minimum city distance is defined at offset 5C02Dh in WIZARDS.EXE.
It's currently 3.
Change it to 4 and you have your wish.
--I like ILSe
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I like Serena Wrote:Hi dangerlinto.

Welcome to the forum.
Do you know how to use a hex editor?
The minimum city distance is defined at offset 5C02Dh in WIZARDS.EXE.
It's currently 3.
Change it to 4 and you have your wish.

I do know hex editing well-enough - worked like a charm! Thanks!

Now a quick suggestion for your awesome tool. When you change terrain types, it would be nice if it auto-applied the proper movement costs for that terrain type (and then again if you apply road/enchanted road). it's pretty tedious whipping through the movement costs.
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Moreover, sometimes terrain movement does not match its terrain type. (After volcano,change terrain,raze city...).Would be nice to hilight those squares, and even button to make correct it for entire map.
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