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Zitro 'Balspeed' / 'one' / 'mod of mod' Removed

(February 23rd, 2015, 10:02)zitro1987 Wrote: However, from comments in the 'how to mod' section, it seems like a difficult project to fix pathfinding.
According to my notes, changing
CEDD0 01 => 02
CEE1C 01 => 02
should do the trick for pathfinding. I never tested the result, so I suggest you look at it carefully and test it.

(On another note, I remember having made a fix for mountaineer having the bonus on battlefield rough terrain. Was more of a nice touch than big advantage.)

Quote: I would also like this idea if terrain costs are just 2mv for hill,tundra,river,swamp,forest and just 3mv for mountain (again, a likely tough task) [quote]
This is not hard, just laborious. The terrain data are hidden in TERRAIN.LBX (if I remember correctly) in a long 6-column table, which has entries similar to https://dl.dropboxusercontent.com/u/1430...eGam2.html (look for "Terrain Movement Data"). Every column represents one type of movement, but the first is not used in game (cavalry). You need to open the file in a hex editor, preferably one that can shrink its columns to 6 (like WinHex). And fix every entry based on Eljay's table to what you wish. 3 hours works, maybe less if you find how to export the data to Excel and use Find => autochange routine.

[quote] I realize there's no need to add additional food
I have prepared the change anyway, up to you to use it in the future or not. I generally like it when buidlings offer something and are not only "transitional", that feels a bit empty.

Quote: *how do you mod food upkeep from units? (it would be interesting for me if food upkeep is half of gold upkeep rounded down, letting cheapest units not be constrained by early food problems but expensive units consume a lot)
By the way, this seems easy to do if you want to test it. The only question is the food upkeep display on a unit, not sure how that pans out.

EDIT:
Quote: _have all land units have 'scout 2' and that it actually works (it doesn't)
Specify land units. So not the ships? What about semi flyers like Magic/Guardian spirit? Wraitform units?
EDIT 2: It should work normally. What change did you made? Maybe the unit editor is malfunctionning again?
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Hernan, you will find almost all of your suggestions solved in the doc. file. You need to test them all!
I also reccomend you inner-name every new version with every fix (or every 3 fixes), so that when a bug occurs, we can find it through simple testing for ocurrence. I cannot stress this enough. There are always bugs, even in simple changes like those ones. Let's be ready for them.

This things are not in the file.
1) _First strike idea from ziky (activating when defending), - I have to find it on the hard drive. And I have to apply it directly, it's really complex. I will look further into Doom Gaze reducing resistance.

2) _Allow a map size between 'medium' and 'large' - Middle ground between Medium and Large is 600 tiles. This is a bit complex, I will apply it myself. There is a question: how should it be named? Maybe we can add "vast"? Like: Small - Medium - Large (600) - Vast (720) - Huge (1080). Or any other idea?

3) _have all land units have 'scout 2' and that it actually works (it doesn't) – That is weird. It should fonction as it is. Setting field x13 (nineteenth byte) in unit table in the exe. file to 2 should work, according to the code.


Attached Files
.doc   AddressesZitro.doc (Size: 71.5 KB / Downloads: 20)
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(February 23rd, 2015, 15:32)kyrub Wrote: how should it be named? Maybe we can add "vast"? Like: Small - Medium - Large (600) - Vast (720) - Huge (1080). Or any other idea?
Tiny, small, medium, large, huge. It does not matter how it was in the past.
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What I've done so far with 1.11

1.11
• Chaos,nature,sorcery masteries now quadruple but with no cost/research bonuses
• Rune Master always available
• Myrran costs 2 picks for AI instead of 3.
• Pathfinding now costs 1mv, rangers and rakir have it
• Mana focusing now +50%
• Channeler now 1/3 maintenance costs
• Sagemaster now +40 research
• Wizard’s Guild now adds +10 power, no research benefit. Costs 200 -> 500
• Dwarves without production bonus, but added 10/turn growth, tier 1-3 units cost less, steam cannon slightly more useful, and golem has one more armor
• Mercenaries now fame/7+3
• Sawmill is back, costs 60/1 and adds 3 production (does not show on prod breakdown screen)
• Marketplace is back, costs 75 and adds 3 gold (does not show on prod breakdown screen)
• Shipwrights Guild now adds 2 food (fishing) and costs 80/1. Requires sawmill and encourages players to go for coastal cities more (originally bad choice due to ocean tiles)
• Economy buildings cost slightly more to balance out sawmill
• A few minor tweaks.

What didn't work or still needs a bit:
* chaos/nature/sorcery masteries without dispel resistance bonus
* neither raze bonus worked
* archmage did not get affected. we could try removing the +10 instead?
* Mountaineer does not work in insecticide.

New Wishes:
*Sage Master always available
*Divine/Infernal power costing only 1 book (so I can remove parthenon and add oracle, which maybe could get 5 scouting)
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(February 24th, 2015, 20:58)zitro1987 Wrote: * neither raze bonus worked
* Mountaineer does not work in insecticide.
Huhh?
Are you aware that raze bonus is based on RNG, so it may be misleading? And the fame reduction is still there? Strange. EDIT: got it, the penalty was for void city razing.
As fort the mountaineer "does not work" - how it does not work? Is there any change against 1.31 behaviour?

Quote: * archmage did not get affected. we could try removing the +10 instead?
frown we could.



   

meanwhile I worked on my wishes wink
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(February 24th, 2015, 22:47)kyrub Wrote:
(February 24th, 2015, 20:58)zitro1987 Wrote: * neither raze bonus worked
* Mountaineer does not work in insecticide.
Huhh?
Are you aware that raze bonus is based on RNG, so it may be misleading? And the fame reduction is still there? Strange. EDIT: got it, the penalty was for void city razing.
As fort the mountaineer "does not work" - how it does not work? Is there any change against 1.31 behaviour?

Quote: * archmage did not get affected. we could try removing the +10 instead?
frown we could.


meanwhile I worked on my wishes wink
*Razing - I tested razing a neutral town, lost 1 fame (from 10 to 9)
I also tested razing a massive opponent city and lost 4-5 fame and while I earned 1000+ gold, it was only about 200-300 more than if I took the city. I modded 20% to 50% back to 10% and I received the identical gold razing it. Therefore, I

*To be more specific, mountaineer has always been bugged - it costs at least 3 mv points to move through plains, maybe even other terrain.

*guaranteed spells? interesting concept, does it replace immediate spells? I wonder if this is on the wiki to learn more. It is an interesting concept I can think about.
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(February 25th, 2015, 06:42)zitro1987 Wrote: *To be more specific, mountaineer has always been bugged - it costs at least 3 mv points to move through plains, maybe even other terrain.
It's not a bug, but a documented feature. Poor feature, but a feature nonetheless.

I will post the fixes later. Not sure about mountaineer, that is LBX mechanical work, I hate mechanical.

Quote:*guaranteed spells? interesting concept, does it replace immediate spells?
It's a bit off topic here, since I am simply realizing my old dream.
Spells guaranteed to be researched are the original concept of MoM (version 1.0 and 1.2 has them too). Look at the Mom_Manual.pdf, one of the last tables, only 11 books got the player any starting spells. It was thanks to @Catwalk that I rediscovered the theme, he had the great idea.

I am trying to create an alternate wizard setup, combining fewer starting spells and some guaranteed spells. It's very hard work, as the code is extremely mod-unfriendly; it is not highly customizable I am afraid. Doc includes my latest design, let's see if you like it or if it gives you any idea. Otherwise I'll leave it as a "spin", optional mod for people who are bored with current setup like me.


Attached Files
.doc   SpellSetupWizard2.doc (Size: 200.5 KB / Downloads: 20)
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Big updates: This needs testing before being added to the patch.


1) First strike - I have 2 versions, FS7 is the probable winner. My internal notes for the patch read (however) FS6. I suggest trying FS7 in a few combats, see if it works. If Ok and no crashes, I'd go with it calmly. If not, try FS6. I remember it was working well. But I made a code so complicated, that I am unable to understand what exactly I did there, hehe. (You need to rename the content to wizards.exe, obviously).
2) I made a test version of "No shooting after move" (opposite to the title of attachment smile. Hard to say if it works. Needs testing.
3) New set of addresses. Also, we made a bug in previous version. Look it up and correct it! See the note as well.


As far as tasks remaining, I have noted only the landmass (which I will do) and the scouting issue, which is not understandable to me, as I have already written. I will work patiently on my wizard setup thing. Other than that, I have only a 2 days time. If you need more, be quick. After that, very little is possible.


Attached Files
.zip   FirstStrike_6.zip (Size: 361.72 KB / Downloads: 6)
.zip   FirstStrike_7.zip (Size: 361.72 KB / Downloads: 10)
.zip   NoMoveAfterShoot4.zip (Size: 362.35 KB / Downloads: 8)
.doc   AddressesZitro_2nd.doc (Size: 67.5 KB / Downloads: 23)
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Good stuff: (my post will be updated as I go on)

• Archmage constant reduced from 10 to 5 (Given the +50% of mana focusing, the +40% of sagemaster, both of which are superior to the +50% of archmage)
• Razing building loot is 25% instead of 10%, given lower cost of buildings in my mod. Also, razing no longer means losing fame (it now works and will primarily benefit opponents who are raze-happy)
• Sagemaster no longer requires books of two colors (I prefer flexibility)
• Divine and Infernal power now only require 1 book and Parthenon replaced by Oracle
• Mountaineer fixed and given to all gnolls, fire giant, stone giant, brax (hero) and hammerhands.
*

Scouting:
I learned that all units other than spearmen and swordsmen can be given 2 scouting. I doubt it's worth the effort to mess with it and lowly foot soldiers probably wouldn't have great vision. I'll give all tier-3+ normal units, tier 2+-summon units a 2 scout minimum with an occasional 3. Not a fan of the very weak vision of land units, especially when u reach dead-ends.

Dwindling wishlist (which will eventually lead to spell modding):
_The gold bonuses when you conquer enemy cities/capitals can be so high you can turn the tide by conquering a couple of cities. I hear it's 'enemy gold reserves' * 'fraction of population'
_food surplus being 1 gold per food rather than 0.5 gold - discourages crazy food micromanagement if there's a gold benefit to surplus food (it gets sold)
_Evil Presence, warp node give some fixed mana income (5?) to caster as long as it's in effect
_Entangle - all enemy units lose 2 movement points instead of 1 (or all enemy units have 1 movement) - whichever is easier
_Dispel Evil and Holy Word - removing or limiting the absurd 5 resistance penalty to the undead to a additional 2 resistance penalty or none.
_I don't like the 'very rare' global enchantments that target one or two colors. I wish such global enchantments would be weaker and affect all colors:
*Nature's Wrath: after an enemy casts a spell, each building has 2% chance of being destroyed, each non-flying garrison unit has 4% chance of being destroyed
*Tranquility: 250-strength dispel instead of 500-strength but now chaos and death
*Life Force: 200-strength dispel instead of 500-strength but now nature, life, sorcery, arcane
_something to encourage dual-color wizards, but don't know yet.
_Heavenly Light has a 'healer' style effect like you had a shaman in city or similar and the dark equivalent allows healing for undead (but probably too challenging to be priority)
_still thinking.

Testing first strike and move after shoot:
*Tested both with a 0armor, 50+ melee first strike unit which never received any damage whether attacking or defending. First strike seems to work
*I like how it blocks you from doing a ranged attack after moving. Nothing fancy but very functional to prevent cheating.

Guaranteed Spells:
... I think I understand but I get a bit lost on your proposed change explanations for it. I'm not sure whether I fully like it as one has to be careful not to discourage use of few spellbooks by adding even more benefits to multiple books.
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(February 25th, 2015, 20:28)zitro1987 Wrote: _Evil Presence, famine, pestilence, cursed lands, warp node give some fixed mana income to caster as long as it's in effect (not sure of numbers yet)
_Heavenly Light has a 'healer' style effect like you had a shaman in city or similar.
_the dark equivalent allows healing for undead (seems hard) but it could make things really interesting!
_still thinking.
Any unit in city have increased healing rate (approx 20%). with animist guild it even increases. -in vanilla.W hat do you want from heavenly light exactly?
_Evil city spells gets mana to the caster -it is realized in my mod already. Also , _the dark equivalent.
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