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Modding Discussion Thread

I got a little carried away trying this new spell:

Code:
#Spell FLOOD
Flood
Chaos Uncommon - Instant Overland
Target: overland tile under a friendly unit
Casting Cost: 150 mana
One overland tile under a friendly unit permanently turns into ocean. Towers remain intact. Nodes disappear, but their aura remains, including any eventual Power income. A city remains intact, but
its ground garrision drowns. New units produced in the water city will drown on the next turn if they stay in the city. Summoned ground units immediately drown. Ores remain and are now save from being targeted by Corruption and Raise Volcano, but can be Transmuted. Corruption remains, but can be purified by water-walking Shamans. Roads remain, including their effects on movement, but cannot be used by ground units anymore.

The description does not mean that it has to stay exactly like this.

Which effects should one try to keep or avoid considering that the AI could use this spell rather randomly?

What information could the AI be fed with?

Edit: Link

Probably water towns should only be possible for Lizardmen and Draconians, so that the AI-produced units don't drown in rows. Still, the AI could end up summoning creatures that drown instantly.
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[Delete due to I figured it out]
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I get random ctd when start new game but it generate autosave that could be load and play. What could causing it? Log file seem to stop after it generate heroes' random skill.
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Help with probably the simplest thing - i can't find the way how to modify construction cost of units. I 've looked through a few files, like units.ini, modding.ini, master.cas, etc, but stiil got no clue.
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(August 9th, 2023, 07:14)Not4u Wrote: Help with probably the simplest thing - i can't find the way how to modify construction cost of units. I 've looked through a few files, like units.ini, modding.ini, master.cas, etc, but stiil got no clue.

ProdCost.cas, what you are looking for is there.
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Hi, just another lurker here. Been modding (primarily for myself), since I have thrown balance out the window. Like to ask for some advice. How do I make a combat enchantment end prematurely by itself before combat ends? (Without the combat ending or the opponents interference) 

Basically, I want to make a Combat enchantment. which heals all friendly units for a fixed amount gradually over a certain number of turns then end it. E.G. Heals all units for 1 HP every turn for 10 turns, then deactivates itself in combat. If the Combat ends before the Combat Enchantment does, all units get healed to full. So far I managed to get the heal 1 HP every turn and the heal to full part working (that description needs to be updated), but the deactivation part is tricky. Any experts can enlighten me?
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@Seravy, may I request list building requirement id in buildings.ini? what What are all possible building requirement above 100 do, if possible, list? At least we now know two of them are coastal requirement ID (for shipwright guild) and forest requirement ID (for forester guild) and at least one unknown ID of hill/mountains requirement ID that was using in unmodded OG for miner guild. Could you tell me what all of them are?

Also, may I ask about what are neutral player ID? Is it above number of opponents wizards or below 0?
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Where could I find item limit? Currently there are 250 slots of item, where could I increase it?
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I have try to change sorcery node battle from fight over grassy field with unnatural pond on the center to fight on the floating unstable everchanging bubble over the magical lake. But instead of floating to have water as background, it has grass tile as background instead. How could I change that?

And is it possible for combat script to cast attack spell at random with current script? (Similar to Fate Mastery's fire bolt part)
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Appreciate some help here.

From the Scripts.txt
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SETWIZARDDATA C,V,N

Sets a custom wizard variable on wizard W, in the Vth slot, to the value N.
Valid variable slots are 1-100 and the variables can only contain integer values.
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How does this work? I assume C is supposed to be W, but how do I know what is in the Vth slot? Is there a standard convention to which I must name variables? Should the initial declared variable be setup in Master.CAS ? Once setup how do I refer to it ? Is there a GETWIZARDDATA ? Because if I try to reference to a custom variable declared in Master.CAS, referring to a custom variable directly it just gives the value I set initially within it.
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