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Level-Up Bonuses

Just a suggestion: given that you can change the xp table, seems natural to also be able to change the level-up bonuses.
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I recall we had a thread about the level-up bonuses.
They are hard-coded in a way that they are not so easy to change.
--I like ILSe
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Yeah, it's discussed here, but that doesn't look that hard to change -- just easy to break stuff if you don't know what you're doing. I can do it manually, of course.
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(September 27th, 2013, 01:35)Anthony Wrote: Yeah, it's discussed here, but that doesn't look that hard to change -- just easy to break stuff if you don't know what you're doing. I can do it manually, of course.

Hmm, let me see what I can do.

Just making them accessible is too primitive for my taste.
I'll create a new option in the Tweaker that will rearrange the code so that all level bonuses can be specified in a straight forward manner.
I will put the bonuses in a table, just like the other tables behind the "Tables" button.
I will also include the option to change other fields than just the regular ones.
For now that will be Shots, Move, Scouting, Transport capacity, Figures, Construction, and Gaze/Poison.

Later I think I will also add the various unit abilities (flags), the to defend bonus, and the weapon type.

Give me a week or so. That should do it.
--I like ILSe
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All right.
I have implemented the level-up tables and they work.
When you pop up the table with the level-up bonuses, the Tweaker will ask you if you want to install the modified code to wizards.exe.
If you click Yes, you get the table of bonuses and can modify them directly (and permanently).
In particular you can set any number of bonuses now for each level with any value that you like.

There are some things I don't quite understand though.
Increasing the shots worked. Slingers, magicians, and all other shooters can now get extra shots at higher levels. jive
However, it seems that increasing move, scouting, and figures does not work.
Don't know about the other ones yet.

I'll run a couple more tests and experiments before releasing a new version of the Tweaker.
--I like ILSe
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(September 29th, 2013, 14:42)I like Serena Wrote: However, it seems that increasing move, scouting, and figures does not work.
Maybe the combat structure isn't used for those things? Does the move bonus work in combat but not overland?
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(September 29th, 2013, 15:18)Anthony Wrote:
(September 29th, 2013, 14:42)I like Serena Wrote: However, it seems that increasing move, scouting, and figures does not work.
Maybe the combat structure isn't used for those things? Does the move bonus work in combat but not overland?

True enough. I've been checking the unit view overland.
Maybe I'll get different results when checking in combat.
I realize now that scouting, transport, and construction will indeed not work, since the code won't use the battle unit structure for that.
--I like ILSe
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I finally got around to it to figure out what was wrong with the code.
It's amazing what a few free days around christmas will do. smile
I have just released a new version of the Tweaker that supports full modification of the Level Bonuses.
In addition, you can change the number of shots for each level.
You cannot change the hit point bonus, poison/gaze, movement, number of figures, or abilities though (yet!).
--I like ILSe
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how it interferre with hit-points added spells? heroism overlad and incombat, charm of life, crusade?
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(February 12th, 2014, 02:42)Asfex Wrote: how it interferre with hit-points added spells? heroism overlad and incombat, charm of life, crusade?

It does not interfere since I've left the hit points alone at this time (in the Tweaker).
Hit points have to be changed in 2 other separate and duplicated locations to function properly.
And I noticed that things like poison/gaze do have effect, but not properly - it appears to be applied 3 times.
--I like ILSe
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