November 9th, 2014, 21:51
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(November 9th, 2014, 18:15)zitro1987 Wrote: _Armorer's Guild has higher upkeep. i guess a small increase does not matter, but you might want to be careful with increasing building upkeeps too much. i tried increasing the upkeep of high end buildings, and the AI ended up being at 0 money all the time (because it builds all buildings in all cities). i then instead increased the build cost.
dance!
November 10th, 2014, 06:56
(This post was last modified: November 10th, 2014, 06:57 by zitro1987.)
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(November 9th, 2014, 21:51)letsdance Wrote: (November 9th, 2014, 18:15)zitro1987 Wrote: _Armorer's Guild has higher upkeep. i guess a small increase does not matter, but you might want to be careful with increasing building upkeeps too much. i tried increasing the upkeep of high end buildings, and the AI ended up being at 0 money all the time (because it builds all buildings in all cities). i then instead increased the build cost.
Yes, I'm playing with the balance. My issue was money still being somewhat too abundant with well-developed cities due to taking upkeep off of most economy buildings. I wish I could just make unit upkeep higher without increasing unit cost, but given I can't do that, making players pay for good units is a workaround.
November 10th, 2014, 17:43
(This post was last modified: November 10th, 2014, 17:45 by letsdance.)
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you can relatively increase unit upkeep by making unit build costs just slightly above (or at) the tresholds. or remove or weaken gold buildings. just keep in mind that the AI builds an armorers guild in every city, while human players usually build only very few (unless you modded it in a way that it's required everywhere).
dance!
November 10th, 2014, 21:31
(This post was last modified: November 13th, 2014, 21:21 by zitro1987.)
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I generally follow that approach, with my top units costing 160 and my mid-tier ones costing around 60-70.
On the next several days: I will begin playing with the desc.lbx to edit spell descriptions on the spellbook to reflect the changes being made. I may or may not in the meantime document spells on the document file and make minor spell tweaks if needed.
I uploaded a new version 1.08 (November 13) with many tweaks, mostly fixing 'desc.lbx' (but not finished) and more complete documentation (but not finished)
November 15th, 2014, 21:43
(This post was last modified: November 18th, 2014, 07:08 by zitro1987.)
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New version's changes not so well tested, but I edited the 'desc/lbx' research book file, my documentation of spells, and a handful of necessary spell changes/adjustments were made. I've also made various unit adjustments. Things are starting to come into place pretty well! In other words, a clear improvement over beta 1.00 from a couple weeks back.
I may have to start playing with hero adjustments later. It's my least tested area.
PS: starting from version 1.10beta, the bottom of document has changes log.
November 29th, 2014, 19:47
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I am confused, do you really limit all units in the game to only be 1figure?
multi-figures that are functional and can die mid-fight is one of the defining characterists of MoM if you want MoM without figures.... isn't that just age of wonders?
February 8th, 2015, 11:54
(This post was last modified: February 8th, 2015, 20:13 by zitro1987.)
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Quote:I am confused, do you really limit all units in the game to only be 1figure?
I think I finally found ways to balance the variation in number of figures. My original single-figure 'one' mod has been discontinued and now transformed into a more traditional form that does not limit all figures to 1 (and while figures are generally a bit smaller, some units have added figures)
See opening post! This is a rough first test that I'm playing through and it's already somewhat challenging and interesting in 'hard'. I easily lost on 'impossible'
February 19th, 2015, 04:23
(This post was last modified: February 19th, 2015, 05:28 by kyrub.)
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The problem with Wall of Fire stems from your change of Fireball. You have also inadvertentnly created the same problem with Immolation. Basically, Wall of Fire and Immolation are programmed to fonction like a Fireball, so now they target only the top figure.
What I suggest:
1) To copy the OLD last 4 bytes of Fireball spell in spelldat.lbx to the Wall of Fire entry (e.g. those bytes that you have overwritten in your mod). Current WoF entries are 00 00 00 00.
2) Make a change at the location:
9EE69 60 00 ==> 57 00 (Wall of Fire entry)
9BA7C 60 00 ==> 57 00 (this seems like another Wall of Fire entry)
99D68 60 00 ==> 57 00 (Immolation entry - btw you may change the strength of immolation effect at 99D5F if you wished so)
(Note that you may experiment with choosing another damage spell effect or using the Immolation spell entry for something else. Another unknown thing here is that Call Lightning effect uses the last four bytes of Wall of Stone spell entry for determining damage and immunities.)
Metal Fires:
906D3 FE C0 ==> 04 02 (where 02 is the value added, so you may change it to 03 or whatever you like)
Double suppression
Exxactly what effect is desirable for your mod?
I remind you of our Ziky debate. Current suppression works like this:
Counterattack No.
1 - 2 - 3 - 4 - 5 - 6 -
0 - 0 - 1 - 1 - 2 - 2 -
To hit reduction
A few possibilities of new to hit reduction
0-1-1-2-2-3-3
0-1-2-3-4-5-6
0-0-2-2-4-4-6
... (name it)
(Btw, I still have the "First strike working on attack and counterattack, unless the opponent has FS (as attacker) or negate FS" somewhere on hard drive. My impression is that with units having more hp, first strike has become even more underwhelming capacity than in vanilla. I also have wraithform (and/or flyers) ignoring city walls IIRC. That's just an idea, don't feel pushed.)
February 19th, 2015, 04:37
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Gold Mana caps to 10.000:
66AEF 00 7D ==> 10 27
66AFB 00 7D ==> 10 27
BCCB5 00 7D ==> 10 27
BCCCF 00 7D ==> 10 27
BCDA6 00 7D ==> 10 27
BCDC0 00 7D ==> 10 27
I may have made an adress mistake somewhere, be cautious.
February 19th, 2015, 04:56
Posts: 901
Threads: 28
Joined: Oct 2008
Re: race names being displayed incorrectly.
Does that happen only with the new single person units? Are all race names mangled?
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