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"how to mod" questions

(February 5th, 2015, 12:20)Asfex Wrote: find programm xck2com, it can apply changes from text file to the wizard.exe , instead to make it via hex editor.
You can use programm xcp.exe for this work instead, i put it into one archive of my mod.
The txt file to make lighting from fortress is attached.

I decided to do it manually with your text file. It worked! nod (mid-game lightning bolts causing 2-5dmg)

I really appreciate your txt file.
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Increasing 'treasure points' for rare & very rare spells from lairs ?

I learned from the wiki the amount of 'treasure points' (from a lair/node) it costs to receive an award of a research spell: 50 (common) - 200 (uncommon) - 450 (rare) - 800 (very rare).

I find this incredibly unbalanced as beating a pack of lowly nagas or giant spiders could get you something like 'flame strike' or a couple of stone giants give you 'high prayer' or another game-changing spell. Where can we change these? My proposal is more exponential, especially for my mod which generally improves on rarest spells. I want 50-200-700-1500 so that 'very rare' spells like great wyrms only come from tough mid to late-game battles.
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(February 14th, 2015, 20:29)zitro1987 Wrote: Increasing 'treasure points' for rare & very rare spells from lairs ?

I learned from the wiki the amount of 'treasure points' (from a lair/node) it costs to receive an award of a research spell: 50 (common) - 200 (uncommon) - 450 (rare) - 800 (very rare).

I find this incredibly unbalanced as beating a pack of lowly nagas or giant spiders could get you something like 'flame strike' or a couple of stone giants give you 'high prayer' or another game-changing spell. Where can we change these? My proposal is more exponential, especially for my mod which generally improves on rarest spells. I want 50-200-700-1500 so that 'very rare' spells like great wyrms only come from tough mid to late-game battles.
You'll probably have to do more than that; there's a separate issue that getting 'uncommon spell' twice will get you a very rare. However, it would be nice to know in general how to mod the treasure algorithms.
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thx Asfex, i'll also use your fortress lightning the next time i update my mod
dance!
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(February 14th, 2015, 20:29)zitro1987 Wrote: Increasing 'treasure points' for rare & very rare spells from lairs ?
This is an easy fix, that may work for you:
On adress 0xA3092, overwrite 8B 46 08 with B8 01 00.
This way, you will always get the spell from the lowest non-researched spell available. (This is subject to testing but it should work).

The other possibility, spell rewards are decided in Magic.exe.
The minimal rarity of a spell gift is decided in RNG in 39FCD (4). If you lower this to 3, no very rare spells are awarded UNTIL you have researched all your rare and lower ones.
To increase the price, set 39FE0 (currently 32 00) to something higher. The equation is 50 * square of spell rarity (50, 50 * 4, 50 * 9 etc.). You may increase it to C8 00 = 200 or or even F4 01 = 500 or whatever you like.


(Btw, very good effort on your mod, the spells are a bit meak for me, but other than that, an excellent conception! I am happy that you abbandoned 1-person idea, this is much more in line with MoM. Thanks for that, zitro.)
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Myrror lairs:
39671 has double value over Arcanus (14 00 e.g. 20), Arcanus has 0A e.g. 10.
39589 = 18 00 (e.g. 24) and 39593 has 64 00 (e.g. 100). This is d24 * 100, while Arcanus d29 * 50. Also 39598 has 100 which is added to the result.
These are all lair conditions for Myrror (not sure if the lair conditions were not touched in Insecticide, I remember being frustrated by the number of empty lairs). Change it to your will.


(And when you are at editing Magic.exe , consider changing the monster value of towers connecting the planes. It is at 0x39357 (it's 650 + random value of d11 * 50 in vanilla). If you increase it, the plane travelling spells to other planes will matter a good bit more and last into the mid game. Also, the Myrror players will get some more time on their hands.)
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Thanks man, I increased it to 150-600-1350-2500 as a start, may lower and add your suggestion of limiting 'extra rares' until all lesser spells researched if necessary.

I uploaded the new version, but I plan to update 1.08 with towers with monster value of 1200 + 50*d11

PS: your 39598 has FA (250) for the added constant - that's a good plan.
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(February 18th, 2015, 06:07)kyrub Wrote: (not sure if the lair conditions were not touched in Insecticide, I remember being frustrated by the number of empty lairs).
Indirectly it was, because Insecticide allows Chaos in lairs that normally contain Nature, and the cheapest Chaos is 40, while the cheapest Nature is 80. Just changing the cost of War Bears would cut down on empty lairs by quite a bit.
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Any info on how to reduce, change or eliminate the casting cost reductions from having 7+ books? Or any idea how I could find that on my own?
I think it highly ruins game balance, casting everything 10-60% cheaper is way too powerful on the higher end of the bonus.
Even an 50% cost reduction is equivalent to a 100% bonus to your mana production, which is 4 times the effect of Mana Focusing.
The fact that it stacks additively with other bonuses making it possible to go even further in reductions makes this hurt even more.

I would prefer a more reasonable 2% reduction for let's say, every book above the 4th or something around that.

Speaking of which, if there is a way to disable uncommon and rare spells for start, that would be nice, too.

If neither is possible, a way to limit the maximum number of books picked/found from each realm to a specific number somewhere in the range of 8-10 could help.

EDIT : nevermind, I found it on my own.

$981EF for the % reduction per spell book above 7, original value is $0A.
$981E6 for the number of books where the bonus starts, stored as a NEGATIVE number as it is a subtraction, meaning $FF=-1= 1 book, $F9 = -7 = 7 books, default value.

changed my values to 2% per book starting at 4 smile
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(August 18th, 2015, 10:29)Seravy Wrote: EDIT : nevermind, I found it on my own.

$981EF for the % reduction per spell book above 7, original value is $0A.
$981E6 for the number of books where the bonus starts, stored as a NEGATIVE number as it is a subtraction, meaning $FF=-1= 1 book, $F9 = -7 = 7 books, default value.

changed my values to 2% per book starting at 4 smile

I wonder which is the one for research bonus? $981EF only affects 'cost' and I recommend it should be balanced out by a higher research bonus.

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