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Non-Corporeal units can't be raised as undead that way because they have no body.
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Do mercenaries that require a building with Tree=1 only appear after Tree of Knowledge is cast?
May 17th, 2023, 01:51
(This post was last modified: May 17th, 2023, 01:54 by Seravy.)
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(May 16th, 2023, 09:10)Slingers Wrote: Do mercenaries that require a building with Tree=1 only appear after Tree of Knowledge is cast?
No, you can get them earlier if you have enough gold.
The AI won't hire expensive mercenaries unless they have a significant amount of gold though to avoid affecting game balance on low and medium difficulty.
May 19th, 2023, 01:23
(This post was last modified: May 19th, 2023, 01:51 by shulububulush.)
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Hi, I have a couple of questions to do with modding:
1)How do I change the fonts? I notice that the data folder of the game has a couple of "Font_x" images but editing them does not yield any change.
2)Does changing retort/spell names affect the AI in any way? For example I've been wanting to change the name of the omniscient retort to something else, but I noticed that a lot of the scripts that govern AI behavior contain hard-coded references to omniscient by name.
3)Similarly, are there any easy ways of changing realm names to something else without breaking the game?
4)Is changing enemy wizard responses possible?
I would really appreciate some help with these, thanks.
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1. Not possible yet. They are loaded from fonts.lbx directly until I make the game save the deciphered font data properly, the images you see there are not the real font data unfortunately.
2. Not at all. Scripts reference to everything by ID number, the names you see there are predefined constants to make it easier to use. For example Alchemy=1, Warlord=2 etc, you can assign these constant values in Master.CAS.
3. No, I don't think so. You could use a hex editor on the exe to change all instances of the realm names but that's definitely not "easy".
4. The AI research and city production decisions are in scripts, as are the starting spell choices, starting race and a few other details. For some spells, mostly overland ones, you can also change casting priority in Spells.INI. AI settler destination can be adjusted through Modding.INI if I remember correctly. Unfortunately spellcasting and targeting in general is hardcoded at the moment. AI retort preferences will be available in an INI file in the next update.
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(May 19th, 2023, 05:05)Seravy Wrote: 1. Not possible yet. They are loaded from fonts.lbx directly until I make the game save the deciphered font data properly, the images you see there are not the real font data unfortunately.
2. Not at all. Scripts reference to everything by ID number, the names you see there are predefined constants to make it easier to use. For example Alchemy=1, Warlord=2 etc, you can assign these constant values in Master.CAS.
3. No, I don't think so. You could use a hex editor on the exe to change all instances of the realm names but that's definitely not "easy".
4. The AI research and city production decisions are in scripts, as are the starting spell choices, starting race and a few other details. For some spells, mostly overland ones, you can also change casting priority in Spells.INI. AI settler destination can be adjusted through Modding.INI if I remember correctly. Unfortunately spellcasting and targeting in general is hardcoded at the moment. AI retort preferences will be available in an INI file in the next update.
Thanks for the clarification, you just saved me from a lot aimless tinkering.
May 20th, 2023, 21:48
(This post was last modified: May 20th, 2023, 21:49 by Seravy.)
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I've successfully converted fonts.lbx into individual bmp files so fonts should be moddable in the next update.
It might be a bit of the pain to do it as color $000013 is used for empty pixels and colors $000000 to $000007 are the real pixel colors, so the image looks all black in editors.
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Does Evil Omens increase costs on combat spells or just overland spells?
Does bless reduce Doom Bolt damage by 5? I need to know if I can risk my heroes against an enemy with doom bolt.
July 14th, 2023, 05:21
(This post was last modified: July 14th, 2023, 05:23 by Seravy.)
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Evil Omens : All spells, including combat.
Bless : No effect against Doom damage. The 5 Defense does get added but doom ignores Defense so it doesn't work.
If I remember that correctly, Doom damage can't be reduced by anything because it skips the entire damage calculation process, both the roll for damage and the roll for damage reduction and anything in between.
Illusion damage on the other hand only skips the defense roll. So it's still reduced by Invulnerability, but not by Elemental Armor or Magic Immunity.
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How Spell Lock works? And how could I mod resistance of individual/type of spell or mod dispel strength of specific dispel spell (such as I want disenchant area/disillusionise stronger while left dispel magic and dispelling wave stay the same, etc)?
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