Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
b0rsuk mod (temporary name)

Just a small note:
Changing spell colour will not work in many ways. Spell is very much defined by its position. First 40 spells = nature. First 10 spells = common nature spells etc. The colour coded in Spelldat.lbx is used only for immunities and maybe some other stuff. (Hence my error in MoM bug thread). Sorry.

If you try to change the position you run very high risk of breaking down the game. Spell position ==> spell function is hard-coded on several places.
Reply

kyrub Wrote:Just a small note:
Changing spell colour will not work in many ways. Spell is very much defined by its position. First 40 spells = nature. First 10 spells = common nature spells etc. The colour coded in Spelldat.lbx is used only for immunities and maybe some other stuff. (Hence my error in MoM bug thread). Sorry.

If you try to change the position you run very high risk of breaking down the game. Spell position ==> spell function is hard-coded on several places.

Aren't some spells more linked into hard code than others?
I'm guessing that global enchantment spells have many links into the code.
But, and again I'm guessing, I suspect that creature summonings have hardly any links in the code. Probably just their position, identifying their colour and rarity.
Reply

b0rsuk Wrote:kyrub:

Thanks, I'll contact him once I have something to show.

=====================

The first version of my mod is now officially out. Check the first post in the thread for link and list of changes. Check the second post if you're interested why these changes are made.

http://www.realmsbeyond.net/forums/showt...php?t=4242

I barely had the time to test it aside from movement changes. I'll be now playing it for some time before I make further changes.

Nice!!!
It looks like your changes are well thought out.
I've downloaded your upload and I'll be play testing it.
But first I'm having a tournament to play. (Are you playing as well?)
Reply

From what I gather the tournaments are "whoever accomplishes the goal first" kind of thing. Not my thing. I'm a slow player, in MoM and in Dungeon Crawl Stone Soup too.

There will be another version today, too. kyrub says you can't change spell color without ugly side effects, and I believe him.
Reply

In the new version:

- gargoyles and werewolves go back to their original colours (technical limitation, hardcoded).
- gargoyles gain Illusion Immunity, werewolves - Forestry
- werewolves and shadow demons are now proper Death creatures with no regeneration and 1 mana maintenance cost
- skeletons and ghouls move at 2/turn as they were supposed to.
Reply

b0rsuk Wrote:From what I gather the tournaments are "whoever accomplishes the goal first" kind of thing. Not my thing. I'm a slow player, in MoM and in Dungeon Crawl Stone Soup too.
Then you would not be the only one. I enjoy the game slow way too. I'll sign-up for the tournament not because of a goal to win fastest but because of the fun. I do not really care whether I lose or not. Game, challenge and fun are what I enjoy most and are important to me. Honestly man it feels like you take tournaments too seriously mate huh Relax and enjoy instead jive

b0rsuk Wrote:In the new version:

- gargoyles and werewolves go back to their original colours (technical limitation, hardcoded).
- gargoyles gain Illusion Immunity, werewolves - Forestry
- werewolves and shadow demons are now proper Death creatures with no regeneration and 1 mana maintenance cost

Interesting changes. Sounds like werewolves are sorta crippled but gotta field test them now. By the way, as I Like Serena said, it is refreshing to see alternative mods! Very interesting smoke
Reply

For the next tournament, we could put up a really tough challenge and just make it about actually winning. If there is to be any kind of scoring system (not required, but fun to have) it's hard to ignore time as a limiting factor. Otherwise it'll probably encourage players to spend more time gathering points rather than just winning. Another option would be to have a set finish date and see who has most points at that time.
Reply

Catwalk Wrote:For the next tournament, we could put up a really tough challenge and just make it about actually winning. If there is to be any kind of scoring system (not required, but fun to have) it's hard to ignore time as a limiting factor. Otherwise it'll probably encourage players to spend more time gathering points rather than just winning. Another option would be to have a set finish date and see who has most points at that time.

What about the winner is the one who discovers the most bugs or game imbalances during his tournament game? That should appeal to b0rsuk!
--I like ILSe
Reply

Something very wrong can happen if you mod unit movement.

AI has a stack with Yaga the Orc Warrior (Eldritch Weapon and some other enchantment), Sprites (Forester), Lizardmen Swordsmen (movement 2, swimming) and some other infantry.
The stack moves 4 squares in a turn, and the first square is a mountain. I provoked a combat just to check if Pathfinding is involved. No.

Maybe that's why they made all the foresters and mountaineers movement 1. Because there's some evil bug.

Speaking of Pathfinding, it seems to be an unreasonably strong ability. It doubles movement of most units, and with ones like Wolf Riders it gets ridiculous, 6 squares per turn. I modded Wolf Riders to move at 4, and 8 squares per turn would be even worse. That's why I'm considering 3 + mountaineering. I would prefer Pathfinding to just reduce movement costs to 1. It's currently a game-breaking ability.
But all of this is moot if there are showstopper bugs.
Reply

I agree completely about pathfinding, would be good to have it at 1 mp/square. kyrub believes he knows what's wrong with mountaineering and thinks it's fixable (but takes a long time to fix). Would you be up for helping him out with it? He said it was easy enough to do, just something that takes a lot of time.
Reply



Forum Jump: