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(March 10th, 2020, 17:39)Seravy Wrote: Buildings : while the building table does have the fields listed most of them never had any of the listed effects. Like the "produces veterans", Mana, research and so on fields. These effects are all hardcoded so anything in the building table doesn't matter. Might be best to remove them as they only confuse the users.
Actually, mana produced for shrine, parthenon and cathedral can be changed. I reduced those (in buildings.lbx I think), and it showed correctly in the mana production part of the city screen. I haven't tried research points. Food production for granaries and markets is set elsewhere: the first line in MoMTweaker "other game settings" or something like that.
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Weird. Maybe you're using a modified version?
I checked just in case but they set at $C0B3F as "inc word ptr [bp-8]" for shrine, and "add word ptr [bp-8],2" (or 3, 4) for the other three buildings. This is true for both the income and the display calculation, the latter is a $C3ED2.
There is no reference to the building structure in any of the economy related functions either (except those where it checks for production completion, as cost is used from the table).
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I'm not sure how I did it, but I'm pretty sure that I had the mana decreased from religious buildings. I tried it now and it wasn't working. I'll have to experiment more.
Changing research production didn't seem to do anything.
Changing food production (in EXE: miscellaneous or something like that) did seem to work. It didn't show up as 'food from' in the city screen, but I had vast quantities of food overall.
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Hi, I'm new here. I would like to change the color of the arcanus roads (a bit of downtonism here), I am trying with this program. Does anyone have any idea on what file and procedure should I try? I was testing several files, because I didn't find any image related to the road and for that reason I believe that the road isn't an image file but a code (although I'm not sure). Any color information that can add a little more contrast is ok.
Note: I changed an image filter in DOSbox within "dosboxMOM.conf" and changed it from scaler = normal12x to scaler = advinterp3x and improved the visualization for me, the game became more of a "watercolor" painting. It's not ideal, but maybe a tip for those who have the same problem as me.
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(May 19th, 2020, 11:36)Seravy Wrote: It's in mapback.lbx.
Thank you.
May 25th, 2020, 18:20
(This post was last modified: May 27th, 2020, 06:44 by Misiulo.
Edit Reason: Adding attachment files
)
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So I said to myself why don't I start with something easy like making faction-specific houses for Nomads. It could be nice to make the grassy knoll homes for halflings, spooky treehouses for Dark Elves or loghouses for Barbarians...
EDIT: Issue solved. It works now but since I'm a dummy in the ways of programming so I did all I could do, that is I've changed the default housing pics in the Classic MOM cityscap.lbx file.
https://ibb.co/5hYkk9W
EDIT #2 Attachment files added.
May 27th, 2020, 08:29
(This post was last modified: May 30th, 2020, 12:20 by mercy.)
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Changing opposing Wizards at game begin?
Thank You for the html file detailing savegame structure.
Gone back to Myrror for my amazing Dark Elves! Changed one enemy wizard to Rjak, so I can have him, Tauron, Oberic and SSS'ra as exciting "true-wizard" opponents. Nobody allowed draconian race to hopefully speed up the game, they got dwarves, trolls, beastmen instead. Changed all peaceful wizards into aggressive or ruthless to spice up action. Gave enemy wizards 12000 gold and mana at game begin to see WTH they do with it on Lunatic.. :D
Urgh.. the result of giving wizards extra money + mana is that Tauron - whom I modified into Aggressive - started to summon hellhounds and create soldiers like crazy and nicely spread them out on my territory:
It was a good idea to not anger him from the start: ATM he is NEUTRAL. :D
Just lost my first conquered Beast city to a Ruthlessified SSS'ra. The little sneaky lizard bastard! :D
Gave all enemy wizards Artificer, to find out if it will have any effect on them supplying their famously weak heroes with powerful magic items?
June 23rd, 2020, 17:26
(This post was last modified: June 23rd, 2020, 17:42 by Lizardface.)
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Is the most recent CoM save game layout published somewhere?
Or should I be able to puzzle it out from the RTGT source code?
Aha, yes: https://sourceforge.net/p/momrtgt/code/c...te.h#l4760
Yay.
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OK this might be a silly question but is there some way we can edit Heroes in Tweaker?
I can load their portfolio but I don't know the way to change their stats if such exists.
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