February 19th, 2015, 19:23
Posts: 1,341
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Wow, thanks Kyrub. I know I can count on you on figuring out some complex modding.
Quote:What I suggest:
The problem with Wall of Fire
It seems like it is back dealing damage, but does not work overland. Thanks anyways as it now has some uses again.
Quote:Metal Fires:
Sadly, for each additional point bonus, the unit loses one melee/ranged point. This results in a +1 bonus no matter what (4+2-1 instead of 4+1)
Quote:Double suppression
On second thought, I fear this won't integrate well into my mod.
Quote:Btw, I still have the "First strike working on attack and counterattack
This could make things very interesting
Quote:Gold Mana caps to 10.000:
this worked! =)
Quote:race names being displayed incorrectly.
the problem is the race names themselves.
February 19th, 2015, 20:20
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(February 19th, 2015, 19:23)zitro1987 Wrote: Quote:Metal Fires:
Sadly, for each additional point bonus, the unit loses one melee/ranged point. This results in a +1 bonus no matter what (4+2-1 instead of 4+1)
OK, my bad.
You need to do it 4 times:
906C4
906D3 (both melee)
90700
90710 (both ranged)
the change is always FE C0 ==> 04 02 (or whatever number)
Re:Wall of Fire
Ah well. It's a bit more complicated. On top of changes mentioned, you need to change
starting with 9EE53: C4 1E 2A 92 03 D8 26 83 7F 4A 0D 7F 20 33 C0
into: 90 90 90 90 90 26 83 7F 4A 0D 7F 21 B8 05 00
(the byte 05 00 at the end is the strength of the spell)
And again in 9BA74 change: 33 C0 into B0 05. (again this is the strength of the spell).
The last part is to go back into Spelldat.lbx
and change the byte with 05 in the Wall of Fire entry (the one you copied from Fireball) back into 00. Keep anything else as it is.
And it should work.
February 19th, 2015, 21:15
(This post was last modified: February 19th, 2015, 21:16 by Anthony.)
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If the problems with race names are for cities and 'standard' units, note that the strings Barbarian, and Draconian are located in shared string space (used for the hero units of the same name), while the rest of the race name strings are located right after the name for Nagas. If units have been renamed or shared string space has been moved, you may need to find the pointers to race names and update them.
2671d Barbarian
267a6 Draconian
26bc5 Beastmen
26bce Dark Elf
26bd7 Dwarven
26bdf Gnoll
26be5 Halfling
26bee High Elf
26bf7 High Men
26c08 Lizardman
26c12 Nomad
26c1c Troll
2811a Barbarians
28125 Beastmen
2812e Dark Elves
28139 Draconians
28144 Dwarves
2814c Gnolls
28153 Halflings
2815d High Elves
28168 High Men
2817a Lizardmen
28184 Nomads
2818b Orcs
28190 Trolls
February 20th, 2015, 04:52
(This post was last modified: February 20th, 2015, 04:57 by kyrub.)
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(February 19th, 2015, 21:15)Anthony Wrote: you may need to find the pointers to race names and update them. Correct idea, Anthony. But the problem was rather in the pointers having been changed at the first placed. Did you use some editor for MoM races, Hernan? Or did you do your changes "by hand"?
In either case, there's a mistake. While overwriting the "number of prohibited buildings", instead of writing "06 00", it was written "00 06" and in the process the previous field, the pointer to the race name, was overwritten. Hence the ˇ^@˘[@ names. My bet is on an editor bug.
What you need to do:
Lookup "7. Race data locations" (thanks eljay!) and put back CORRECT pointers
Barbarians 2B226 (D9 21)
Beastmen 2B23E (81 26)
Dark Elves 2B256 (8A 26)
Draconians 2B26E (62 22)
Dwarves 2B286 (93 26)
Gnolls 2B29E (9B 26)
Halflings 2B2B6 (A1 26)
High Elves 2B2CE (AA 26)
High Men 2B2E6 (B3 26)
Klackons 2B2FE (BC 26)
Lizardmen 2B316 (C4 26)
Nomads 2B32E (CE 26)
Orcs 2B346 (D4 26)
Trolls 2B35E (D8 26)
Now, keep this table in your pocket (not gonna search all those values again  ) and reuse it every time you change something with that editor. Or don't use the unreliable tool, use eljay's great document https://dl.dropboxusercontent.com/u/1430...ckMom1.txt and do your changes by hand.
(A small side-quiz: who were those "gram termination" race?)
February 20th, 2015, 05:27
(This post was last modified: February 20th, 2015, 05:29 by kyrub.)
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There is a LOT more work with gold and mana caps. Otherwise you are asking for trouble.
You need to change all those 30 75 ==> 10 27.
So many places that I could not lose time to give you the exact adresses. Locations are always a few bytes after:
4048B
44FB0
404BE
404D4
404FF
40523
40532
40548
959F0
95A01
95A10
95A21
CCC94
CCCA0
CCCBF
CCCCB
CCD29
CCD35
CCD54
CCD60
CCE85
CCE91
CCE9E
CCEAA
CCF6A
CCF76
CCF83
CCF8F
CD034
CD040
CD04D
CD059
Wow. You'll become a hex-editor king after these.
Maybe a better indication is where the change is NOT made. (You should make a control check with Ctrl+F at the end to avoid mistakes, I may have easily missed one location).
These four locations 7530H with NO change should remain in the exe file:
-----------------
B1194
D285D
D609F
F294E
In case of doubt, feel free to ask.
February 20th, 2015, 18:35
(This post was last modified: February 21st, 2015, 20:48 by zitro1987.)
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Thanks! Finally fixed the widespread race name bug (Draconian was 'program termination')
Metal Fire also works!
Firewall still not functioning overland.
I abandoned the gold/mana cap- makes me nervous for a minor tweak.
PS: I sometimes find the mid-game portion challenging just on 'hard', some of my tweaks make it quite harder than 'insecticide'. I tried once on 'extreme' with a well-played early game yet I couldn't hold off some scary 'stacks of doom'. Even on hard, I can see things like a threatening stack of 5 angels and various other large stacks moving around mid-game.
I added a wish-list and 'to do' list at the bottom of the opening post.
February 22nd, 2015, 19:03
(This post was last modified: February 22nd, 2015, 19:23 by kyrub.)
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Re: Wishes:
Quote:_Remove fame penalty when 'razing' cities, or dramatically increase gold pillaging bonus. Otherwise, the choice too obvious.
_Weaken archmage. Removing the +10 initial bonus or halving the skill % bonus. Another idea is to transfer the dispel benefit to the slightly weak 'channeler'
_Mana focusing having an added +5 power bonus or % increased from 25% to at least 33%
All these variants are very easy to do. Please state your priorities.
Quote:_Chaos/nature/sorcery masteries to triple (instead of double) node power instead of allowing a boring spell discount (I know how to do the latter) - if it affects 'node mastery',
So should it affect Node Mastery as well? Or should Node Mastery have other boni? Otherwise seems really easy to do. - The erased boni include spell cost AND research? You may think about making that node bonus quadruple, since it is a matter of hazard to find the right nodes... (your business, anyway).
Quote:_How to mod 3 power penalty of wizard's guild to a zero or positive power bonus. If possible, how to remove research bonus.
It's surprising to me but I actually don't understand what you talk about.
Quote:_Allow a map size between 'medium' and 'large'
Not sure about that. What is your specific wish for parametres?
----------------
BTW, while I really relish the quicker version of MoM, I am slightly at odds with the terrain on strategic map being too easy to cross with normal movement (the world seems not big enough). I remember having made a specific ziky thing for it, with a new movement rule - a unit is unable to finish its move if its move points < movement cost (so 1MP cannot get you through forest, unless you have "forester"; the unit stops and the planned move "boot" is displayed). Now I guess you have balanced your mod and you are probably not interested, but I'll still post the mod in the Other mod section and I suggest you just look at it and think about it. I thought it worked quite well and it made the movement perks (forester, mountaineer) and roads interesting.
February 22nd, 2015, 20:59
(This post was last modified: February 23rd, 2015, 06:46 by zitro1987.)
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Quote:All these variants are very easy to do. Please state your priorities.
Excellent!
_'razing' : I'd go for removing the 'fame' penalty when razing a town - opponents often use the option and lose their fame which is unfair to them. Optional: I wouldn't mind doubling the gold bonus relating to city's buildings when razing (from original's 10% to a 20% of added value of buildings)
_Archmage: reducing the skill-pumping bonus from 50% to 25%. Other 2 bonuses untouched.
_Mana Focusing: +35% instead of +25%
Quote:So should it affect Node Mastery as well? Or should Node Mastery have other boni? Otherwise seems really easy to do. - The erased boni include spell cost AND research? You may think about making that node bonus quadruple, since it is a matter of hazard to find the right nodes... (your business, anyway).
Let's go for quadruple power and remove the redundant dispel resistance bonus to balance things out. If we don't know how to remove the dispel bonus, I'll go for a triple. I wouldn't want 'node mastery' to be affected.
Quote:_How to mod 3 power penalty of wizard's guild to a zero or positive power bonus. If possible, how to remove research bonus.
I mean, the 'wizard guild' building adds +8 research but has a 3-power upkeep cost - so disappointing for a top building. My wish is to make it a simple +8 power building instead (or at the very least to remove that 3 power upkeep)
Quote:_Allow a map size between 'medium' and 'large'
hard to tell what the mid-point of medium and large are. If medium is 20%, large is probably 30%.
Quote:BTW, while I really relish the quicker version of MoM, I am slightly at odds with the terrain on strategic map being too easy to cross with normal movement (the world seems not big enough). I remember having made a specific ziky thing for it, with a new movement rule - a unit is unable to finish its move if its move points < movement cost (so 1MP cannot get you through forest, unless you have "forester"; the unit stops and the planned move "boot" is displayed). Now I guess you have balanced your mod and you are probably not interested, but I'll still post the mod in the Other mod section and I suggest you just look at it and think about it. I thought it worked quite well and it made the movement perks (forester, mountaineer) and roads interesting.
I'm not sure I agree, encourages fliers too much and strategic ship transport around islands. I worry about impassable areas, confusing players and impairing AI.
February 23rd, 2015, 07:53
(This post was last modified: February 23rd, 2015, 09:47 by kyrub.)
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(February 22nd, 2015, 20:59)zitro1987 Wrote: I wouldn't want 'node mastery' to be affected. Sorry to ask again, but to be perfectly clear:
Chaos, Nature, Sorcery masteries => 400% bonus from appropriate nodes. No other bonus.
Node mastery => 200% bonus from any node.
Am I right?
Quote:I worry about impassable areas, confusing players and impairing AI.
No areas are impassable. I forgot to explain that with full MPs the unit always can move (e.g. unit with 2MPs can move on a mountain if it is the first and last move of the turn. It's only the second move that is impossible, e.g. the unit cannot spend 1MP moving on plains and then run happily on the mountain with only 1MP remaining. This was not a big problem in 1.31, but when you increase MPs of all units, then they can with smart movement overrrun any terrain obstacles if they choose to spend the remaining 1MP on them. It makes terrain variety irrelevant (and roads become underwhelming)).
But I respect your opinion.
EDIT
Quote: _Shipwrights guild with +2 food.
So you want to conserve all food building bonuses and add another one on top of it?
February 23rd, 2015, 10:02
(This post was last modified: February 23rd, 2015, 10:12 by zitro1987.)
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(February 23rd, 2015, 07:53)kyrub Wrote: Sorry to ask again, but to be perfectly clear:
Chaos, Nature, Sorcery masteries => 400% bonus from appropriate nodes. No other bonus.
Node mastery => 200% bonus from any node.
Am I right? Exactly =)
Quote:No areas are impassable. I forgot to explain that with full MPs the unit always can move (e.g. unit with 2MPs can move on a mountain if it is the first and last move of the turn. It's only the second move that is impossible, e.g. the unit cannot spend 1MP moving on plains and then run happily on the mountain with only 1MP remaining. This was not a big problem in 1.31, but when you increase MPs of all units, then they can with smart movement overrrun any terrain obstacles if they choose to spend the remaining 1MP on them. It makes terrain variety irrelevant (and roads become underwhelming)).
That sounds a lot better, giving more importance to forester and mountaineer. If only 'pathfinding' would be 1mv point instead of 0.5mv, I'd add mountaineer bonuses to my mod and it would all work out. However, from comments in the 'how to mod' section, it seems like a difficult project to fix pathfinding. I would also like this idea if terrain costs are just 2mv for hill,tundra,river,swamp,forest and just 3mv for mountain (again, a likely tough task)
EDIT
Quote:So you want to conserve all food building bonuses and add another one on top of it?
Playing a bit more - I realize there's no need to add additional food and the gold building requiring shipyard balances out the economic penalties of 'ocean' tiles. I'll take if off my wishlist
I also noticed I gave hero wizards too much mana. Will be reduced by next update. Still working on balancing heroes, I neglected these a bit.
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