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

Create an account  

 
"how to mod" questions

I like Serena Wrote:2=ranged type (doesn't make sense to increment that - will be unpredictable)
Does this works for ranged units?

Quote:3=ranged shots (could be nice, increasing the shots with level)
Yes! jive
If this works for ranged heroes, we can increase the number of shot at the expense of giving nothing to not ranged heroes?


Quote:7=movement in half moves (also interesting)
Sure, interesting for all units.


Quote:0Dh=current number of figures (more figures at higher levels, yay!)
13h=total number of figures
What's the difference? huh


Quote:27h=weapon type (mithril and such, mmmh)
Better weapon with experience? Not sure to like it...




Quote:I suspect a number of these can be used successfully, but it will take some experimentation to see how they work out.
Here I am, ready to experiment. Any guideline/request? smile

I like Serena Wrote:The battle-unit structure is used to view a unit, whether in combat or on the overland map.
It shows you what the unit would look like in combat.

Not sure of what a "battle-unit structure" means. Is it the window showing the details about the unit?
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply

FrancoK Wrote:Better weapon with experience? Not sure to like it...
It will also upgrade adamantium weapons into chaos channels... I recommend not playing with those particular bytes.
Reply

updated first post and added links so this thread is useable as a gateway to several modding issues.
dance!
Reply

FrancoK Wrote:Does this works for ranged units?

Yeah, but most values are undefined.
The only consecutive entries are the ones for different types of magical attacks.
I'd stay away from it.


Quote:Yes! jive
If this works for ranged heroes, we can increase the number of shot at the expense of giving nothing to not ranged heroes?

Yes.


Quote:What's the difference? huh

Consider that the bonuses are applied each turn in combat.

If the total number of figures is incremented, but the current number is not, it will look like the unit is damaged.
With healing you'd get extra figures. :-)

If the current number of figures is incremented, effectively the unit would heal, or get more figures than its maximum.
I'm not sure what that would do...



Quote:Here I am, ready to experiment. Any guideline/request? smile

Heh.
Shall we see if we can get some interesting effects?
We can balance later.

Suppose we change a resistance increment at level 3 to an extra half move?
Level 3 is kind of lame anyway with only 1 defense and 1 resistance.
I'd like to know if it works and if there are any (interesting) side effects (good or bad ;-).

And perhaps turn a resistance increment at another level to an extra shot.
Again, to see if it works, and if there are side effects.

I'd like to know what happens if the current or the total number of figures are incremented (or both).
I kind of expect weird effects or side effects... but it's fun!

Anyhow, any change will do...



Quote:Not sure of what a "battle-unit structure" means. Is it the window showing the details about the unit?

More or less.

The battle-unit structure is especially used to track the status of units in combat.
For instance, it also holds the suppression counters on a unit, that determine how well the unit fights.
With the tweaker you can inspect its contents.

The contents of the battle-unit structure are converted to yet other structures that are used to display the details of the unit (as it is or would be in battle).
--I like ILSe
Reply

I like Serena Wrote:Suppose we change a resistance increment at level 3 to an extra half move?
Level 3 is kind of lame anyway with only 1 defense and 1 resistance.
I'd like to know if it works and if there are any (interesting) side effects (good or bad ;-).
Since the hp bonuses are from elsewhere, you can just change the +1 hit point to level 3. It is likely to make veteran level combat into a slap fight unless the other benefits change. Could change level 3 to +1 to hit, +1 resistance, +1 hit point, and then level 4 becomes +1 melee attack, +1 ranged attack, +1 defense, +1 resistance, but that makes level 3 a better bonus than level 4. Tempted to change +1 to hit into +1 special attack strength; that only works on Manticores, Nightblades, Paladins, and Wyvern Riders, but poison is pretty marginal, and Paladins can always have their holy bonus changed to resistance to all.
Reply

letsdance Wrote:cool thx alot =)

found it =) it's the last 14x14 though =)
Incidentally, the row is the race of your citadel, reacted to, the column is the race of the city, and they don't have to be the same; some races can be better at being conquered than at conquering, or vice versa.
Reply

Anyone know where range modifiers are stored?
Reply

Anthony Wrote:Anyone know where range modifiers are stored?

Wizards.exe:99bb1 (or ovr122:0C51) is the distance divider (default 3) for ranged shots.

The distance is divided by this number and truncated.
With long range the maximum penalty is reduced to 1.
--I like ILSe
Reply

I like Serena Wrote:Wizards.exe:99bb0 (or ovr122:0C50) is the distance divider (default 3) for ranged shots.

The distance is divided by this number and truncated.
Huh. So it's actually possible to get a distance penalty of worse than 2?

Changing the distance divider to 1 has some appeal. Any hit probability below 0.1 is treated as 0.1, correct?
Reply

Anthony Wrote:Huh. So it's actually possible to get a distance penalty of worse than 2?

Changing the distance divider to 1 has some appeal. Any hit probability below 0.1 is treated as 0.1, correct?

Yep.
Btw, the address should be 1 higher (edited in my previous post).
--I like ILSe
Reply



Forum Jump: