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Genesis Modding questions

   szreniak

 
 
 Лекарь

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СообщениеДобавлено: Сб Сен 28, 2013 22:31     Заголовок сообщения:

hmm, but this way mercenary unit won't be able to level up, am I right?
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   Gem

 
 
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СообщениеДобавлено: Вс Сен 29, 2013 9:39     Заголовок сообщения:

In short:
1. You have original vars, maybe edited for higher chance of promotion. You see that your next unit would get promotion in next battle.
2. save& exit from the game.
3. Change unit.var for higher expmod for upgrade
4. win battle, get promotion to 0 level
5. save&exit, revert var file to original.
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   Kettarienne

 
 
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СообщениеДобавлено: Вс Сен 29, 2013 10:36     Заголовок сообщения:

Gem писал(а):
In short:
1. You have original vars, maybe edited for higher chance of promotion. You see that your next unit would get promotion in next battle.
2. save& exit from the game.
3. Change unit.var for higher expmod for upgrade
4. win battle, get promotion to 0 level
5. save&exit, revert var file to original.


But if I'm not mistaken, it's total exp value that is saved. Wouldn't our unit just get his lvl5 back the instance his exp experiences any change?
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   Gem

 
 
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СообщениеДобавлено: Вс Сен 29, 2013 11:00     Заголовок сообщения:

Even if he would get 5 levels in next battle, you would be able to choose what he gets on level up. Wink
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   szreniak

 
 
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СообщениеДобавлено: Вс Сен 29, 2013 18:34     Заголовок сообщения:

Too bad that it can't be done through ability and without save&exit. Anyway, thanks for reply and solution!
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   SD

 
 
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СообщениеДобавлено: Пн Сен 30, 2013 16:25     Заголовок сообщения:

Greetings. First time poster here. I was wondering if it was possible to change the hero's max army slots easily. I tried altering the stat_progress.var file since that seemed to have the 3 hero stats of Health, Magic and Leader. Altering the leader numbers didn't seem to do anything though. Any help is greatly appreciated.

Thanks in advance.
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   Kettarienne

 
 
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СообщениеДобавлено: Пн Сен 30, 2013 17:09     Заголовок сообщения:

SD писал(а):
Greetings. First time poster here. I was wondering if it was possible to change the hero's max army slots easily. I tried altering the stat_progress.var file since that seemed to have the 3 hero stats of Health, Magic and Leader. Altering the leader numbers didn't seem to do anything though. Any help is greatly appreciated.

Thanks in advance.

If you want to give a hero more then 15 units, then forget it. It is impossible.
If you want to increase the leadership stat of a certain class, you can just do it in stat_progress.var, but remember: sum of three stats of a class must equal 10, you must hire new hero for any changes to take place, and there are certain hardcoded limitations.
Since you have to decrease another stat to increase leadership, to increase hero's army size without limiting other capabilities I recommend the following:
Imagine I want to give a mage all army slots there are.
Currently, he has Leader: 6, of which 2 are from wizard, and 4 from mage. So instead of
Код:
/20 Mage
Health: 2
Magic: 4
Leader: 4

I write
Код:
/20 Mage
Health: 2
Magic: 0
Leader: 8

Now my mage has 15 army slots, but he lost 4 magic! What had it been giving him now?
Код:
Lvl7: 3, 0, 0
Lvl8: 2, 2, 0
Lvl9: 3, 0, 0
Lvl10: 4, 0, 0

So it were 2 M2 slots, 2 M3 slots and an M4. Let's give them back! Unlike army slots, magick slots can be given via hero promotions.
In hero_class.var I see:
Код:
/20
Name: Mage;
Talent1: 905, 2
Talent2: 0, 0
Talent3: 0, 0
Talent4: 0, 0

/36
Name: Archmage;
Talent1: 984, 1
Talent2: 0, 0
Talent3: 0, 0
Talent4: 0, 0

Magic slots abilities have codes 901-904. So I change hero_class.var as follows:
Код:
/20
Name: Mage;
Talent1: 905, 2
Talent2: 902, 2
Talent3: 903, 1
Talent4: 0, 0

/36
Name: Archmage;
Talent1: 984, 1
Talent2: 903, 1
Talent3: 904, 1
Talent4: 0, 0

Now my mage will get his new army on lvlups, and his lost spells on lvl 10 and 20 promotions.
Hope it helped.
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   SD

 
 
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СообщениеДобавлено: Пн Сен 30, 2013 18:41     Заголовок сообщения:

Thanks. That does help a lot. I was also planning on doing it the other way around. I know that sounds odd since you could just not buy additional units but not seeing an open army slot helps me out since I tend to goof up and forget after a while that I'm not supposed to buy more units. I also didn't know about the 10 limit total for a hero so that's definitely a big help.
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   pitagora

 
 
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СообщениеДобавлено: Пт Окт 18, 2013 12:21     Заголовок сообщения:

if i make all buildings in province upgradable will all bonuses stack?
like you do with granary and mall, if it is it's like you have all buildings on only 1 slot.
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   Kettarienne

 
 
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СообщениеДобавлено: Пт Окт 18, 2013 15:41     Заголовок сообщения:

pitagora писал(а):
if i make all buildings in province upgradable will all bonuses stack?
like you do with granary and mall, if it is it's like you have all buildings on only 1 slot.

You are deluded.
When the building is upgraded, it is actually deconstructed, and a new one completely replaces it. All bonuses provided by the former are, therefore, lost. Upgraded building provides only its own bonuses.
Hope it helps.
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   pitagora

 
 
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СообщениеДобавлено: Чт Окт 24, 2013 16:30     Заголовок сообщения:

then how about this:
make a new building that has all other buildings' bonuses included and the same applies to the price.
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   Kettarienne

 
 
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СообщениеДобавлено: Чт Окт 24, 2013 17:32     Заголовок сообщения:

pitagora писал(а):
then how about this:
make a new building that has all other buildings' bonuses included and the same applies to the price.

I think a building cannot have more then 10 boni, but I'm not really sure. Also some boni contradict one another, and most of them are event probability changes.
Btw, I don't think province building can have more then one prerequisite.
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   pitagora

 
 
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СообщениеДобавлено: Ср Фев 26, 2014 0:41     Заголовок сообщения:

how can i increase the buildings in provinces above 3 then?
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   Kettarienne

 
 
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СообщениеДобавлено: Ср Фев 26, 2014 15:00     Заголовок сообщения:

pitagora писал(а):
how can i increase the buildings in provinces above 3 then?

Well, you can't.
No more than 3 buildings per province.
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   pitagora

 
 
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СообщениеДобавлено: Сб Мар 01, 2014 15:39     Заголовок сообщения:

how can i increase the drop rate of items?
and where are the schematics? they drop very rare and couldn't find them in the item list
also how can i make a schematic building to become a building that i can build as many times i want, like granary, mill sawmill and others?
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   dasdsad

 
 
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СообщениеДобавлено: Пт Авг 28, 2015 10:16     Заголовок сообщения:

I would like to look into abilities, spells, traits, etc. and changing them. I haven't managed to find any code indexed for those sections.

I'm also wondering about making some number changes to things. For example: Changing the morale loss for when an adjacent unit dies from 1 to 2. Even if I have to go into the C++ it would probably just be a matter of identifying the code and changing a 1 to a 2, and it happens that I have Eclipse set up and have a learnt a minor amount of C++ programming.
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   Kettarienne

 
 
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СообщениеДобавлено: Пт Авг 28, 2015 14:21     Заголовок сообщения:

Spells are almost fully softcoded. Look for spells.var.
Abilities are hardcoded, and the respective var only lists them, but there is much you can do by just rearranging skills or changing their values. Do you have something exact in mind?
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   dasdsad

 
 
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СообщениеДобавлено: Сб Авг 29, 2015 9:39     Заголовок сообщения:

"Spells are almost fully softcoded. Look for spells.var.
Abilities are hardcoded, and the respective var only lists them, but there is much you can do by just rearranging skills or changing their values."



I see that I can change parameters in the var, but the thing is I don't know what the parameters are for. I could always experiment to find out (probably the most practical way in this situation) but I was also thinking about looking at the code in case it turned out to be more convenient.

"Do you have something exact in mind? "

Well right now I'm in more of a "scouting" phase and just wanted to check things out. I'm also thinking about what changes I might like to make. I am thinking about increasing morale decrements for nearby allies killed though, putting a permanent -1 stamina per turn on some units, and reducing all speeds and ranges by 1 (except for those which are already 1).

I'm pretty sure I easily know how to do all of that (though the implementation might not be the greatest) except for the first part.


Well, in the unlikely event you are interested in my early musings and tossing ideas around with me, you can read the waffle below. Otherwise, you might not want to bother with the rest of this post (just though I'd try and save you some time). Very Happy




As I said earlier, right now I'm just exploring, tinkering and coming up with stuff. I'm thinking about changing how battles are often entirely determined by who has higher initiative:

Archmage goes first, blows up enemy hero on first turn. Sniper goes first, kills enemy hero on first turn. Similarly for commanders and warriors. If a commander goes first his shooters can wipe out the enemy hero on his first turn (Shooters aren't the only means for this). If a warrior goes first he can have his units kill one blocker after which he can dash across the entire battlefield and kill the enemy hero in a single strike.

I'm not saying it's always like that and I'm not sure there aren't already ways to change things. Perhaps there's some item with a reincarnation passive, for example.

I'm also thinking about making things a bit more dependent on the moves you make in combat rather than what you bring to the battle field. Take morale for instance, it seems like it's a bit of a non-issue if there are no morale reducing spells or abilities brought to the battle. In such cases it seems one might as well ignore morale entirely* most of the time as it hardly ever goes below 6. I'm wondering if it might not be better if morale can be influenced more by the moves you make. So, for example, a skilful tactician might maximise morale loss for the enemy by killing his units when they have many units adjacent to them, with this resulting in an enemy force that is significantly weakened, perhaps with some enemies even reduced to "scared"\"panic" status. For this I might, for example, want to increase morale loss for adjacent unit deaths from 1 to say 3.

I'm considering somewhat similar changes for stamina. I might go into the BF var and increase the stamina hits for the various terrains. This way, even if you didn't come to battle with fatigue, stunning shot, etc. a skillful commander might still exhaust his enemies by leading them through swamps and hills. This will be a much easier change to make than increasing morale hits.

I will say though that it's not as bad I make things sound. If both sides are equipped with morale\stamina increasing\reducing abilities then things can get more interesting. If both sides don't though, then morale\stamina aren't much of a concern.

(*It can be useful to bash wimps to get morale up before a serious battle but it seems like that's about it. And that you can do that isn't necessarily a good thing since in multiplayer it could lead to morale reducing strategies being pretty useless for big battles since everybody's already got their morale sky high from bashing weaklings.)

Of course, one exception is mixing alignment, and there may be others.

Finally, I'm thinking about making the battlefield a "bigger place". I know, I know, increasing the number of hexes is impossible. But have you ever heard people saying things like: "the development of passenger aircraft made the world a smaller place". Well, how about the reverse? By reducing all speeds and ranges (maybe even reducing troop numbers), perhaps one might make the battle field something of a bigger place?




In any case, there will probably be some fun in tinkering.
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   Kettarienne

 
 
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СообщениеДобавлено: Сб Авг 29, 2015 10:13     Заголовок сообщения:

dasdsad писал(а):
I see that I can change parameters in the var, but the thing is I don't know what the parameters are for. I could always experiment to find out (probably the most practical way in this situation) but I was also thinking about looking at the code in case it turned out to be more convenient.
Well code is kind of compilled, so looking at it is inconvenient at best. Some parametres for vanilla are here. Spell.var doesn't really have any indexes, it just points to ability_num.var for abilities to affect and specifies the magnitude and duration of effect. There are some quirks, though, so beware. The main body of a spell should be pretty straightforward, but if it's not, I can comment it here.
As for stamina and morale, the best way for you to get where you want would be to reduce all stamina and morale unit bases and gains by like a third. And when ajusting the spells, of course. It can be done without meddling with the core, unlike increasing the penalties.
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   dasdsad

 
 
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СообщениеДобавлено: Сб Авг 29, 2015 15:14     Заголовок сообщения:

Thanks for replying! I think I might be learning first hand how people being nice on the boards can encourage modding. Smile

"As for stamina and morale, the best way for you to get where you want would be to reduce all stamina and morale unit bases and gains by like a third. And when ajusting the spells, of course. It can be done without meddling with the core, unlike increasing the penalties."

Yeah, I was thinking of that sort of thing as well. But, for example, in the case of stamina one might not want to lower stamina overall to make movement more costly because they, for example, might not want fighting to be more costly as well. Fortunately, in bf_object.var you can change the movement costs for tiles directly. I'm thinking some people might have missed that when going through the vars because the file name doesn't tell much.
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