на Главную Форума - back to Forum Indexна Главную Форума - back to Forum Indexна Главную Форума - back to Forum Index
на Главную Форума - back to Forum Index
Эадор.Сотворение - Eador.The Genesis на Главную Форума - back to Forum Indexна Главную Форума - back to Forum Indexна Главную Форума - back to Forum Index
на Главную Форума - back to Forum Index
Результатов поиска: 23
Автор
Сообщение
dasdsad

Ответов: 1
Просмотров: 1124
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Сб Окт 20, 2018 18:16   Тeмa: Didn't use "fixed_skillls.exe" but always getting

I'm not using "fixed_skillls.exe" but my heroes always start with certain skills (eg: thaumaturgy for mage, though in the tutorial level after picking "wise wizard" its always spellpower) anyway.

Its not very important but I'm wondering if my game isn't broken somehow. It might be indicative that other stuff is broken too.
dasdsad

Ответов: 0
Просмотров: 1100
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Ср Окт 17, 2018 20:55   Тeмa: Can I change the Province Name Var file during the campaign?

Can I change the Province Name Var file during the campaign without getting any issues?
 ζ Тема ζ: Why are rebels "evil"?
dasdsad

Ответов: 2
Просмотров: 1588
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Ср Апр 20, 2016 20:34   Тeмa: Why are rebels "evil"?

Just curious. I noticed that they have a karma of -1. Is it simply because they usually have "evil" units (the "evil" units are nearly entirely criminals but oddly enough they have an executioner with them in higher level groups) with them? The executioner makes me curious since these units strike me as evil units upholding the law rather than breaking it.

There's also the "rebels" in the bandit hoard and when your hero approaches the location the description says : The hero %s approaches the suspicious building, something vaguely resembling a den of robbers. It looks like the criminals here might be of the most unrespected kind, and it will probably be worth cleaning out this nest of riffraff as quickly as possible. Scouting results: Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? .

Are these not just regular criminals?

I guess this sort of thing is another good point of Eador. Everything is flavored.

All this reminds me of the "Fellowship of The Ring" group (I noticed them in the guard groups even though I haven't encountered them in play yet).
dasdsad

Ответов: 3
Просмотров: 1826
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Ср Апр 20, 2016 20:23   Тeмa: When does Doh-Gor first attack your shard?

Thank you for the reply.

Surprisingly, that actually isn't the text when he first attacks you (unless something changed in the time since I first encountered his first attack).

When he first attacks you he says something along the lines of" I promised to attack you and now I'm making good on mu promise". One of the player's possible replies is something along the lines of " I wish you weren't so true to your word".

I think Grimlorn said it's hard-coded and that you'd need to disassemble the exe. I wouldn't want you to go to that much trouble for such a tiny though, of course. It's of very little importance to me.

Thanks anyway though. The friendly New Horizon's guys are actually another big plus for the it. Smile

Edit: here is what Grimlorn said (technically it was in GOG chat so I don't know if it was intended for others but I highly doubt he would care about me posting what he said here):

" Hello. It isn't the number of shards, it's the sum of conquered shard sizes. So if you will attack biggest shards first, you will meet Doh-Gor faster.

Sadly, most campaign triggers are in exe file, I don't know how to look them up"
dasdsad

Ответов: 3
Просмотров: 1826
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Пт Апр 15, 2016 23:32   Тeмa: When does Doh-Gor first attack your shard?

When exactly is Doh-Gor's first attack scripted to occur? I think it occurs after the player has conquered a set number of shards but I need to know the exact number.

My thanks in advance.
 ζ Тема ζ: Genesis Modding questions
dasdsad

Ответов: 56
Просмотров: 20447
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Ср Апр 06, 2016 21:04   Тeмa: Genesis Modding questions

Is the probability in units of tenths of percentage points?

Eg: 20 in var means 2% probability.

Also, so there will be no glitches changing probabilities to 0 even with an shard save?

Thanks in advance.
dasdsad

Ответов: 5
Просмотров: 2350
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Ср Апр 06, 2016 17:44   Тeмa: Thoughts and suggestions for New Horizons

I'm just going to come clean: I forgot that this is the "Eador modding" board and thought it was the "New Horizons" board Laughing . Other developers didn't even come to mind. Laughing

"Note: dasdsad, I've moved your post into its own thread, as I'd like to keep the v2.60 discussion thread focused on issues affecting v2.6x
And your post touches lots of interesting points, so I anticipate a lot of answers."

There is a funny story there actually. First I intended to post in the v2.60 thread but somehow accidentally posted a new topic instead. Then I deleted that topic and re-posted it in the v2.60 thread. Then it got moved back. Laughing

In any case, thanks for considering it interesting. Smile

Oh and I just remembered something: Controlling the guards is an excellent change and helps create more interaction between opponents. I should have mentioned that in my first post when I was speaking about that topic.
dasdsad

Ответов: 5
Просмотров: 2350
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Вт Апр 05, 2016 22:38   Тeмa: Thoughts and suggestions for New Horizons

Note: dasdsad, I've moved your post into its own thread, as I'd like to keep the v2.60 discussion thread focused on issues affecting v2.6x
And your post touches lots of interesting points, so I anticipate a lot of answers.


Well, these are just some thoughts and suggestions I'm throwing out there. Not necessarily correct or good ideas, but hopefully they will at least provide some "food for thought".



I'll begin with some more minor suggestions, in no particular order:

1: Terrain effects on protection become negligible later on when people are hitting for 20 damage. The other terrain effects remain significant. Perhaps terrain effect on armor should come in the form of percentage damage reduction?

2: Game is a bit hardcore in some things (and I'm not talking about difficulty. I'm no SJW and Eador isn't supposed to be a safe-space game but it's not supposed to be based on emo poetry either right? I mean, cultists sacrificing babies to dark Gods and then having a blood orgy? That just seems a little extreme to the point many probably find it comedic. Don't get me wrong, I love most of the writing in Eador and the negative events are part of that (famines, floods, epidemics, e.t.c) and help to create a serious, authentic, realistic feeling for the game, but some of the very most extreme things could be toned down a little bit. All in all though, I'm just nitpicking here and in my opinion the writing in Eador is some of the very best in gaming.

3: There should be a period of time at the beginning of a game when "big" random effects can't occur. On the "negative" events we have things like being invaded by forces you can't possibly beat. On the "positive" events side we have large boons like receiving a few hundred pieces of gold which provide way to big a boost that early on.

4: There should be a reasonable "good guy" way of claiming human free settlements early on. Paying 360 gold to take it over and get a worthless guard? Lol, I wouldn't take that route even if it was free; There's no way I can afford to lose out on that XP (playing Overlord difficulty as a good guy who tends to start with a wizard hero). No, they definitely get slaughtered every time. I would suggest something like having the province peacefully join your empire after you deal with some problem with them. Killing some troublesome bandits,barbarians or monsters or something. In keeping with the "being a good guy is hard" thing that seems to be going with Eador, you can have going this route be a little worse overall than taking the province by force. Right now though there are no other options that are even remotely reasonable on Overlord other than taking the free settlements by force.




Now I'll speak about some things that are far too big for anyone to expect them to be changed in a mod. Perhaps the creators of Eador could consider these for sequels or something:

Firstly and most importantly, late game combat in Eador collapses just as it does in the "Heroes of Might and Magic" games I've played. Late game units have such high damage, range and speed that things tend to be decided in the first round (that is, by the time each side has finished a single turn). Or rather, they are pre-decided by the composition of the armies and the terrain. The battlefield is simply too small for late-game battles (though it is potentially just right for the very first turns of the game when armies are just 4-6 units). The battlefield needs to expand to accommodate increased range, speed and army size.

Secondly and second most importantly, the game tends to be decided by one large battle following a "growth phase" during which opponents barely interact with each other. Once again, this is much like the "Heroes of Might and Magic" games I've played . There should be ways to interact with your enemies before the "big clash". Perhaps something like "offensive guards" which you hire and send out to cause trouble for your enemy. Perhaps something like Civilization 5 (of course, that game is hardly a model for complex and quality combat lol) where the strategic map and the battlefield map are one. I will mention though, that the game makes a number of great changes to the model of the "Heroes of Might and Magic" games I've played that do a lot to alleviate the "one big clash decides it all" issue seen in the "Heroes of Might and Magic" games I've played:

1: Guards. These are significant forces aside from the main armies that can cause significant losses. Thanks to these guys, the game doesn't immediately conclude in "the large battle" after a path is cleared out between the players through the neutral forces and there is more than one clash between players that decides things.

2: Limited army sizes. In the "Heroes of Might and Magic" games I've played the only way sensible way to play is with one massive army into which nearly all of your forces are concentrated. Basically, you only split significant portions of your forces during the "growth phase" when your running around the map taking stuff and when your forces are constituted of many different unit types such that there is no way to get your entire army into the seven slots of a hero (a significant portion of it must be put behind other heroes). I find the latter to be a rare situation though. In Eador, the single unit system (as opposed to Heroes' "stack" system) with the limited unit slots means that you can greatly increase the size of your army by using additional heroes.
 ζ Тема ζ: Genesis Modding questions
dasdsad

Ответов: 56
Просмотров: 20447
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Вт Апр 05, 2016 21:19   Тeмa: Genesis Modding questions

Thank you very much, Kettarienne. Smile
 ζ Тема ζ: Genesis Modding questions
dasdsad

Ответов: 56
Просмотров: 20447
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Пн Апр 04, 2016 17:37   Тeмa: Events

Can I "mod out" an event simply by going to the var and setting it's probability to 0? If so, do I have to worry about bugs? I'm a bit worried that if an event is already seeded to happen in a particular save game and I edit it out in the var it might cause some glitch.
 ζ Тема ζ: Does the AI also have "events"?
dasdsad

Ответов: 0
Просмотров: 1602
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Пн Апр 04, 2016 16:54   Тeмa: Does the AI also have "events"?

For example, the blacksmith event that where the player can receive a blacksmith bracelet from?
dasdsad

Ответов: 5
Просмотров: 2227
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Вт Мар 29, 2016 0:03   Тeмa: Question about updating to latest from 15.0427 translat 2.48

When I took a look the last message in this sub-forum was about a week ago, so I decided to post a topic as well PM you to reduce the length of time I'd have to wait before a response. Bavarian kid response and my response to his response occurred before I read your reply PM.

It was a bit of a breach of forum etiquette on my part to post and PM like that. My apologies.

(Edit1:)

Really impressive work on New Horizons by the way. With it Eador is probably the best TBS game out there.

(Edit2:)

New Horizons is stand alone now? Holy shit, you guys aren't playing games here... other than New Horizons, and who can blame you for that Very Happy.
dasdsad

Ответов: 5
Просмотров: 2227
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Вс Мар 27, 2016 13:13   Тeмa: Question about updating to latest from 15.0427 translat 2.48

Thank you very much, that was extremely helpful and concise! Smile

If not for you, I probably would have wasted a large amount of time. I might even have wound up thinking I would have to restart my campaign.

Greatly appreciated, if only other people on the internet were as good as answering questions with just a few lines containing everything that needs to be known. Smile
dasdsad

Ответов: 5
Просмотров: 2227
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Вс Мар 27, 2016 2:14   Тeмa: Question about updating to latest from 15.0427 translat 2.48

After a while of not playing I'm looking to get back into New Horizons. Current version is :15.0427.F01 translation 2.48 v 1.05.1.

What do I need to download and do to update to the latest?

Thanks in advance.
 ζ Тема ζ: Genesis Modding questions
dasdsad

Ответов: 56
Просмотров: 20447
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Сб Авг 29, 2015 15:14   Тeмa: Genesis Modding questions

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.
 ζ Тема ζ: Genesis Modding questions
dasdsad

Ответов: 56
Просмотров: 20447
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Сб Авг 29, 2015 9:39   Тeмa: Genesis Modding questions

"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.
 ζ Тема ζ: Genesis Modding questions
dasdsad

Ответов: 56
Просмотров: 20447
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Пт Авг 28, 2015 10:16   Тeмa: Genesis Modding questions

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.
dasdsad

Ответов: 12
Просмотров: 27540
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Чт Авг 13, 2015 8:36   Тeмa: New Horizons v15.0427 ENG v2.4 RELEASE

Thank you Kettarienne, you've been a big help. Particular pieces of information on Eador can be very difficult to find!
dasdsad

Ответов: 12
Просмотров: 27540
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Ср Авг 12, 2015 16:22   Тeмa: New Horizons v15.0427 ENG v2.4 RELEASE

Thank you, bavarian kid. That's a big help. Smile

This isn't directly relevant, but since this thread is active:

Does anyone know anything about glory? What does it do? How much do I need and what for? For that matter I can ask the latter question again about astral energy.

Basically, I don't want to miss out on an ending or something due to insufficient glory\astral energy.
dasdsad

Ответов: 12
Просмотров: 27540
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Вт Авг 11, 2015 18:00   Тeмa: New Horizons v15.0427 ENG v2.4 RELEASE

Your speedy reply is appreciated. The people on this forum seem very nice Smile

"Campaign has better bonuses and energy progression, that helps a lot"

I didn't know New Horizons did anything to the astral map.

So, specifically speaking about the campaign, would you say it's easier?

"Boons tables are over there. I don't think there is eadoropedia generated for the last english version, but maybe someone has one. "

Thank you, the tables are pretty useful. The only thing is that they don't provide any text on what the spells and abilities actually do. Knowing the power modifier for a spell without knowing what the spell actually does is a bit lacking.

Thank you for the help so far.
Page 1 of 2
На страницу 1, 2  След.
Часовой пояс: GMT +3:00

 
на Главную Форума - back to Forum Indexна Главную Форума - back to Forum Indexна Главную Форума - back to Forum Indexна Главную Форума - back to Forum Index Eador. The Genesis. Encyclopedia на Главную Форума - back to Forum Indexна Главную Форума - back to Forum Indexна Главную Форума - back to Forum Index