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-   -   calling new modders (http://forum.shrapnelgames.com/showthread.php?t=44454)

Squirrelloid December 10th, 2009 05:30 PM

Re: calling new modders
 
Just CBM 1.6... Well, I can look...

Don't see any #newsites in CBM.

Stavis_L December 11th, 2009 09:25 AM

Re: calling new modders
 
Quote:

Originally Posted by Squirrelloid (Post 721295)
Stavis: your Azgeth mod caused the game to crash due to 'bad start site #'

I tried running it with CBM, which may have been the problem, but I didn't think CBM changed many site #s...

Can you refer to sites by name, or does it require site# input? I can go look those up...

Ok, so, I briefly plugged in the mod last night (and noticed I forgot to add a #descr for the nation) but (with all other mods disabled) it did not throw any bad start site errors. I did notice there was an extra "Azgeth" folder in the zip - just make sure the .dm is in the mods folder, and the "Azgeth" folder containing the 2 images is also in the mods folder.

I didn't have time to try it with CBM also enabled, so I can only assume there is a conflict, though I tried to choose numbers that didn't match the ranges that CBM uses.

In any case, for me at least, you get the expected recruitable roster, sites (including the new one), and starting troops.

If I get a chance, I'll see if I can determine what the conflict is, but I can't promise anything soon as I'm quite busy with "real life" :sick: at the moment.

Stavis_L December 12th, 2009 02:22 PM

Re: calling new modders
 
1 Attachment(s)
Quote:

Originally Posted by Stavis_L (Post 721431)
Quote:

Originally Posted by Squirrelloid (Post 721295)
Stavis: your Azgeth mod caused the game to crash due to 'bad start site #'

I tried running it with CBM, which may have been the problem, but I didn't think CBM changed many site #s...

Can you refer to sites by name, or does it require site# input? I can go look those up...

Ok, so, I briefly plugged in the mod last night (and noticed I forgot to add a #descr for the nation) but (with all other mods disabled) it did not throw any bad start site errors. I did notice there was an extra "Azgeth" folder in the zip - just make sure the .dm is in the mods folder, and the "Azgeth" folder containing the 2 images is also in the mods folder.

I didn't have time to try it with CBM also enabled, so I can only assume there is a conflict, though I tried to choose numbers that didn't match the ranges that CBM uses.

Ok, so it's a conflict with CBM 1.6 I had looked in Gregstrom's cross reference, and I guess it hasn't been updated since CBM 1.5 (or I haven't re-downloaded, or I'm just blind, always possible :) )

Anyway, the conflict is because of this in CBM 1.6:

--Man ME

#newsite 800
#name "Forest of Avalon "
#homemon 64
#gems 6 3
#path 6
#end

#selectnation 30
#addreccom 212
#addrecunit 65
#clearsites
#startsite "Forest of Avalon "
#startsite "Tower of Avalon"
#end

I've updated the Azgeth mod code to use a different site (801), and also updated the unit numbers (now using 3000-3009), since that range overlaps this mod too. I also fixed an issue with the pretender based heroes showing up in the pretender list.

I *think* it's all working now, but I haven't really put it through its paces, and probably won't soon.

Sombre December 14th, 2009 08:59 AM

Re: calling new modders
 
Quote:

Originally Posted by Gandalf Parker (Post 721059)
Maybe armies but it might end up forging lots of equipment and decking out thugs.

I've never seen an AI created thug that worked (as in, did more than kill a handful of troops then die horribly and give you the items). Has anyone?

Gandalf Parker December 14th, 2009 09:31 AM

Re: calling new modders
 
If it concentrates on thug tactics it still might be an irritant. Besides it rarely gives equipment that is anything to drool over.

I was thinking of maybe giving it trolls and cavemen. And any type of thuggy commander with low leadership so it ends up with lots of commanders that have lots of slots free in case that makes a difference in its "thinking". I seem to be seeing it that way with the mage-only junk nation but since it seems to assign equipment differently for mages Id still like to see late-game for a thug-only nation.

I think there are already some thug-type nations modded. I could just test those in some automatic games against the built-in nations on AI to see if they do better or worse. But I figure Id try some "pure" junk nations first with nothing but (in this case thugs) to see how it goes. I was going to test some of the modded nations we have later on when I have an idea of what is desirable.

Foodstamp December 14th, 2009 10:02 AM

Re: calling new modders
 
The best way I have found to make AI thugs is to modify their stats as if they were equipped with the desired gear, then if desired you can set them to 0 item slots.

For instance, instead of using map commanders to give the thug "Full Steel Plate"

Use a mod command to give the modified thug #armor "Full Steel Plate".

Then set the item slots to 0 and if desired give them #onebattlespell (Whatever) + things like fireshield etc. to simulate effects from the items.

Sombre December 14th, 2009 10:12 AM

Re: calling new modders
 
Oh I definitely agree - you could give the AI some pretty nasty thugs that they'd use, via mod commands.

I don't think they'd be interesting to play against, but it would be easy to do. I mean we'd be talking a fireshielded guy with a frost brand weapon, awesome armour, awesome shield, the entangle effect, superb mr and most important, big built in reinvig. Then you just have them as a summon or a commander recruit for the AI and have them onebattlespell berserk to make sure they actually do something as opposed to hiding behind troops or spamming vine arrow or something.

Foodstamp December 14th, 2009 12:58 PM

Re: calling new modders
 
Yup. I think in order to make them challenging at all you would need to ensure the AI has and can replenish them from the get go, and make a variety of them so there is some surprise concerning what you will be facing.


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