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-   -   ABM (if I can figure out how to make that work ). (http://forum.shrapnelgames.com/showthread.php?t=42435)

Gregstrom March 6th, 2009 03:29 PM

Re: ChrisCBM1.482
 
I think it'd need to be something like Blood 4-5 to be a serious discouragement. B2 is fairly common for Blood nations, and forging 2 boosters isn't a serious cost. At B4, the cost would be 41 gems for the first 13 bone fiends (2x boosters, hammer), and then 3 for every 13 thereafter.

How about getting something like 8 fiends for 3 gems?

Maybe drop the MR on the bone fiends, to weaken them against banish?

chrispedersen March 6th, 2009 03:56 PM

Re: ChrisCBM1.482
 
I think they have too many hit points to make the MR change effective.

CBM lowered the hp for skels etc to 4 (from 5) as I recall for the same balance reasons. Fiends (from memory ) are up in the 13-19 point range - so they will generally take 2-3 banishes connecting to destroy them. Which is probably 4-5 after you take into effect missing.

Perhaps 6 bone fiends for 3 slaves. The balance comes in that there are so many demands for mictlans commanders time.

I like the number 6 as well.. seems themeatic.

chrispedersen March 6th, 2009 11:16 PM

Re: ChrisCBM1.482
 
Llama, Qm.

I have started modularizing this. But I run into a problem, I don't know the answers to.

I have a bunch of changes grouped into what I call CBMChanges.dm
However, is there anyway to make sure it gets applied.

In other words, suppose

CBM.dm
#select... Scorpion King
#descr "This hsa a tpyo"
#gcost 10
#end

CBMfix.dm
#descr "This has a typo"
#gcost 15
#end


Does this work...? Isn't it fairly subject to load order? And how would dominions determine?

Idea: Lch has written a module that reports on module numbers. Is there any way someone could make a .dm patcher or compiler?

What the compiler would do is assemble one .dm file from several components. So for example, if you wanted to use CBM with my ABM[Age] - the compiler would have you load the first module, and then apply the patches to make a CBM+Age.dm.

lch March 6th, 2009 11:36 PM

Re: ChrisCBM1.482
 
As llama already wrote a couple of pages back, no, the loading sequence of mods isn't going to be enforceable by you. I'd suppose that it depends on the file system which mod gets loaded first, depending on its inode or file creation timestamp.

Sombre March 7th, 2009 07:22 AM

Re: ChrisCBM1.482
 
The load order is decided by the order the mods are enabled in preferences though, so if you tell people clearly that should work.

Endoperez March 7th, 2009 10:01 AM

Re: ChrisCBM1.482
 
Quote:

Originally Posted by Sombre (Post 678597)
The load order is decided by the order the mods are enabled in preferences

This order is pretty obscure, though. It can be really difficult to change if the order is wrong. IIRC, when I tested it I had to move all .dm files away from the /mods/, then put in the mod I wanted to make first, and then put the mods back.

It might be easier to ensure that your mod is loaded last, but I have never tried that.

Sombre March 7th, 2009 11:26 AM

Re: ChrisCBM1.482
 
I thought it was simple,.. the order you actually click to enable them is the order they are loaded.

JimMorrison March 7th, 2009 04:26 PM

Re: ChrisCBM1.482
 
And this thread is sill titled ChrisCBM, not ABM. :p

pyg March 10th, 2009 03:25 PM

Re: ChrisCBM1.482
 
Quote:

Originally Posted by chrispedersen (Post 678565)
Llama, Qm.

I have started modularizing this. But I run into a problem, I don't know the answers to.

I have a bunch of changes grouped into what I call CBMChanges.dm
However, is there anyway to make sure it gets applied.

...snipped...

What the compiler would do is assemble one .dm file from several components. So for example, if you wanted to use CBM with my ABM[Age] - the compiler would have you load the first module, and then apply the patches to make a CBM+Age.dm.

I'm posting in this thread to answer your question in this one.

Yes, DMG will do what you want here because it can put multiple mods together as one and the order which you add .dm files to the mod is the order they end up in the mod. It is not well tested yet so it may take additional work to ensure it does everything correctly.


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