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Re: The problem of low hit points on humans
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WTF? It also says a lot about the intelligence of such a person. If I actually had a copy of the full game (pirated or not) why would I be asking Endoperez and others for more photos of units that interest me--and ask other questions that clearly indicate that I do not know what happens in late-game? But then I suppose behind the veil of anonymity online, you can throw out any kind of scurrilous accusations about someone, because you are not accountable. |
Re: The problem of low hit points on humans
Endoperez,
I don't mind an HP boost via additional levels; in fact, I have already thrown out that suggestion. Since you have broached the topic of what is possible and what is not possible in terms of modding, can base unit stats be easily modded by a computer illiterate like me? |
Re: Extra starting experience would make sense...
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Re: Extra starting experience would make sense...
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Re: The problem of low hit points on humans
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Beyond that... The veil of anonymity is also a great way for someone with an illegal copy of the game to go unnoticed, and in this case make do without a manual. Also, since the manual is one of the selling points of this game, I could see why we would not want to make manual knowledge available to those who don't pay for it. Also, did you consider that option that Arralen just didn't see the part where you had no manual (and maybe even felt a bit upset at how lazy you are not checking the manual http://forum.shrapnelgames.com/image...ies/tongue.gif) Either way I don't see why you have to get so upset, you did get your answer after all, and considering how you are just another anonymous person over here, there's no reason not to be suspicious. Other than being curteous to other people. |
Re: Extra starting experience would make sense...
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Re: Extra starting experience would make sense...
Moddable xp effects would be good and please everyone (as it gives freedom to add more hp or other stats or not, or even reduce some actual effects if a modder want, and this in a mod far easier to do than one changing the base stats of dozens of units) it's in good place in my wishlist of mod commands.
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Re: What about luck?
How much variety in hp is there really in real life? If your head is cut off you die. If you take an arrow in the lung then in real life you're not fighting any more, no matter how big and tough you are.
But I agree that human heroes need a boost. If some heroes had "super-luck" (80% or higher even)then that alone would greatly improve their survivability, and still be in character. "Whether it is the favour of his God, the Fates, or the universe itself, X has an uncanny ability to trip over just as the fatal blow slices through the space where his head was moments before." |
Re: What about luck?
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I know a guy in rl who feels almost no pain, I don't know how you could really model this into an mmorpg but a guy like that would certainly be combat-capable a _LOT_ longer than the average guy. Then come blunt weapons, physical size helps a LOT against blunt weapons. Whereas a small guy fractures a bone a really big guy is hardly even hurt. Piercing weapons? You need to pierce a LOT further on a 110kg Conan compared to a 45kg geek - again more durability. Sharp cutting edges, even on those you need considerably more force to cut 'all the way to the bone' if there's triple the amount of flesh in the way. The smaller it is, the easier it is to kill. I'd BET there's differences of hundreds of percentages when it comes to survibability from trauma when it comes to humans. Actually no need to bet on that, everyone knows that. So back to your questions: Quote:
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Re: The problem of low hit points on humans
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1) select the correct unit 2) change the things you want 3) deselect the unit In this case, it'd be just the matter of writing: #selectmonster "Black Lord" #hp 20 #end into a valid mod file. A valid mod file is a text file with ".dm" ending instead of ".txt", and at least line #modname "Something". To change Ulmish infantry units, you can't use just their name, as they all have the same name. You have to use their unit id number. You can see this number by pressing Shift+i (I) while viewing a unit's description. To change the hp of all MA Ulm's infantry, you'd have to change hps of units 67, 68, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80. Demo doesn't support mods, and the modding.pdf only comes with the full version. All existing modding commands are described in there. If there's no command, you can't add or change the ability. |
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