.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 2: The Ascension Wars (http://forum.shrapnelgames.com/forumdisplay.php?f=55)
-   -   PrePatch 2.07 bugfix mod (http://forum.shrapnelgames.com/showthread.php?t=17774)

Saber Cherry February 11th, 2004 05:23 AM

PrePatch 2.07 bugfix mod
 
I scanned through the known bugs that can be corrected with the current modding tools, and made a mod that corrects them. You can download it here.

I tried to make it fairly objective and limit it to things that were unquestionable, but if you have questions - or additional additions - please voice them! Hopefully it will be rendered obselete soon, but until then...

EDIT: I did not include the Caelum cold fix mod, so that will have to be enabled independantly.

Contents:

#modname "PrePatch 2.07"
#description "Fixes some bugs in unit data."
#icon "./cherrydata/prepatch207.tga"
#Version 1.00
#domVersion 2.06
-- by Saber Cherry


#selectmonster 105
-- XXX name "Druid"
#weapon "Quarterstaff"
#end

#selectmonster 552
-- XXX name "Animist"
#weapon "Quarterstaff"
#end

#selectmonster 249
-- XXX name "Crone"
#weapon "Stick"
#end

#selectmonster 846
-- XXX name "Great Warlock"
#weapon "Quarterstaff"
#end

#selectmonster 950
-- XXX name "Volva"
#weapon "Quarterstaff"
#end

#selectmonster 699
-- XXX name "Cataphract Commander"
#prot 3
#end

#selectmonster 698
-- XXX name "Centaur Cataphract"
#prot 3
#end

#selectmonster 582
-- XXX name "Blind One"
#holy
#end

#selectmonster 977
-- XXX name "Grand Thaumaturg"
#weapon "Quarterstaff"
#end

#selectmonster 576
#name "Amber Clan Priest"
#holy
#end

#selectmonster 365
-- XXX name "Centaur Chariot"
#weapon "Short Sword"
#weapon "Spear"
#att 14
#end
-- needs ambidextrity

#selectmonster 396
-- XXX name "Revenant"
#neednoteat
#end

#selectmonster 1016
-- XXX name "Commander of Ulm"
#weapon "Broad Sword"
#end

#selectmonster 232
-- XXX name "Cataphract Commander"
#prot 3
#end

#selectmonster 233
-- XXX name "Centaur Cataphract"
#prot 3
#end

#selectmonster 830
-- XXX name "Serpent Acolyte"
#poisonresist 75
#end

#selectmonster 943
-- XXX name "Immortal"
#att 15
#weapon 344
#weapon 345
#end
-- in this order, giving a shield replaces the flyswatter, not the sword.

#selectmonster 432
-- XXX name "Atlantian Scout"
#prot 2
#end

#selectmonster 504
-- XXX name "Falchioneer"
#att 11
#end
-- needs ambidextrity

#selectmonster 969
#name "Hybrid Clubber"
#att 11
#end
-- needs ambidextrity

#selectmonster 970
#name "Hybrid Trooper"
#att 14
#end
-- needs ambidextrity

#selectmonster 842
-- XXX name "Jotun Hirdman"
#armor "Chain Mail Hauberk"
#end

#selectmonster 892
-- XXX name "Witch Doctor"
#weapon "Quarterstaff"
#end

#selectmonster 893
-- XXX name "Sorcerer"
#weapon "Quarterstaff"
#end

#selectmonster 894
-- XXX name "Black Sorcerer"
#weapon 42
#end
-- the 1-h bane blade

#selectmonster 132
-- XXX name "Iceclad"
#gcost 16
#hp 10
#str 10
#end
-- These changes are because it should
-- (according to the Spire Horn description)
-- be based on a Spire Horn warrior.
-- The increased stats necessitate a gold cost increase.

#selectmonster 1020
-- XXX name "Ghoul Guardian"
#armor "Full Plate of Ulm"
#armor "Full Helmet"
#end
-- Ulm guardians have this equipment

#selectmonster 15
-- XXX name "Hypaspist Commander"
#rcost 21
#end
-- Hypaspists had an incorrect resource cost,
-- compared to other units with plate cuirasses

#selectmonster 16
-- XXX name "Hypaspist"
#rcost 21
#end

#end


-Cherry

[ February 13, 2004, 00:01: Message edited by: Saber Cherry ]

Saber Cherry February 11th, 2004 05:54 AM

Re: PrePatch 2.07 bugfix mod
 
Note - if you want to see the exact effects of the mod, add the following to the bottom of the .dm file, and start a new game as Ulm, then look at the units.

add to bottom of .dm file to test the mod:

#selectnation 4
#name "Bugfix Land"
#descr "Tests some new debugged units."
#summary "Various units."
#brief "Test."
#color 0.3 0.8 0.2
#clearrec

#addrecunit 1

#addreccom 105
#addreccom 552
#addreccom 249
#addreccom 846
#addreccom 950
#addreccom 699
#addreccom 698
#addreccom 582
#addreccom 977
#addreccom 576
#addreccom 365
#addreccom 396
#addreccom 1016
#addreccom 232
#addreccom 233
#addreccom 830
#addreccom 943
#addreccom 432
#addreccom 504
#addreccom 969
#addreccom 970
#addreccom 842
#addreccom 892
#addreccom 893
#addreccom 894
#addreccom 132
#addreccom 1020
#addreccom 15
#addreccom 16


#nothemes
#defcom1 1
#defcom2 1
#defunit1 1
#defunit2 1
#defmult1 3
#startcom 1
#startunittype 1
#startunitnbrs 20
#clearsites
#startsite "Mineral Cave"
#end

#end

PvK February 11th, 2004 06:04 AM

Re: PrePatch 2.07 bugfix mod
 
Awesome, Cherry!

Argitoth February 11th, 2004 06:29 AM

Re: PrePatch 2.07 bugfix mod
 
I don't get it. You have comments like "Needs ambidexterity". Does that mean those units STILL do not have ambidexterity? I never knew they needed a fix.

Saber Cherry February 11th, 2004 06:35 AM

Re: PrePatch 2.07 bugfix mod
 
Quote:

Originally posted by Argitoth:
I don't get it. You have comments like "Needs ambidexterity". Does that mean those units STILL do not have ambidexterity? I never knew they needed a fix.
<font size="2" face="sans-serif, arial, verdana">Yes. Or they need more ambidextrity, but you cannot set it with the current modding tools. Actually, the hybrids do not need ambidextrity, but "tentacle" needs to be classified as using 0 hands, not 1 hand. The mod just increases their attack instead, but it's not quite the same.

Also, I did not make Ermor unholy units sacred (there are a lot of them) because I'm not sure they are supposed to be sacred.

[ February 11, 2004, 04:38: Message edited by: Saber Cherry ]

Saber Cherry February 11th, 2004 07:40 PM

Re: PrePatch 2.07 bugfix mod
 
Updated to Version 2.071. You can get it here:

http://www.geocities.com/saber_marionette_cherry/
And please, if you notice any unit-stat errors, post them here!

Additions:

The crone is the ***** Queen's shift-form. And Crystal Mages are obviously not holding a quarterstaff; it looks like a sceptre or wand.


#selectmonster 340
-- XXX name "Crystal Mage"
#weapon "Magic Sceptre"
#end

#selectmonster 402
-- XXX name "Crone"
#weapon "Stick"
#end

#selectmonster 557
-- XXX name "Harab Seraphine"
#weapon "Ice Rod"
#end
-- looks much more like an ice rod than a knife...
-- but also seems to be holding two weapons...


[ February 11, 2004, 17:41: Message edited by: Saber Cherry ]

Saber Cherry February 11th, 2004 09:16 PM

Re: PrePatch 2.07 bugfix mod
 
Updated to 2.072. Grab it here:

http://www.geocities.com/saber_marionette_cherry/

Sorry for the rapidfire updates! This will be the final Version unless somebody mentions another problem.

Most mounted units with lances had the order of their weapons switched. Originally, if you gave them a magic shield, it would take away their primary weapon (broadsword, hammer, morningstar, etc). With the weapon order changed, giving them a magic shield correctly replaces their existing shield but does not remove any weapons. This is strongly suggested if you ever use lance-wielding commanders!

I also included a test-Version of the mod in the zip so you can see all the affected units.

Additions:

-- The following are mounted commanders with lances.
-- Their weapons were re-ordered so that giving them
-- a magic shield does not remove their primary weapon.

#selectmonster 23
-- name "Knight Commander"
#weapon "Hammer"
#weapon "Lance"
#weapon 56
#end

#selectmonster 58
-- XXX name "Knight of the Stone"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 56
#end

#selectmonster 70
-- XXX name "Black Lord"
#weapon "Morningstar"
#weapon "Lance"
#weapon 56
#end

#selectmonster 440
-- XXX name "Paladin"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 56
#end

#selectmonster 793
-- XXX name "Prince General"
#weapon "Falchion"
#weapon "Lance"
#weapon 56
#end

#selectmonster 182
-- XXX name "Wraith Lord"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 56
#end

#selectmonster 293
-- name "Mercenary Captain"
#weapon "Morningstar"
#weapon "Lance"
#weapon 56
#end

#selectmonster 376
-- XXX name "Green Knight"
#weapon "Broad Sword"
#weapon "Lance"
#weapon "Alicorn"
#end

#selectmonster 391
-- XXX name "Grey Lord"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 56
#end

#selectmonster 489
-- XXX name "Demon Knight"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 56
#end

#selectmonster 738
-- XXX name "Black Templar"
#weapon "Morningstar"
#weapon "Lance"
#weapon 56
#end

#selectmonster 930
-- XXX name "Khan"
#weapon "Falchion"
#weapon "Lance"
#weapon 56
#end

Tricon February 11th, 2004 10:33 PM

Re: PrePatch 2.07 bugfix mod
 
Thank you, Cherry.

At least now I know I'm not (that)crazy.

Saber Cherry February 12th, 2004 06:43 PM

Re: PrePatch 2.07 bugfix mod
 
(bump)

PvK February 13th, 2004 01:51 AM

Re: PrePatch 2.07 bugfix mod
 
What happens if you give the new knights a magic weapon?

PvK

February 13th, 2004 01:54 AM

Re: PrePatch 2.07 bugfix mod
 
I replaces their sword same as normal.

Saber Cherry February 13th, 2004 01:58 AM

Re: PrePatch 2.07 bugfix mod
 
Quote:

Originally posted by PvK:
What happens if you give the new knights a magic weapon?

PvK

<font size="2" face="sans-serif, arial, verdana">You get Magic Knights Rayearth!

...er, no, maybe Zen's answer was more accurate.

Norfleet February 13th, 2004 03:57 AM

Re: PrePatch 2.07 bugfix mod
 
Quote:

Originally posted by Saber Cherry:
You get Magic Knights Rayearth!

<font size="2" face="sans-serif, arial, verdana">I've never seen them. Are they like the Eternal Knights?

Saber Cherry February 13th, 2004 04:14 AM

Re: PrePatch 2.07 bugfix mod
 
Well, they're not mercenaries. And they're much more powerful, and cuter. They also have giant robots...

-Cherry

February 13th, 2004 04:17 AM

Re: PrePatch 2.07 bugfix mod
 
Urg! Anime explosion. Huge eyes, pointy ears ... anatomically impossible ... chicks who giggle.

Reminds me of someone ... hmmm.

Norfleet February 13th, 2004 06:17 AM

Re: PrePatch 2.07 bugfix mod
 
Quote:

Originally posted by Zen:
Urg! Anime explosion. Huge eyes, pointy ears ... anatomically impossible ... chicks who giggle.

Reminds me of someone ... hmmm.

<font size="2" face="sans-serif, arial, verdana">Sheesh. With eyes that big, you'd pick up a "lost the eye" affliction the first time you got hit. That can't be a good thing.

Saber Cherry February 13th, 2004 06:30 AM

Re: PrePatch 2.07 bugfix mod
 
Well, see, they have size 20 bodyguards and protection 100 powered armor. But really the strange moves that confuse their opponents are crucial in avoiding eye-loss http://forum.shrapnelgames.com/images/icons/icon10.gif

Edit: http://forum.shrapnelgames.com/images/icons/icon9.gif They won't show from links. You have to manually paste the url into the browser address bar...

[ February 13, 2004, 04:35: Message edited by: Saber Cherry ]

Saber Cherry February 14th, 2004 08:17 AM

Re: PrePatch 2.07 bugfix mod
 
Prepatch v2.073 is up.

Additions: New units above 1000 (from the 2.06 patch) had their lance / primary weapon order swapped, to sidestep the previously mentioned shield bug. Also, a few other non-commanders had them swapped in case they were Gift of Reasoned. All commanders and most non-commanders with lances now work correctly.

Again, a bugfix test mod is included so you can see all the units that were changed. However, viewing it will show you some of the new units from patch 2.06 that you may not have seen before, and ruin the surprise. So if you don't want that to happen, don't look at the bugfix test mod, and just use the PrePatch2.073 mod.

-Cherry


All times are GMT -4. The time now is 06:08 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.