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Old February 16th, 2007, 08:57 AM
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Edi Edi is offline
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Default Re: Dom3 DB: Magic Sites, Forts and Poptypes

Couple of weeks. Next entry to be added is #1476 or something like that. After I've got all the elemental data on the units, I'm going to have to craft the display page which will show everything as it appears in the game, and getting all of those formulas right will take another few days. I'll also need to craft categorized display pages to show pretenders, national units, indies, site recruitables and summons.

It's more work in the short term, but the long term results are that anyone who wants to make a mod can simply alter a single number in the elemental unit, weapons and armor tables and see the final results immediately in the unit display page. So taking a look at the effects of the new mod will just need saving the DB as a different file and then comparison will be easy.

Edi
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Old February 16th, 2007, 10:38 AM
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Default Re: Dom3 DB: Magic Sites, Forts and Poptypes

Thanks for than answer Edi.

By the way you're describing the display page, did you get as far as having the units images ?
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Old February 16th, 2007, 10:58 AM
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Edi Edi is offline
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Default Re: Dom3 DB: Magic Sites, Forts and Poptypes

No. The image files will have to be somebody else's project.

The display page means showing the stats as they appear. As we all know, stats are affected by armor, weapons and other such. So the elemental stats page has the base stats of a unit unaffected by anything. The display page will use formulas to retrieve the data from the base stats page and modify them with weapons and armor modifiers retrieved from weapons and armor pages.

E.g. most human infantry looks like
10, 0, 10, 10, 3, 10, 10, 10, 10, 2/12,

but when you add in armor and weapons (e.g. plate hauberk, halfhelmet, short sword and shield), it will become something like
10, 15, 10, 10, 6, 10, 10, 11, 10, 2/8

where those stats are hp, prot, morale, magic resistance, encumbrance, str, att, def, prec, mapmove and AP.

I'd still need the actual formula for calculating overall protection for that reason or the creatures with base prot greater than 0 will show up wrong, and resource values are likely to be unmodified, without base resource cost showing. I haven't worked out the ressize modifiers to resource costs, so the Weapons and armor rescosts in the already released document are those for size 2 units. Most units have a base rescost of 1 anyway, regardless of size.

Edi
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