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Thread: Need help with critter modding | |
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Fargol
Tavern Dweller
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posted June 09, 2006 03:13 PM |
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Need help with critter modding
OK, I can load the pak file into winzip and extract whatever I want, then open it in Notepad and fiddle. That much is fine.
However I can't seem to find the specific file for a creature. For example, I found like 14 files for the Battle Unicorn under Characters/Creatures/Preserve, but none of them seem to have the actual stats for the BU.
Any help appreciated.
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millsy
Tavern Dweller
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posted June 22, 2006 02:13 PM |
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they are there and they are simply moddable, for example i have had some 30 att 30 def 1000hp scouts running around.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted June 22, 2006 05:59 PM |
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Hmmm ... What program will I need to open a .XDB file?
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Zeldor
Known Hero
The Bringer of Pestilence
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posted June 22, 2006 06:31 PM |
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Notepad Or any other text editor.
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Millsy
Tavern Dweller
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posted June 23, 2006 02:31 AM |
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one thing i and my friends would love to know about is how to increase the number of units that appear in larger multiplayer maps.
We would like to have some harder battles later on rather than just scores of "sev" archangels/devils/whatever.
I cant find the entry anywhere.
I havnt looked TOO deeply into the xml of the maps themselves, I'll do that today, but the things Ive noticed suggest that what I want done are near impossible without changing the map's coding. This is suggested by the "TIER_(1-7)_CREATURE)" mapobjects lack of enumeration.
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millsy
Tavern Dweller
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posted June 23, 2006 03:31 AM |
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a quick update on this search.
within the \data\gamemechanics\rpgstats\defaultstats.xdb you can find the entry <respawn> which offers the following entries:
<MonstersMin></MonstersMin>
<MonstersMax></MonstersMax>
modifying those will result in modified spawns of random creatures. I havnt figured how to get it tier specific yet however. What Im aiming for is to mildly increase the spawn of lower level creatures (eg multiply current spawn rates of tier 1 creatures by 20%) and drastically increase the spawn of later level creatures (eg by 300%), with a continuum.
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Zeldor
Known Hero
The Bringer of Pestilence
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posted June 23, 2006 04:09 AM |
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To maker harder maps you need to wait for map editor. And as for week creature span dependant on time passed... I think that it is indeed a good idea, but probably hard to make.
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sfidanza
Promising
Supreme Hero
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posted June 24, 2006 03:20 PM |
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It could be that MonstersMin/MonstersMax apply to tier 7, and MonsterDowngradeMult is the multiplier for lower tier.
So starting from 2-3, with MonsterDowngradeMult=2, it would give the values:
- Tier 6: 4-6
- Tier 5: 8-12
- Tier 4: 16-24
- Tier 3: 32-48
- Tier 2: 64-96
- Tier 1: 128-192
Would that be what possible with your experience while playing?
I'm not sure of what to make of MonsterDowngradeProb (0.05), though.
Anyway, if that assumption is correct, you can achieve what you want by boosting MonstersMin/MonstersMax, and reducing MonsterDowngradeMult.
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millsy
Tavern Dweller
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posted June 25, 2006 03:43 PM |
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that doesnt seem to fit. as near as i can tell monsters min/max correlates to a multiplier of weekly growth making for example the initial spawn of scouts on the map being random within the range of 14-21 (which seems to fit) and also for peasants spawning with numbers between 44 and 66.
I've done some further testing:
<MonsterDowngradeProb>0.05</MonsterDowngradeProb>
- this refers to a 5% chance of any randomly spawned unit (eg a RANDOM_MONSTER_L5 object in a map.xdb file) being spawned as a lower tier.
<MonsterDowngradeMult>2</MonsterDowngradeMult>
- when it does randomly spawn as a lower tier, it will have 2 times as many units as otherwise specified in monstersmin/max
<MonsterProbabilityPerCell>0.002</MonsterProbabilityPerCell>
- i havnt tested this one but I assume it refers to the chance of a "week of xxx" creature spawning in any given cell of the map
<MonstersRandomUpgradeSub>0.3</MonstersRandomUpgradeSub>
- I believe this line sets the chance that a unit will appear as the upgraded version of the same tier. if it triggers, less units will appear than normal which seems to be based upon some kind of inversion of the <MonsterDowngradeMult>
I hope this helps to explain some of these lines as far as I've figured.
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millsy
Tavern Dweller
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posted June 25, 2006 03:53 PM |
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Edited by millsy at 16:05, 25 Jun 2006.
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A quick update, Ive found the lines I'm looking for to accomplish a facsimile of what I'm trying to achieve.
By changing
<WeeklyGrowCoefs>
<Item>1.09</Item>
<Item>1.1</Item>
<Item>1.11</Item>
</WeeklyGrowCoefs>
(which i am assuming refer to the different difficulty settings)
to numbers like 1.4 - 1.8.
lets say its set to 1.5 (50% increase per week per stack). a stack of 6 units (eg dragons) will progress:
1st week: 6
2nd: 9
3rd: 13
4th: 19
5th: 29
6th: 43
7th: 64
8th: 96
so by the end of the 2nd month you're looking at taking on a hoard of tier 7's. rough, but not impossible.
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sfidanza
Promising
Supreme Hero
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posted December 07, 2006 08:42 AM |
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Mods are loaded on game start. The files' timestamp is used to determine which file to use, so if you installed a patch after making your mod, that likely is the problem. The solution is easy: update the modification date of the files in your mod and it will work again.
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