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Thread: Two questions (Boost & Script) | |
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ZombieLord
Promising
Famous Hero
that wants your brainz...
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posted November 23, 2006 04:25 PM |
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Two questions (Boost & Script)
Hi all,
I have two questions and I hope you'll be able to answer them:
1.How can I modify a building so that it boosts the weekly growth of a creature?
ex: how can I make the Forlorn Hall boost +20 skeletons per week (like the Unearthed Greaves does to boost +6)
also, is it possible to modify the growth multiplicator of the citadel/castle? (1.5 and 2.0 respectively)
and no, I'm not a newbie, so I know how to open paks, edit .xdb files, but I simply can't find the 6 value or something special in the Unearthed Greaves building... I'm simply stuck
2.I have a map with a script that gives experience to all active player's heroes and all heroes hired at the tavern, so that each hero has at least a certain level. When I played the map with Single Player->Custom Game, it worked fine, but at Multiplayer it simply ignores the script. I opened the console and it says: "Warning: scripts are not allowed"
Then why in the Script Functions manual, at some of the functions it says: "This works only in single player". That means the scripts work in multiplayer, too, right? Or did I miss something...
Thank you very much
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Genkaku
Hired Hero
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posted November 23, 2006 07:04 PM |
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Edited by Genkaku at 19:23, 23 Nov 2006.
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For the 2 point I can tell you that :
Yes ! scripts are not working in multiplayer !
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ZombieLord
Promising
Famous Hero
that wants your brainz...
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posted November 23, 2006 07:14 PM |
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Quote: For the 2 point I can tell you that :
Yes ! scripts are not working in multiplayer !
Too bad
Is there any alternative way to have a minimum level on a map?
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Genkaku
Hired Hero
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posted November 23, 2006 07:23 PM |
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About the 1-st point:
I haven't found what you're looking for(it seems a part of the game mechanics are coded in the h5.exe)but you can modify the overall growth from here
data.pak\GameMechanics\Creature\Creatures\Necropolis\Skeleton.xdb
hope it helps!
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Genkaku
Hired Hero
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posted November 23, 2006 07:30 PM |
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There is something that you use ! but it works only fo add-on!
I'm thinking about a hero to every player that the Mentoring perk .
And to set an objective for each player to not loose taht hero.
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ZombieLord
Promising
Famous Hero
that wants your brainz...
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posted November 23, 2006 07:38 PM |
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Quote: About the 1-st point:
I haven't found what you're looking for(it seems a part of the game mechanics are coded in the h5.exe)but you can modify the overall growth from here
data.pak\GameMechanics\Creature\Creatures\Necropolis\Skeleton.xdb
hope it helps!
That's great, but it has one problem: it will modify various mechanics, like the numbers of the neutral creatures or the spellpower of certain units (i know, the skeletons don't have spellpower, but it wasn't only for skeletons; that was just an example)
I want to do this because the lower tier creatures are so weaker than the higher tier ones. (26 skeleton archers are even weaker than ONE wight!)
I was hoping to boost the growth of the all lower tier creatures when you place a high tier building (ex: when you place the Vampire Mansion, it will boost the growth rate for Skeletons, Zombies and Ghosts)
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TheDeath
Responsible
Undefeatable Hero
with serious business
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posted November 23, 2006 08:17 PM |
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Just came here (in this community) for the first time and found this post
Quote: That's great, but it has one problem: it will modify various mechanics, like the numbers of the neutral creatures or the spellpower of certain units (i know, the skeletons don't have spellpower, but it wasn't only for skeletons; that was just an example)
I want to do this because the lower tier creatures are so weaker than the higher tier ones. (26 skeleton archers are even weaker than ONE wight!)
I was thinking about the same thing -- higher level creatures are WAY more favored in this game, and it simply sucks because it kinda "forces" me to necessarily use them ALWAYS (i.e same "army generation" strategy all over again). This is because, gold is NO PROBLEM at all. If you count a bit, even with the castle standin' around to boost growth, it's pretty easy to notice that the Gold income (with a Capitol, of course, what kind of good-strategist wouldn't put it early in the game?) per week is greater than the cost of ALL the creatures (tier 1 through tier 6). Remember we're talking with a Castle. Only the tier 7 creatures can actually spend my gold for good use (i.e that's army generation). With tier 7 you can expect the cost to be beyond the town's budget, but it still sucks, as it limits me to ALWAYS buy tier 7 creatures; otherwise I have not spent all my gold and I'm weak from a strategic point of view.
Lower level tiers are way too defavorized in terms of growth (very few growth, that is). The simplest example is the Dungeon's Blood Maiden -- you have FEWER growth than Minotaurs, who are EVEN stronger (cost more). This ain't fair!
Ok, enough babble. I was trying to modify those ".xdbs" to make the growth "fair", but then realized the neutrals were so "throng-ish", the hero's starting army quite large, and various other parameters (like weakened spellpower, as you said).
What really frustrates me is the fact that, for the AI, you CAN modify the growth without any trouble, and without modifying the overall game mechanics (you just modify the "DefaultStats.xdb" in "GameMechanics\RPGStats", somewhere along the difficulties you'll encounter "easy" with a 0.5 overall growth). However this solution is not perfect (for me) since it would also boost higher level tiers, like tier 6.. again lower-level tiers are defavorized.
Your "solution" with the Vampire Mansion example is pretty much cool and handles it very nice.. and also ensures you don't have extra growth at the beginning of the game. However I have not encountered any .xdbs to "modify" buildings' properties
It's a shame this game uses so many "text" file formats (xdbs for instance), wasting memory and being slower, while still having things hardcoded in the .exe. In short, you can't really modify much in the text files, or did I miss the point. And it calls itself "modable" Please however if it is possible to make "boosts" in buildings, let "us" now
Sorry for such long post
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The above post is subject to SIRIOUSness.
No jokes were harmed during the making of this signature.
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Zuraffo
Tavern Dweller
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posted November 28, 2006 07:01 AM |
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The file structures in data.pak is pretty messy right now. Let's hope Nival will clean it up in the future patches.
IMHO, at least creature abilities should be moddable via scripts instead of hardcode. Same applies for Heroes abilities. Which mean we should be able to code new abilities without cracking the .exe (opps).
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