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Darrel

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Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Пн Июл 12, 2021 4:44   Тeмa: New Horizons v20.0614.a discussion thread

I tried to download this version. (windows 10) It did not start for me. Earlier versions start but version 20 will not start up.
 ζ Тема ζ: Modding Build Groups
Darrel

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Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Вт Dec 05, 2017 9:27   Тeмa: Modding Build Groups

When you pick your 4 buildings in the military group , they all slide over to take up the first 4 slots. For any of the other building groups it doesn't do that? Is there any way to config mod other building groups so it acts the same way? Or is that behaviour just hardcoded in the exe?

I am trying to experiment with a build group in the central area. Where at the beginning of a shard you can choose a government type (which then effect possible units) , but then it slides over so it only takes up the first slot in that section. But I can't figure out how to get it to slide to the first slot.

And also what does the 'hidden' field do in inner_build.

And what does 'level' do. I am assuming level effects when you get a building as an astral award.
 ζ Тема ζ: Modding throwing weapons
Darrel

Ответов: 2
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Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Вс Dec 03, 2017 2:13   Тeмa: Modding throwing weapons

Yeah it seems to depend on the shooting weapon in the first hand. If it is an 'archery weapon' it shows the arrow animation. Anything else it shows wand animation. Which is too bad, because I got throwing weapons to work well otherwise. But showing the hero shoot a fireball, when he should be throwing a weapon, really breaks immersion. I doubt there is a way to fix that without changing the exe.

I may just make the wand animation look like a dagger or axe throwing animation instead. It is easy enough to justify wands shooting energy that happen to look like a physical object.
 ζ Тема ζ: Modding throwing weapons
Darrel

Ответов: 2
Просмотров: 1911
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Чт Ноя 30, 2017 1:14   Тeмa: Modding throwing weapons

I have been trying to mod in throwing weapons to my game, by doing things like add some range stats to right handed weapons. So equipping a spear is like equipping both a spear and javelin , to make your warrior feel like a spearman. Or depending on the weapon their range stats give them the equivalent of throwing axes, or daggers. And it works mechanically. But the animation and graphics always treats it like the hero is firing a wand. I am assuming there is no way to change that outside of an exe edit. It seems to ignore the unit config settings for the hero about the range sounds, graphics, and animation. So I am assuming that something in the exe checks to see if it is a weapon in the archery category and show the bow animation, otherwise it shows a wand. Or am I missing some other setting somewhere?
Darrel

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Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Ср Ноя 22, 2017 5:25   Тeмa: Update 17.1001.b01 changelog translate please

Bing translate does good enough of a job to make it out, though I don't know what a 'Ljudojashherami' is. I am actually Look forward to the female portraits the most. Does that give them a female name, and a female hero combat graphic too? I would say probably not as that is too many graphics too make, and I don't think the game engine works that way.

___________________________________________________________________________________________
The 17.1001 version of the B01, the list of changes below is relevant for this version.


Attention!

Old saves on the shards won't work! We need to start a new shard.

To update the mode, the campaign must be in astral.


One more thing. Despite the large amount of time from the previous version of the fashion, the current assembly is essentially an open beta version. I apologize in advance for the possible BUGSS and hallucinations that are still hidden somewhere.


Innovation *


1. Troops

Almost all of the fighters with improvements (with a couple of exceptions) can now be promoted by manually reaching a certain level. Probability does not depend on randomness. To increase the display of the warrior, click the arrow when it turns yellow. The right response to this arrow will give you the necessary information about the requirements for the promotion of the fighter.


2. Other

An external building has been added-the Nature monument, which generates gold and crystal income, and also allows the hero into in this province to use a special ritual.


Graphics *


An explosion of a corpse under a creature was added.

Added modified portraits of heroes from the beta release.

The female portraits of the heroes have been added, six for each class. Use of female characters-the option disabled in the Eador file (Woman Characters 1/0, Default-off).


Change *


1. Alliances

A little revamped union with Ljudojashherami (new abilities, properties of structures).


2. Troops

Second-, third-and fourth-grade mercenaries are slightly reduced.

The Expmod parameter has been adjusted for many union units.

Lord of Darkness can now learn the power of the "Lord of the Undead" (Podjatie of the Skeletons of Darkness).

The wolf doubled almost every level of improvement, and a counterattack was increased (2-> 3). The wolves in the security of the sites have been significantly reduced.

A thief increased an attack (6-> 7), slightly changed the tier laps.

The bandit was attacked (7-> 9), slightly altered by the level laps.

Night Shadows added Health (9-> 10).

A bloody moth slightly changed the level laps, changed the attack (10-> 11) and counterattack (12-> 11).


3. Magic

The podjatie of the skeleton of Darkness now works on the corpses of friendly and enemy creatures.

The "Gates of Death" spell now creates the skeletons of darkness instead of the caught souls.


4. Items

The Blessed Shield now gives the hero of the armor Faith 25.


5. Heroes

Now we can sabotage the hero if his initiative is three or more. Attacking hero in such a case, sabotage is uncomfortable even if it is possible.

A little change in the Karma titles of the rulers.


6. Construction

The Tree of miracles can now be improved to forest bridal (compared with all the buildings of M5).

The Sanctuary of darkness, the halls, the heart of the Abyss, and the Academy of Magic now give only one subject for recruitment.


7. Other

Added a hint that the third move cannot be made to the substance (on the AI progress screen). You have made edits to the spells and abilities that give you a second move.

The hero's death now has a stronger effect on the morale of friendly and enemy warriors. In the case of players, the impact is much stronger than that of the AI heroes.

After the battle, the increased fighting spirit is no longer preserved.

"Stab in the back" now, when successfully applied, increases the warrior's morale.

Now, under siege, the garrison forces have reduced the speed of the destruction of fortifications by enemy heroes.

The "collection of trophies" skill was slightly increased by the percentage of additional income.



Correction *


Corrected bug showing the award in the form of a contract for a completed quest "Lost Krysoljud".

The "evasion" skill no longer works from a magic bullet.

Corrected any errors and typos found in the game.

I'll index the pictures for items.

AI now correctly recognizes the mass calls and raising the undead.

Corrected the bug with the incorrect recognition of tiles when using the "impact and return" capability, and the impact of the "crippling impact" and "roots" abilities on the warrior when used "impact and return".

Corrected the erroneous ability to simultaneously activate "Hit and return" and "circular attack".
Darrel

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Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Ср Ноя 22, 2017 5:16   Тeмa: New version translation progress

Yes thank you for your work on this. It is probably not easy, or always fun.
Darrel

Ответов: 7
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Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Ср Ноя 22, 2017 3:46   Тeмa: Insanely high level of difficulty?

There is no reward from exploring that causes that for us, but the AI plays by different rules. They just have a random chance of gaining an alliance for one, instead of having to complete a qwest. The fact that this 'level up bug' happens so rare does give the possibility that it is something random that occurs, do to exploring, specicial sites, events or qwests. What if a bug for one, allows the computer to auto complete the hardest arena battle for one, suddenly jumping up its experience by a large amount. Now with that huge experience boost they can take on harder sites, and suddenly they get to max level much quicker. I don't really believe it is the arena, but their are so many random occurrences that could give the AI a huge boost, by having them complete something they shouldn't be able to complete. There are a number of things it could be: the arena, shop guards, temple of light qwests, crystal qwests,alliance qwests, random exploring events that end up involving dialog choices , one of those random bad events that would wipe out us (such as the ghosts) , etc.
Darrel

Ответов: 7
Просмотров: 3976
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Вт Ноя 14, 2017 9:40   Тeмa: Insanely high level of difficulty?

Since it happens so randomly sounds like a bug that might occur from rewards for exploring, rather then a leveling up bug from combat.


But I will agree. It is a campaign killer.
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