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Modding attempt
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shinaju Offline
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Posts: 58
Joined: Jul 2010
Post: #31
RE: Modding attempt
(21-07-2010 09:05 PM)Racoon Wrote:  
(14-07-2010 10:12 PM)shinaju Wrote:  
(14-07-2010 09:20 PM)Racoon Wrote:  Hey guys, you think it is possible to change 2 units completely? I think sorcerer and ocultist are mixed up. The change should involve portraits in the upgrade path, stats and the battlescreen unit. I dont want the present ocultist to change sex if he decides to be a witch. The baphomet-mask (present sorcerer) could hide this.....secret. I think in D2 it was similar Smile

This change can be easy but annoying. This will require editing a few files and a bit swapping around. You will need to edit;
MAKE SURE YOU BACKUP EVERYTHING edited during the process bellow
Quote:Disciples III\Resources\Profiles\stats\

demons_cultist_stats.char and demons_sorcerer_stats.char
You will just need to swap the file name. So rename demons_cultist_stats.char to demons_sorcerer_stats.char and vice versa


Quote:Disciples III\Resources\Profiles\scripts

unit_legions.s
town_legions.s


In unit_legions.s, you will see
unit "demons_cultist";
change "demons_cultist" to "demons_sorcerer"

In town_legions.s, you will see
unit "demons_sorcerer";
unit_upgrade_from "demons_cultist";

Change demons_sorcerer to demons_cultist, and vice versa.

Quote:Disciples III\Resources\Characters\Demons\

In this folder, there will have 1 folder for the cultist and 1 for sorcecrer, what you need to do here is to swap them up, so Cultist will look like Sorcerer and the other way around.
Inside each folder, you will find 15 files and a folder called Aliases.
You will need to swap all 15 of them by renaming the file to their counterpart. So
character_demons_sorcerer.ac to character_demons_cultist.ac, etc.
No need to do anything with Aliases.
This part can get annoying, and it could have been easier if you just edit the profile .char files. Unfortunately if you read what I posted in this thread, these profiles are not used (except 1 parameter inside) by the game. So we will have to use a more brute force method.

Quote:Disciples III\Resources\Profiles\desc

Open demons_cultist_desc.char and you will find
nameid "DemonsCultistName";
descid "DemonsCultistDesc";
minidesc "DemonsCultist_MD";

Change all three to Sorcerer. Then Open demons_sorcerer_desc.char and change them to cultist.

This is the way I know how to do this, if only the profile works, then it would be much less a pain in the ass.

Just for protocol, editing only the files "demons_xxx.char" will do the job. Thanks to DarkLantern and shinaju who give awesome hints.

If that is the case, then something is wrong with my game, course just doing that didn't work for me. but I guess it is worth the try than having to do what I need to.
26-07-2010 05:43 AM
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kaijin2k3 Offline
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Posts: 73
Joined: Jul 2010
Post: #32
RE: Modding attempt
So... didn't know if this was the place to put it or if maybe the other mods thread by Clayman, but I figured the other thread is more for finished and released mods.

I wanted to add that I learned that the 'attack range' in the stats file DOES work, but only for Melee types. Changing the caster and ranged files to 'melee' allowed them to more or less function the exact way, but you could add limits to their range.

There are a few issues with this though. The default range for them is 30, which more than gaurantees more than enough range to hit the whole field. I think there are only 16 (need to double check) hexes across, so high move units can truely screw with limited ranged units. But what's most damaging, I think in regards to this, there is no in game way to check the range of units. Clicking on a unit out of range will just make the unit move as close to them as possible (to get in range). Just a trial and error style.

Changing the class type to 'melee' will undoubtedly affect which nodes affect them. I haven't really tested this thoroughly, but I figured this would be the case. Unless the Nodes only affect the StrMods and the like, in which case, they'd probably not change.

And the most damaging one, changing their class type to Melee REALLY screws up the AI (along with the AI in Auto Combat and Quick Battle), because it now treats them as melee.

So for now, it's borked. Just felt like posting this in case any of the other modders had ideas about this or figured out a way to work around them.
14-08-2010 01:42 AM
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wabbit Offline
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Posts: 730
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Post: #33
RE: Modding attempt
Wonder what would happen if you modded a mage unit with 'all' attack to go melee.. and change his range to 1. Guess he'd have to attack someone beside him in order to get the field nuke to trigger..
14-08-2010 07:46 AM
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