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Modding question
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0bs3ss10n Offline
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Post: #91
RE: Modding question
(02-02-2011 12:13 AM)Clayman Wrote:  My workaround for the healer buff (Sylph and Sundancer) was to make make the ability cost 0 AP, meaning it's pseudopassive, if the player uses it each turn. I don't agree with Plague, the buff is surely intended to be like in D2, a passive buff.

Would doling this make the healer skill better, or just when the skills are triggered?
02-02-2011 02:56 PM
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redgreen Offline
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Post: #92
RE: Modding question
(02-02-2011 02:56 PM)0bs3ss10n Wrote:  
(02-02-2011 12:13 AM)Clayman Wrote:  My workaround for the healer buff (Sylph and Sundancer) was to make make the ability cost 0 AP, meaning it's pseudopassive, if the player uses it each turn. I don't agree with Plague, the buff is surely intended to be like in D2, a passive buff.

Would doling this make the healer skill better, or just when the skills are triggered?

If I understand it correctly. Making it cost 0 AP would mean that you could use the skill and heal in the same turn. Where as if the buff cost 1 AP, you would have to choose to either heal or use the buff.
02-02-2011 04:51 PM
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Clayman Offline
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Post: #93
RE: Modding question
(02-02-2011 04:51 PM)redgreen Wrote:  If I understand it correctly. Making it cost 0 AP would mean that you could use the skill and heal in the same turn. Where as if the buff cost 1 AP, you would have to choose to either heal or use the buff.
You're correct. This is the way the buffs work in my mod.

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02-02-2011 05:26 PM
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wabbit Offline
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Post: #94
RE: Modding question
That's a pretty good work around Clayman. Thanks for the head's up.
02-02-2011 05:51 PM
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Clayman Offline
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Post: #95
RE: Modding question
(02-02-2011 05:51 PM)wabbit Wrote:  That's a pretty good work around Clayman. Thanks for the head's up.
No, thank you. You gave me the idea with your Shield Stance ability, that you posted some time ago.

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02-02-2011 06:18 PM
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redgreen Offline
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Post: #96
RE: Modding question
(02-02-2011 05:26 PM)Clayman Wrote:  
(02-02-2011 04:51 PM)redgreen Wrote:  If I understand it correctly. Making it cost 0 AP would mean that you could use the skill and heal in the same turn. Where as if the buff cost 1 AP, you would have to choose to either heal or use the buff.
You're correct. This is the way the buffs work in my mod.

Is the AI able to make use of the passive skill seeing as its free? I'm hoping they do. I'm finding the Man at Arms who keeps spamming relentless defense without ever attacking annoying. So if I give him relentless defense as a passive, I hope he will attack me.

Same thing with the Inquistator and his spell. Plus a few others

I just realized what a good passive on attack spell for AI melee units would be. Rust.
That would be better for the ManatArms than his restore cover. He never fights side by side to use cover anyways.

The problem is rust is the Therogist's skill. If I make the skill to apply on attack. It maybe makes her over powered as she applies rust and her nornal attack every turn.

Is there a way to make a 2nd skill with the exact same attributes as rust. With just a new name, so I could assign it independently to AI units without affecting my Therogist?
(This post was last modified: 03-02-2011 12:25 AM by redgreen.)
02-02-2011 11:41 PM
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Larkin Offline
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Post: #97
RE: Modding question
Of course you can make a second skill but I'm not sure wether the AI can handle it. As we all know it has difficuties using the existing ones.

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03-02-2011 12:28 AM
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redgreen Offline
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Post: #98
RE: Modding question
(03-02-2011 12:28 AM)Larkin Wrote:  Of course you can make a second skill but I'm not sure wether the AI can handle it. As we all know it has difficuties using the existing ones.

lol. What is involved to make it. Is it as simple as say renaming "n_debuff_reduce_armor" to "n_debuff_reduce_armor2" and just cut and paste all the entries from "n_debuff_reduce_armor" into "n_debuff_reduce_armor2"?

Then make a similar effect file with the same name change. MY goal is to have 2 identical skills. One applied on attack for the AI and for the unit I play, it would be a regular skill that when used, doesn't allow me the normal attack as well.
(This post was last modified: 03-02-2011 12:37 AM by redgreen.)
03-02-2011 12:36 AM
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redgreen Offline
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Post: #99
RE: Modding question
(01-02-2011 03:15 PM)wabbit Wrote:  I'll use an example, here is the skill file for n2_n_miasma:

// Skill profile n_miasma

skill "n_miasma"
{
nameid "n_miasma_nameid";
effectid "n_miasma_effectid";
descid "n_miasma_descid";

icon "Resources\Interface\Icons\skills\skill_miasma.t";
icon_inactive "Resources\Interface\Icons\skills\skill_miasma_inactive.t";

skill_range 1;
cast_type around;
cast_target enemy;
game_effect "nskill_poison_strike";
fx_scene "Resources\FX\Arena_Spells\Empire\Titan\fx_empire_titan_spell.scene";

request_ap 1;
battle;

element death;
info_tag;
}

It is currently set as an 'active' skill. If you want to make it 'passive' you have to add the on_attack; line like our elven healer examples. However, I've bolded a line, battle; This needs to be deleted. It won't proc as passive if it is in there. That's it.

You may want to create a new skill file for a passive application and keep the active application one separate. Having units with passive skills is cool, but it is nice when playing them to have tactical choices too. As some skills and effects are shared across units, you'll want to keep an eye out for applying changes to neutrals that don't trickle over to playable ones.

Also, if you delete the element death; line you make the ability always trigger, with no chance for an opponent resisting it. That's why the elven healer passive buffs do not have an element line.

This is great stuff Wabbit. Do the passive skills just work in Ressurection? I tried it on Anemathea for the Inquisitor in Reneisance and he didn't cast it when he attacked. I added on_attack; at the end and removed the battle entry. Tried it with both request_ap 1; and request_ap 0;
03-02-2011 02:40 AM
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redgreen Offline
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Post: #100
RE: Modding question
3 posts in a row, what the hay. I can't get the passive skills to work. But I'm playing with an alternative that is a bit unpredictable. I gave the grey wolves rust and gave them 2 action points.

In a battle with 2 wolves they just attacked and only used rust once. In a battle with 3 wolves. At least 1 wolve spammed rust each turn. Sometimes a wolf would attack, spam rust and then go into defensive mode. Sometimes it attacked and went into defense mode without using rust. SOmetimes it used rust didn't attack and went into defensive mode. You get the idea.

A bit unpredictable. Having it go into defensive mode was unexpected. Perhaps that could be used without a skill the AI spams to make some AI units tougher. If they attack and go defensive even half the time, it adds a new variable.

The AI using rust.. hmm in the course of the battle which lasted a long time cause I just defended to let it play out. The wolves only casted rust on my archer. Which was pointless cause they never attack my archer and my archer has no armor. But everyone knows this already, lol.

But when I try to give an AI neutral something useful like duel strike. When it has an opportunity to use it, like when it is too far way that turn to attack, it never casts it.

Anyways giving the AI 2 AP points is as close as I can get to passive in Renassiance.
(This post was last modified: 03-02-2011 04:44 AM by redgreen.)
03-02-2011 04:42 AM
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Larkin Offline
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Post: #101
RE: Modding question
Passives on_attack only do work with resurrection. Since the AI is retarded I suggest removing skills instead adding them. I removed relentless defender from man-at-arms and made anathema area of effect with less uses.

To copy a skill you just need to copy and rename the skill file AND rename the skill in the file ! skill "xyz"
If only skill values are changed you can keep the same effect, otherwise you have duplicate and rename the effect the same way. The game does not care for filenames, it just registers the skill or effect names in the file.

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03-02-2011 09:16 AM
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redgreen Offline
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Post: #102
RE: Modding question
(03-02-2011 09:16 AM)Larkin Wrote:  Passives on_attack only do work with resurrection. Since the AI is retarded I suggest removing skills instead adding them. I removed relentless defender from man-at-arms and made anathema area of effect with less uses.

To copy a skill you just need to copy and rename the skill file AND rename the skill in the file ! skill "xyz"
If only skill values are changed you can keep the same effect, otherwise you have duplicate and rename the effect the same way. The game does not care for filenames, it just registers the skill or effect names in the file.

Thanks Larkin, that clear a lot of things up for me. I made my first skill patterned after weekness, only it lowers armor instead. Only by 10, gave it to goblins for 1 use. Its nice for for lower levels to have some spells too.

I tired making a spell patterned after anathema. Files were ok and all, but I changed it to all from single. And the game didn't really like it, I gave it 1 uses but the game bucked that idea and sometimes it cast it on all and sometimes only 2 peeps. Since the FX I used was designed for a single spell. Using it as an ALL caster made it unstable.

I could have kept it at single, but it was essentially just a nerfed rust and when its single the AI casts it on a archer. Thats why I wanted it as all. I suspected that if I swamp out the FX for the weekness graphic that it might fly. And essentially that is what I did seeing as the weekness was designed for an ALL cast.

I think I'll make Athema area as well. Was going to try an ALL cast for it, but see above... I think I'd run into unstableness again. If I know its area though, I'd just keep my units apart.

I'm also considering making athema just do 250 air damage for 1 use. hehe. Then the unit can cast it once or twice, maybe and its out of the way. EDIT- Just remembered spells can't be limited to a specfic number of uses. Foiled again.

Or I could give him several uses, so he spams it like he always does, but boost his armor and resists so he can last long enough to spam. It all sounds great until the AI mucks it up.
(This post was last modified: 03-02-2011 11:08 AM by redgreen.)
03-02-2011 11:05 AM
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Larkin Offline
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Post: #103
RE: Modding question
Area effects are useless when the AI uses them as the human player will keep his units apart and are fine for humans as the AI will attack the magnet fighter or summon as a blob. This will all change when playing hotseat with a human in resurrection. You can't just keep your units apart as you must protect the weak ones with cover fighters.

I plan to start resurrection in hotseat soon. Have to check what parts of my mod I can use. My stats changes are void due to the new initiative mechanics.

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03-02-2011 11:39 AM
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redgreen Offline
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Post: #104
RE: Modding question
(03-02-2011 11:39 AM)Larkin Wrote:  I plan to start resurrection in hotseat soon. Have to check what parts of my mod I can use. My stats changes are void due to the new initiative mechanics.

Ressurection sounds promising. All my modding so far is geared towards campaign. I made anathema a single attack that does 250 air damage for 2 uses. I notice the inquisitor will both melee attack and cast anathema in the same turn when the AI controls him. Even though the skill has a request ap1; and he only has 1 ap point.

I must of nackered something, but I think I prefer it how it is now over when he wasted a turn. I didn't use a standerd effect such as CastAirMid but patterned it after Earthquake and used attack_pow 250; under effect and changed the source to air in the skill file.

I think its the game mechanics, its probably reading it as a debuff and as a spell at the same time. I just removed the icons for the debuff.

I'll just claim I modded it how it works by design. Big Grin Definately OP for hotseat, but very workable for the Elf campaign.
(This post was last modified: 03-02-2011 11:29 PM by redgreen.)
03-02-2011 11:27 PM
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DisciplesFan Offline
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Post: #105
RE: Modding question
Hey guys, Thanks for the great mods. I'm trying to rename units. So far I've been successful displaying the new names in the capital level up tree but not anywhere else..

I'm sure I've done it right and complete in all of these files below. I checked 3 times..

Resources/Languages/English/Texts/
capitals.txt
chardesc.txt
charname.txt

Where else do I have to edit?
04-02-2011 04:26 AM
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Larkin Offline
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Post: #106
RE: Modding question
If it does not display in the Info you must have done something wrong. charname and chardesc are the way to go.

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04-02-2011 08:13 AM
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wabbit Offline
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Post: #107
RE: Modding question
(04-02-2011 04:26 AM)DisciplesFan Wrote:  Hey guys, Thanks for the great mods. I'm trying to rename units. So far I've been successful displaying the new names in the capital level up tree but not anywhere else..

I'm sure I've done it right and complete in all of these files below. I checked 3 times..

Resources/Languages/English/Texts/
capitals.txt
chardesc.txt
charname.txt

Where else do I have to edit?

One last step. Resources/Profiles/desc

You'll need to create a new .desc file for the unit and modify its contents to match your .txt headers.
(This post was last modified: 05-02-2011 12:32 AM by wabbit.)
05-02-2011 12:32 AM
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DisciplesFan Offline
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Post: #108
RE: Modding question
(04-02-2011 08:13 AM)Larkin Wrote:  If it does not display in the Info you must have done something wrong. charname and chardesc are the way to go.

Thanks Larkin. You're right - those 3 files were the ones I just needed to change the names of units. I discovered that the name change takes effect only on new units that developed to carry the new names. As opposed to the ones that already exists before the name change. The ones that already exist prior to the changing of names will retain and display the old header name. The program seems to create an info set per unit that comes to existence in the game either being hired or developed to a certain unit. It includes info from charname, chardesc & capitals.txt files.
(05-02-2011 12:32 AM)wabbit Wrote:  
(04-02-2011 04:26 AM)DisciplesFan Wrote:  Hey guys, Thanks for the great mods. I'm trying to rename units. So far I've been successful displaying the new names in the capital level up tree but not anywhere else..

I'm sure I've done it right and complete in all of these files below. I checked 3 times..

Resources/Languages/English/Texts/
capitals.txt
chardesc.txt
charname.txt

Where else do I have to edit?

One last step. Resources/Profiles/desc

You'll need to create a new .desc file for the unit and modify its contents to match your .txt headers.

Thanks Wabbit. I found a way around it. I discovered that the name change takes effect only on new units that developed to carry the new names. As opposed to the ones that already exists before the name change. The ones that already exist prior to the changing of names will retain and display the old header name. The program seems to create an info set per unit that comes to existence in the game either being hired or developed to a certain unit. It includes info from charname, chardesc & capitals.txt files.
(This post was last modified: 09-02-2011 12:00 AM by DisciplesFan.)
08-02-2011 11:58 PM
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redgreen Offline
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Post: #109
RE: Modding question
I have a question along the lines of DisciplesFan's. Only I am trying to make the Grovemaiden into the leader. I did all the naming in those files from the last 2 posts. I made a elves_leader-grovemaiden_stats.char file and added these lines in:
Leadership 1;
raceleader;
skill_grid "elves_leader-grovemaiden";
viewradius 10;

That should make the game read her as a leader I would think.

I gave her the skill grid show above. Then I made a folder Resources/Characters/Elves/Leader-Grovemaiden

I transferred in the icons, model texture files and alias folder from the original grovemaiden and simply renamed them the nomenclature for the leader. ie.
character_elves_leader-grovemaiden.g

I haven't done anything with equipment yet. I added her correct leader name in the town_elves.s and unit_elves.s script files.

Even not having named any equip, shouldn't she at least be available for sale in the garrison by now? She doesn't show up as a leader. So I must have missed a step or two. Any ideas?
(This post was last modified: 09-02-2011 10:16 AM by redgreen.)
09-02-2011 10:14 AM
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Larkin Offline
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Post: #110
RE: Modding question
Sure she is noted as leader in unit_elves.s ?

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09-02-2011 10:17 AM
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Qumi Offline
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Post: #111
RE: Modding question
It seems there needs to be something more about it then unit_elves.s ... I did once add a new leader and it worked, but can't remember how :/
09-02-2011 10:33 AM
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redgreen Offline
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Post: #112
RE: Modding question
(09-02-2011 10:17 AM)Larkin Wrote:  Sure she is noted as leader in unit_elves.s ?

Yea, I have her as a leader at bottome of the default ones like this:

leader "elves_leader-guardian";
leader "elves_leader-forestliege";
leader "elves_leader-dryad";
leader "elves_leader-thief";
leader "elves_leader-grovemaiden";

I've been checking my spelling and punctuation. I know just have a quotation mark 1 space off and things won't get read. I just added in a folder for her FX animation as well. Only thing that I know for sure I haven't done is add her armor.
09-02-2011 10:37 AM
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Larkin Offline
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Post: #113
RE: Modding question
Sometimes checking the logfile can give a clue.

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09-02-2011 12:25 PM
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redgreen Offline
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Post: #114
RE: Modding question
(09-02-2011 12:25 PM)Larkin Wrote:  Sometimes checking the logfile can give a clue.

I did a search of Renassaince, no log file anywhere. I'm giving up for now. Think I have to almost see it in someone's mod to see what files I need to tweak yet.

Or maybe its a problem because this character normally needs a structure built first.
09-02-2011 01:55 PM
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wabbit Offline
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Post: #115
RE: Modding question
The structure would only effect it if you're keeping the same unit name. When making new stuff, it is best to make a new unit entirely and give it all its own files. Maybe give the following a once over. I made a text file for personal use, as the process on the first few tries requires quite a bit. Maybe it will help you trouble shoot...

How to create a new recruitable unit.
This unit will be called Tactician and will be Elven.
It will have the 3D and 2D images of Lemuan.

Resources/Profiles

- Copy and rename story_lemuan.char to elves_tactician.char

- Now open elves_tactician.char

- Change id from "story_lemuan" to "elves_tactician";

- Change # include from
"stats\\story_Lemuan_stats.char"; to..
"stats\\elves_tactician_stats.char";

- Change # include from
"desc\\story_Lemuan_desc.char"; to..
desc\\elves_tactician_desc.char";

- Change capital_icon from
"resources\characters\story\lemuan\icon_lemuan_capital.t"; to..
"resources\characters\story\lemuan\icon_lemuan_dialog.t";

- If you are using a leader file as your base working copy and want the new unit to not be a leader, delete the line:
leader_icon "resources\\characters\\story\\Lemuan\\icon_Lemuan_ring.t"


Resources/Profiles/desc

- Copy and paste story_lemuan_desc.char file and rename it to elves_tactican_desc.char.

Now change its contents from:

//story_lemuan's description

nameid "StoryLemuan";
descid "StoryLemuanDesc";
minidesc "StoryLemuan_MD";

to..

//elves_tactician's description

nameid "ElvesTactician";
descid "ElvesTacticianDesc";
minidesc "ElvesTactician_MD";


Resources/Profiles/stats

- Make a new stats file called elves_tactician_stats

- Change skill_grid to "elves_tactician";

- If the stats file you're working from is a leader, and you're making the unit a non-leader, then delete.. Leadership 3; and raceleader;
Otherwise, add those. Also add viewradius 10; if it doesn't have it.

- Likewise, if you're working from a stats file of a different faction, you'll need to ensure that at the top it has..
unit_side "elves"; and
side elves;


Resources\Profiles\skills

- Copy and paste an existing skill file and rename it to elves_tactician.grid

- Open it and change the first line to read..
grid "elves_tactician"
(it does not need a ; at the end)

Add skills accordingly.


Resources\Languages\English\Texts\chardesc

- Add a new entry that reads..

ElvesTacticianDesc "Add descriptive text of the unit";
ElvesTactician_MD "Add descriptive text of the unit";

Resources\Languages\English\Texts\charname

- Add a new entry that reads..
ElvesTacticianName "Tactician";

Resources\Profiles\scripts\town_elves

- Add a new entry under..

unit "elves_centaurlancer";
unit "elves_adept";
unit "elves_scout";
unit "elves_spiritess";
unit "elves_griffin";
unit "elves_tactician";

If you were making this a new leader unit, add the new entry under..

leader "elves_leader-forestliege";
leader "elves_leader-guardian";
leader "elves_leader-dryad";
leader "elves_leader-thief";
leader "elves_tactician";

Resources\Profiles\scripts\unit_elves

- Just like above.. add a new entry under..

unit "elves_centaurlancer";
unit "elves_adept";
unit "elves_scout";
unit "elves_spiritess";
unit "elves_griffin";
unit "elves_tactician";

If you were making this a new leader unit, add the new entry under..

leader "elves_leader-forestliege";
leader "elves_leader-guardian";
leader "elves_leader-dryad";
leader "elves_leader-thief";
leader "elves_tactician";
(This post was last modified: 09-02-2011 08:24 PM by wabbit.)
09-02-2011 08:14 PM
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Clayman Offline
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Post: #116
RE: Modding question
Thanks for the guide Wabbit. Got Inoel to work and I assume adding the Druid won't be a problem. Shame it's harder to add Haarhus and Amina.

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09-02-2011 10:24 PM
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redgreen Offline
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Post: #117
RE: Modding question
Thanks for the guide Wabbit! I was at my wits end, checking and rechecking file naming.
10-02-2011 12:58 AM
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wabbit Offline
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Post: #118
RE: Modding question
Oh.. one other thing.. For those with Resurrection. There is a bug. If you make a new recruitable unit (non-leader), the scroll bar doesn't see it. The new unit is in addition to the default 5 which is off the menu. Normally, the scroll bar will have a space between it and the scroll arrow, implying you can scroll over a notch. The bug is that this space is not there, implying it is full. You can still scroll over which moves the bar off the menu.

That probably didn't make a whole lot of sense. Tough to describe. Long story-short, click the arrow button to scroll right to see your new unit, as it will appear you can't.
10-02-2011 01:59 AM
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redgreen Offline
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Post: #119
RE: Modding question
(10-02-2011 01:59 AM)wabbit Wrote:  Oh.. one other thing.. For those with Resurrection. There is a bug. If you make a new recruitable unit (non-leader), the scroll bar doesn't see it. The new unit is in addition to the default 5 which is off the menu. Normally, the scroll bar will have a space between it and the scroll arrow, implying you can scroll over a notch. The bug is that this space is not there, implying it is full. You can still scroll over which moves the bar off the menu.

That probably didn't make a whole lot of sense. Tough to describe. Long story-short, click the arrow button to scroll right to see your new unit, as it will appear you can't.

Followed your guide and it worked like a charm. Turns out I was missing the very 1st .char file. I had never seen those loose files in the profile folder, only knew of the ones in the stats and skills folders. I guess I never saw them because I work on a laptop (lower res) and never scrolled down far enough.

Your guide is awesome. Big Grin
(This post was last modified: 10-02-2011 02:50 AM by redgreen.)
10-02-2011 02:49 AM
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wabbit Offline
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Post: #120
RE: Modding question
heh.. I had the same issue back when I was originally mucking around. Never saw all those .char files. Ironically, they're the glue that binds everything under one hood. Pretty important stuff.

It is also in there that you can mod the units attack graphics. The fx_cast files tells which effect to apply - mostly for mage units. Sometimes if you put something else in there it won't register.

Also, the move speed there determines how quickly the unit actually moves around. The higher the faster. You could make a Verdant whiz around like lightning if you want.
10-02-2011 04:53 AM
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