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Author Topic: New Campaigns: Questions and suggestions  (Read 40821 times)
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Leilond
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« Reply #15 on: April 10, 2017, 03:08:09 PM »

As I said, I can survive with that issue... players (if someone will play my campaign) will have to correctly face units during deploy

If I can use your patience again, I've got two question.
1) Is there a way to add "new weapons" or to change some of them?
I will like to add musketeers to my campaign, but "pistols" have too low range to simulate imperial musketeers.
2) Is there a way to REMOVE money from the army. I tried "AddCash -4000" to remove those 4000 golds the army starts with but it doesn't work

If not, not problem, I won't use musketeers
« Last Edit: April 10, 2017, 03:30:24 PM by Leilond » Logged
olly
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« Reply #16 on: April 10, 2017, 08:34:44 PM »

We had a previous thought concerning modding spells, so weapons would work in the same way.

http://forum.dark-omen.org/tools/modding-spells-t1395.0.html

Shame the AddCash -4000 didn't work, maybe try RemoveCash 4000 even though it's not listed. Perhaps you could automatically recruit an expensive unit and then remove him.
« Last Edit: April 10, 2017, 10:17:13 PM by olly » Logged

and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
Leilond
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« Reply #17 on: April 11, 2017, 08:01:13 AM »

We had a previous thought concerning modding spells, so weapons would work in the same way.

http://forum.dark-omen.org/tools/modding-spells-t1395.0.html

Shame the AddCash -4000 didn't work, maybe try RemoveCash 4000 even though it's not listed. Perhaps you could automatically recruit an expensive unit and then remove him.

That sounds an interesting solution
I tried to add 4000 to unit cost for treeman and then add it to the army with AddUnit 28. The treeman was correctly added to the army but the cash didn't go down and stay at 4000
Do I miss something?

By the way, I'm taking a census of all "play_self" matters. By now I wrote down from "play_self 1" and "play_self 50". Hope to finish it this evening and post it, so that you can add them to the wiki if you think it's useful. I'm primary doing it to better undestand all event ids
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« Reply #18 on: April 11, 2017, 01:06:29 PM »

Could you automatically add a large regiment who are injured and then automatically heal/reinforce them, so it costs 4000 and then remove them again.

Will look forward to more play_self info

Smiley   

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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
Leilond
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« Reply #19 on: April 11, 2017, 01:43:48 PM »

Could you automatically add a large regiment who are injured and then automatically heal/reinforce them, so it costs 4000 and then remove them again.

I tried to figure out how to heal/reinforce a unit, but I didn't find any command like that in http://wiki.dark-omen.org/do/DO/WHMTG/OpCodes

Quote
Will look forward to more play_self info

Smiley   

I will post it when I'll have all them finished... This evening or tomorrow is a trustable possibility

Cheesy
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Leilond
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« Reply #20 on: April 11, 2017, 10:30:17 PM »

I think I found them all... at least the game started to crash at every "play_self" with argument bigger than 189, until 197... then I stopped to try
These are all the play_self value I found.
It would be nice to have a good way to know the audio file corresponding to each phrase, but I should have to decode all of them and ear every single file... and I really do not want to
By the way, from 91 to 169, they're all tutorial message... 78 messages, that are EXACTLY the audio files that start with "T_KZ" (from "T_KZ001.mad" to "T_KZ073" with some message with more than one version like "T_KZ040A.mad" and "T_KZ040B.MAD").
They're in the right order, thus we can use these file in our CTL and thus we have 78 free message to add to our campaigns
Cheesy
Here are the values (add them to the wiki if you think it's usefull or you can send me the user and password to update it and I'll create a page with all this values). My English didn't allow me to understand every single pharse and I put three question marks in the place I didn't undestand
Code:
1    Attack!
2    Charge!
3    Crush them!
4    Retreat!
5    We fear the enemy
6    We terrified
7    Stand firm man
8    No mercy
9    Watch your back
10   Open fire
11   Hold fire
12   Enemy sighted
13   Forward
14   I protest my lord
15   Weapon pass through it
16   I have it
17   Regroup
18   Target destroyed
19   Hold!
20   We're under fire
21   ???
22   Target lost
23   Target recived
24   Enemy lost
25   Turn on them
26   Aiiiiieeeeeee
27   Flee the battle
28   Spell negated
29   ???
30   Help us
31   Enemy destroyed
32   All is lost
33   We are victorious
34   We're under attack
35   I see
36   The game crash
37   To the north
38   No, to the east
39   They're all around us
40   They're defiling the secret stone. Stop them
41   Man, to the slaughter. Let none of them escape
42   Stand far man. That still burn
43   What sorcery is this? The man in black seems to command them
44   They come from all side. Back to back we must fight these restless dead
45   Hold the high ground man. Purge the evil with steel, iron and fire
46   Helgart is ours. To the tower
47   Hey Bernard. This pass is ideal for an ambush
48   Stand fast man. It's a trap
49   Yha! Orcs. They come for my tank, they should not have it
50   This tower is plagued by a pestilence that I may cure, with stell and fire
51   Be ready blood sucker. I come to lay you rest once and for all
52   Eyes shot man. The forest is alive with goblins
53   Get thos goblins. They're running with the loot
54   Bye Kislev. My axe will tast troll blood before this day's done
55   Target the Hand, it must be destroyed
56   Protect your flanks. Undead on charriot approach
57   Beware man. Remember ??? warnings
58   The Grail ride out. Destroy the Grail
59   In the name of Sigmar, I will destroy you Dread King
60   One by one your minions follow. I come for you Dread King
61   The Black Grail il gone. Honor to victory
62   The Dread King is defeated
63   They're heading for the trading post. Let's spill that green blood
64   Get the loot (Greenskin voice)
65   It's an ambush (Greenskin voice)
66   We got the loot. Ron. (Greenskin voice)
67   Smash ??? (Greenskin voice)
68   More ????? Enemies everywhere (Greenskin voice)
69   ???? (Greenskin voice)
70   ???? (Greenskin voice)
71   Dead to the living (Undead voice)
72   Another time we shall meet ??? (Undead voice)
73   ??? When you will have the chance (Undead voice)
74   You will die horribly (Undead voice)
75   ??? kill them my slaves (Undead voice)
76   The power of darkness will ??? you all (Undead voice)
77   ??? soul will join our dark crusade (Undead voice)
78   ??? my army of darkness (Undead voice)
79   I live again (Undead voice)
80   Empty
81   Give up your life and lie with the dead, I've got you surrounded (Undead voice)
82   Rise brothers. Rise and feast upon the living (Undead voice)
83   ??? what blood feast ??? Slay the living (Undead voice)
84   Come with us, warm with the dead (Undead voice)
85   I live to destroy once more ahahahah (Undead voice)
86   ahahahah... death comes to all things (Undead voice)
87   ??? of the city of the dead (Undead voice)
88   ??? in the shadow of the Dread King (Undead voice)
89   ??? crush the living (Undead voice)
90   ??? give me power (Undead voice)
91   Tutorial message 1
92   Tutorial message 2
93   Tutorial message 3
94   Tutorial message 4
95   Tutorial message 5
96   Tutorial message 6
97   Tutorial message 7
98   Tutorial message 8
99   Tutorial message 9
100  Tutorial message 10
101  Tutorial message 11
102  Tutorial message 12
103  Tutorial message 13
104  Tutorial message 14
105  Tutorial message 15
106  Tutorial message 16
107  Tutorial message 17
108  Tutorial message 18
109  Tutorial message 19
110  Tutorial message 20
111  Tutorial message 21
112  Tutorial message 22
113  Tutorial message 23
114  Tutorial message 24
115  Tutorial message 25
116  Tutorial message 26
117  Tutorial message 27
118  Tutorial message 28
119  Tutorial message 29
120  Tutorial message 30
121  Tutorial message 31
122  Tutorial message 32
123  Tutorial message 33
124  Tutorial message 34
125  Tutorial message 35
126  Tutorial message 36
127  Tutorial message 37
128  Tutorial message 38
129  Tutorial message 39
130  Tutorial message 40
131  Tutorial message 41
132  Tutorial message 42
133  Tutorial message 43
134  Tutorial message 44
135  Tutorial message 45
136  Tutorial message 46
137  Tutorial message 47
138  Tutorial message 48
139  Tutorial message 49
140  Tutorial message 50
141  Tutorial message 51
142  Tutorial message 52
143  Tutorial message 53
144  Console tutorial message 1
145  Console tutorial message 2
146  Console tutorial message 3
147  Console tutorial message 4
148  Console tutorial message 5
149  Console tutorial message 6
150  Console tutorial message 7
151  Console tutorial message 8
152  Console tutorial message 9
153  Console tutorial message 10
154  Console tutorial message 11
155  Console tutorial message 12
156  Console tutorial message 13
157  Console tutorial message 14
158  Console tutorial message 15
159  Console tutorial message 16
160  Console tutorial message 17
161  Console tutorial message 18
162  Console tutorial message 19
163  Console tutorial message 20
164  Console tutorial message 21
165  Console tutorial message 22
166  Console tutorial message 23
167  Console tutorial message 24
168  Console tutorial message 25
169  Console tutorial message 26
170  Argh (dying)
171  Argh (dying)
172  Argh (dying)
173  Argh (dying)
174  Argh (dying)
175  Argh (dying)
176  Argh (dying)
177  Argh (dying)
178  Argh (dying)
179  Argh (dying)
180  Argh (dying)
181  Argh (dying)
182  Argh (dying)
183  Argh (dying)
184  Argh (dying)
185  Argh (dying)
186  Argh (dying)
187  Argh (dying)
188  Argh (dying)
189  Argh (dying)

Now to the harder task of trying to find event ids
« Last Edit: April 12, 2017, 09:03:07 AM by Leilond » Logged
Leilond
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« Reply #21 on: April 12, 2017, 09:39:06 AM »

Is there a way to change the recruit cost for unit members?
I tryed to value the "Unit Cost" in "PLYR_ALL.ARM" and in "B101MRC.ARM" but the recruit cost stay at the standard value (for example 50gc for Grudgebringer Infantry)

Solved! It was "Point Value" to be changed and not "Unit Cost"
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olly
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« Reply #22 on: April 12, 2017, 03:04:50 PM »

Great discoveries and having the ability to add new voices will be fantastic for all the new characters in the Dark Omen 2 mod template.

Thanks

Smiley

http://wiki.dark-omen.org/do/DO/ARM
« Last Edit: April 12, 2017, 07:37:37 PM by olly » Logged

and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
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« Reply #23 on: April 12, 2017, 04:41:54 PM »

Trying to figure out how to lessen the starting gold, I decided to include only 1 member to all starting units, thus the player will be forced to spend all coins for initial replenish
In this issue, I had to discover the right price for each unit and finally I come out with the right formula.
You probablyl already discovered this, but I didn't find the proper topic and didn't want to bother you with this
Here is my discover

1) Each unit type has a basic “Multiplier” that we will call “M”
Infantry: M = 1
Ranged Unit: M = 1,5
Cavalry Unit: M = 2,5
Didn't worked other units types, but i should not be too difficult

2) Each armor value add cost to the unit with this forumula. Only the "base armor" enter in the formula, thus if you buy an upgrade to the unit, the value stay unchanged at the Win32edit "Base armor" value
AV(0) = 0
AV(n) = AV(n-1) +  n*10
Thus we have these results
AV(0) = 0
AV(1) = 10
AV(2) = 30
AV(3) = 60
AV(4) = 100
AV(5) = 150

3) In Wh32Edit we can change the “Point Value”
It's a bit tricky, because it seems that in the unit cost calculation, this value is set to the closer value between 0, 10, 20 or 30. Thus, if you put 22, it will be 20, if you put 8, it will be 10
We call this PV

4) The final cost of a unit follow this formula
T = Unit type (Infantry, Ranged unit, Cavalry)
AL=Armor level
PV=Point Value (0, 10, 20 or 30)
Price(T,AL,P) = 10*M + PV*M + AV(AL)

Example:
A cavalry unit, with “Armor Level” equals to 4 (mounted to not change this value) with Point Value 28 (that will be converted to 30)
Price(Cavalry, 4, 30 ) = 10*2,5 + 30*2,5 + 100 = 25 + 75 + 100 = 200
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« Reply #24 on: April 12, 2017, 07:40:39 PM »

Very nice and sorry but I just remembered Wh32Edit Header info


* Wh32EditHeader.jpg (100.03 KB. 777x561 - viewed 753 times.)


http://wiki.dark-omen.org/do/DO/ARM

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« Reply #25 on: April 12, 2017, 08:39:25 PM »

hahahahah
Great, thanks. Problem solved!
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Leilond
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« Reply #26 on: April 12, 2017, 09:59:46 PM »

CTL EVENTS
By now I'm good confident about these
6   Charge button clicked (one way to charge, not the only one)
9   Target selected (spell or fire)
16   Regroup
25   Regroup after pursuing
61   Hit by ranged fire or spell
73   Spell cast
71   Seems to be enemy in range or approaching. Fire multiple times until the unit start to fire or is engaged
52   Unit suffered loss from range (do not fire always, probably when the loss are of some minimum value)
79   Hit by spell (Spells fire both this event and event 61)
58   Enemy approaching/charghing
65   Target lost/Enemy lost (ranged/melee)
64   Charged

It's very difficult to follow the path of those damn absurd function calling eachother on and back... I will like to meet these "great" programmers and ask them WHY LIKE THIS?

By the way

Event 3
Goblin archer event 3 change the return function to 110, where there are some "play_self 23" ("target recived"), conditioned to some unknown tests (probably somethig that always fail, like testing it's a player unit, because goblin never say "Target recived" with human voice). Does it means event 3 is "target recived" like event?

Event 4
Goblin infantry event 4 send back to 139 with some test that can send to 129 where it "play_self 2" (charge!) after a test (probably verify that it's a player and not an enemy)
I think event 4 can be the start of a charge obtained not clicking the charge button (that is event 6) but clicking on opponent banner or by a "search_and_attack_enemy"

Event 69
Goblin archers event 69 has the chance to send back to 111 that send to 115 where there are some "play_self 10" (Open Fire). 69 is probably the start firing event for archers

I think I've to give up on this... I cannot do more than this... too many nested and conditioned  calls (undocumented/untranslated conditions istructions)...

 Undecided

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olly
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« Reply #27 on: April 12, 2017, 10:12:32 PM »

Great, I will update the wiki

http://wiki.dark-omen.org/do/DO/CTL/Events

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Leilond
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« Reply #28 on: April 13, 2017, 09:50:19 AM »

Another event consideration
On b1_01, there is this code
Code:
on_event 66
        play_self 4
        #95 0
        iftrue
             play_self 5
            #8e
        endif
        end_event 6844
play_self 4 is "Retreat!"
play_self 5 i "We fear the enemy"

Thus, it look like event 66 is "route during battle" and #95 0 is something to do with "fear" (return true if the route reason is fear?)
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« Reply #29 on: April 13, 2017, 11:04:10 PM »

Cool!

Smiley
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