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16  Modifications / Campaigns / Re: Goblin Adventures, Part1 on: March 27, 2012, 05:42:22 PM
Always good to get new members to the community if anything it pokes old members awake Smiley

Did you change anything in engrel?
17  Warhammer Dark Omen / Singleplayer / Re: Enemy units in Campaign on: March 27, 2012, 04:30:05 PM
The Jewel also adds desire to punch level designer in face.

Shame about the check thou.  I suppose you might be able to hijack those 3 flags thou, and with a bit a luck be able to reset them to zero at various stages.

It's acually weird those flags even exist at all, I can't see any way of accidently losing a battle which wouldn't be totally devastating to your army. 
18  Warhammer Dark Omen / Singleplayer / Re: Enemy units in Campaign on: March 27, 2012, 04:01:12 PM
ya that #d3 is interestesting.  Presumeably it'll go to 0x1b0  in the save game and add n  * 4 bytes and check to see if its a 1 or 0.

That hopefully means you could use n=7 to see if you met lorean etc.

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

I've heard people say you get more units in the hand of nagash level if you go the long route.  Anyone confirmed this?  The codes from that be interesting if true.

PS
The Armour question.  Nobody knows, dues to the dice rolling nature of armour checks its impossible to check.  Supposedly to beat a 15 you'd have to roll a 6,6,then a 4.  Clearly this is not the case they arn't that tough. In the fourth edition i believe im correect in saying armour is limited to lvl5, which you only need three bits for, maybe the rest of the byte stands for something else?  It's the only vaguely sensible thing i could come up with, i originally thought it might be an anti-strength thing but the numbers dont make sense.
19  Warhammer Dark Omen / Singleplayer / Re: Enemy units in Campaign on: March 23, 2012, 04:54:44 PM
Are you sure the bug doesnt occur with Ghouls?  All the troops you listed it works with have 95 frames of animation.

Ghouls and all the others you listed have other amounts.

Also yes your correct the cannon can be destroyed before losing its crew, it's the fleeing thats the important part and that only occurs when the crew get hit, the cannon itself remains immune to damage.
20  Warhammer Dark Omen / Singleplayer / Re: Enemy units in Campaign on: March 22, 2012, 11:07:54 PM
Leader sprites are immune to all forms of damage whilst there are squad mates alive.  Normally this is not noticable, but artilery has a v.large leader sprite (the machine itself).  Plus the leader has no attack.  So when attacking if your squad doesn't deploy itself correctly, it can end up with no contact with the arty crew and your unit.  In which case all attacks are lost, no one dies.

A possible work around is giving the artillery the skeleton flag.

It is possible to make units too tough to hurt, and generally its best to keep to 6 or below toughness.

I dunno about the arty chasing bug, maybe its unit type was wrong?
21  Modifications / Campaigns / Re: Elf Campaign (one more, if there have been such :P ) on: March 21, 2012, 10:40:16 PM
You could just overwrite the orignal picture with whatever you want.

22  Modifications / Troops / Re: Clarification on melee weapons and something else on: March 21, 2012, 10:38:06 PM
I tested the different weapons with olly, and they seem to be limited to changing strength with the exception of wight blades which possibly does a D3 hit (can't test).

So the weapons don't match table top rules, there are no Init modifers, no hit last rules, and no "for the first hit only" rules.  So in the end the are a bit pointless as you could just manually change strength Sad
23  Modifications / Troops / Re: Mage Flag on: March 15, 2012, 07:54:40 PM
Grend got his choas dwarfs to play the casting animation when firing in his dark omen expanded mod.  Dunno how thou.
24  Modifications / Troops / Re: Mage Flag on: March 14, 2012, 05:37:56 PM
Or you could just give him the magic book early, it'll work out useless later on, but you might get access to some better spells earlier on.
25  Modifications / Troops / Re: Mage Flag on: March 14, 2012, 03:06:31 PM
I messed around with the mage types quite a bit and as far as I can tell it does nothing and is an unimplemented feature.  

To level up your mage you need something ranged so, Banner of Wrath - Maybe a bit Op, Grudgebringer Sword - A free fire ball every round.  The other possibility would be to give the mage a bow/crossbow/pistol and a decent balistic skill (4/5 ish) or a cannon and a low b/s (2).  I'm not sure if this would crash the game or not, due to lack of a firing animation, but I seem to rerember it will simply use the casting animation instead.
26  Modifications / Troops / Re: Trolls and Magic Protection on: March 02, 2012, 07:35:26 PM
Ya I forgot mummies burn too so it'll have to be a tag.

I think the treeman armour will remain a mystery.
27  Modifications / Troops / Re: Trolls and Magic Protection on: March 02, 2012, 02:29:32 PM
I presume you mean treeman armour.  Its likely to be 2x damage from fire.

.--. .-.. . .- ... . / -.. --- -. - / ..- ... . / -- --- .-. ... . / -.-. --- -.. .
28  Modifications / Troops / Re: Trolls and Magic Protection on: March 02, 2012, 03:57:00 AM
I seem to rerember the "regeneration" in the thrid edition worked by basically rolling a dice and 1-3 miss and 4-6 hit there's no adding of wounds.  It basically is a form of armour.
29  Warhammer Dark Omen Community / Tavern / Re: Need help with Blender on: January 25, 2012, 02:48:25 PM
Path finding should probobly be left till later when you have a working world, as changes you make to your model / height map / troop systems will just screw it up.

Once you are ready, I'd advise you to break it down into a 2d system with nodes/pregenerated route around static obstacles.  Rerember you need to take into account temporary & moving obstacles (firestorm, enemy & friendly squads) so you will probobly have to do multiple checks as the squad moves along its route.  Simplify as much as possible pathfinding or it'll burn though your cpu.

30  Warhammer Dark Omen / Tournaments / Re: Jim's OpenTournament (based on Darkmancer's mini tournament ruleset) on: December 30, 2011, 10:23:40 PM
Hmmm that's interesting and funny rule Cheesy

I thought so too Smiley

I assume everyone knows the fewer crew you have the slower your catapult fires.
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