June 06, 2023, 08:27:08 PM

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1  Modifications / Campaigns / Re: Campaign: Dark Omen Enhanced Edition on: June 11, 2022, 04:32:05 PM
Welcome and thanks for the feedback!

1)
Magic items are spread out in a way you can't get them all at once, it depends on your path to victory.
For balance reasons the Banner of Wrath and the Horn of Urgoth are removed but the others are carried by individuals.
I didn't count the number of magic items but you can get plenty over time.

2)
Every mission you do counts as time spend to "get something done" before your "actual mission".
From my view of the game this was intented at some point but cut for reasons.
The result was a very linear campaign where you, except for Bretonnia, can get everything.
Thats no longer the case and you need to pick a path.
As you spend time the story doesn't wait for you anymore.


My advice for you is to not do the full campaign at once.
Instead do each chapter a few times differently to see which items and units you can get.
When you build you army chapter by chapter things start to look differently.
Also listen to the dialogues, they give advice here and there if you are running late again Smiley

Im glad you enjoy the challenge!
2  Warhammer Dark Omen Community / Tavern / Re: Merry Christmas and Happy New Year! on: December 25, 2021, 04:49:58 PM
I wish you all Merry Christmas, a Happy New Year and good health. Wink
3  Modifications / Campaigns / Re: Campaign: Dark Omen Enhanced Edition on: March 27, 2021, 08:14:42 PM
Good news everyone, 1.1.0 is now available!

More details at start of the thread.

Download: Enhanced Edition 1.1.0

Patch Notes 1.1.0:
- goblins stole 3500gc from the imperial reward treasure
- added a dark magic spell
- the timing of the dwarfs improved slightly
- added more talking heads here and there
- further improvements to dialogues
- the lords of "The 100" turned into heroes
- two of the lost magic items found by powerful enemies
- polished the important battles
- this patch is not save game compatible

I hope that Klaus catched all the bugs. Have fun!
4  Modifications / Campaigns / Re: Campaign: Dark Omen Enhanced Edition on: March 15, 2021, 08:35:39 AM
Currently working on version 1.1.0 with some much needed balance, bug fixes and little features here and there.

If anyone got some feedback left then now is a good chance to get it included in this version.


Have a good one!  Wink
5  Warhammer Dark Omen / Tactical wargaming and other Warhammer games / Re: Shadow Of The Horned Rat on: March 08, 2021, 07:08:42 PM
Good job!   Cool
This Let's Play brings back lots of memories. Makes me want to play it again!

Ceridan: ...destroyed by ungainly, ignorant, beer swilling...
Morgan:

made my, day i can't remember i ever saw this
6  Modifications / Campaigns / Re: Campaign: Dark Omen Enhanced Edition on: January 30, 2021, 03:44:13 PM
Hi,

your game is fine it is intented to be that way. You can't do all missions in one run, there is no "time" for it.
So if you show up late to a defense, well...  Wink
7  Modifications / Campaigns / Re: Campaign: Dark Omen Enhanced Edition on: September 06, 2020, 06:26:21 PM
Can i please get a bit more feedback both content and balance wise.

Need it for future improvements.

Also if anyone wants to do an undead/elves/etc conversion, feel free to do so  Wink
8  Warhammer Dark Omen / Tactical wargaming and other Warhammer games / Re: Table Top Recreations. Need help! on: June 24, 2020, 04:24:08 AM
Amazing work! That must have taken so much time, keep it up! Wink
9  Modifications / Campaigns / Re: Campaign: Dark Omen Enhanced Edition on: May 28, 2020, 05:42:02 PM
Thanks for playing  Wink

I don't know how to disable the strength button, but im sure its possible.
Makes me happy that you enjoy the changes, they are most important for replay value.

So have fun exploring!


Ps.: Please report any bugs, so Klaus can fix them.
10  Warhammer Dark Omen Community / Tavern / Re: Covid19 on: March 29, 2020, 08:16:26 PM
Quite the chaos everywhere, stay safe!
11  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: July 05, 2019, 09:07:18 AM
This looks awesome! Good job guys!

Will report anything i find.
12  Modifications / Tools / Re: Mod Selector on: June 29, 2019, 02:05:33 PM
There is no hurry, enjoy the summer  Smiley

Was mere ideas/problems is struggled with in the Enhanced Edition mod.
It's all WHMTG script related which is already awesome but could really use more functions.
Its kinda feature incomplete atm.
Especially if we ever want to have SOTHR ported to Dark Omen.
The campaign there can go so many different ways.

Checking a variable for all possible values can easy bloat the WHMTG file. Like i do atm to check time passed before most missions to process different events and dialogues. File size is quite close to the size cap which is 3 times the original size i believe.

Operators "=<" and "=>" are not supported i think. At least i never saw those used in the original which rarely uses logic and variables.

Quote
What I could also propose is a "Read WHMTG Variable" function which reads a WHMTG variable into a CTL global variable and then using this to set the deployment limit.


Sure, whatever works best/easy to implement. I tried to make the feature requests close to existing functions which could use some extensions like.

"GetUnitStatus unitID" function checks if unit is alive/dead (offset 0 size 2 in regiment data block).
Maybe this could be used to make a "SetUnitByte unitID value" function to set specific bytes. Like leader attributes @offset 127 size 9.

from Wiki:
http://wiki.dark-omen.org/do/ARM

Also one other feature came into my mind:

H) "multiple choice" in dialogues

There is currently only a binary choice "yes"/"no" with var_23 set 0 or 1.
"PlaySFX "Choice one" "Choice two" 29 1 "H_KZ001" 0"
Which can be used to build a binary tree but it gets confusing very fast and looks cheap.

SOTHR got i think up to 5 mission choices.


Thanks for reading  Wink
13  Modifications / Campaigns / Re: Campaign: Dark Omen Enhanced Edition on: June 15, 2019, 07:40:00 AM
Version 1.0.1


Direct Link:



Patch Notes:

  • Fixed a very annoying crash caused by a missing head.
  • This patch is not save game compatible.
14  Modifications / Tools / Re: Mod Selector on: June 08, 2019, 10:26:42 AM
I kindly request the following features for WHMTG scripting


A) Increase var_xx up to 32 (or more)
It's currently maxed at 24 total, var_00 to var_23. Very easy to run out of vars in more advanced mods.

B) CaseSwitch for var_xx
I only tested var values up to 32 but this already leaves so many possible values that the simple var check
Code:
ReadVariable var_00
IF == 0
<do this>
ENDIF
IF == 1
<do this>
ENDIF
and so on
Takes forever to do if vars are used greater than binary.

C) Add/Sub value to/from var_xx
There is currently only SetVariable var_xx Y.
This means that to add a value, like 22+1, currently all possible values need to be checked first, to then set the var one greater/smaller.


D) Unit deploy limit
PC default is 10, ps1 uses 8. Would be nice to have this flexible for certain battles.
I know its possible to do this with CTL script but it would be much better used here for easy modding.

E) Remove x-gold with check for 0/overflow
Current max gold is 2^16-1, to subtract gold we have to add 2^16-1-"value to subtract".
There is no check for 0/overflow.
Would also be nice so that if gold is added over the cap it's to be "ignored", or lots of gold is lost.

F) Modify some basic unit stats
Would be nice if we could change current/max number, alive/dead, armour, stats M,WS,etc
For example SOTHR has a mission where units with armour below 3 get +1 armour

G) Add exp to unit

I feel bad for asking so much  Tongue


15  Warhammer Dark Omen / Tactical wargaming and other Warhammer games / Re: Table Top Recreations. Need help! on: June 07, 2019, 12:10:49 AM
Here is a very good Lets Play from The Inept General playing SOTHR

Warhammer: Shadow of the Horned Rat Part 1powered by Aeva


He also reads unit books and his route is i think the most complete one.
Quality is good.
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