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Grim_1: Thank you Disi for this fix. I have had no issues with it.

Dscotti asked for higher hero levels. I was also unable to find how to change the variable, so instead I hard set it to 55.

just change line 25 in "\Eador - Masters of the Broken World\data\scripts\map\map.unit.inc\getlevel.inc" from

"[*] = ;if level > gc_map_MaxHeroLevel then"

to "[*] = ;if level > 55 then".

I have not yet reached level 55 with any hero yet, but here are screenshots of what I have so far:
Iiiiiiinteresting.........................
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Grim_1: Thank you Disi for this fix. I have had no issues with it.

Dscotti asked for higher hero levels. I was also unable to find how to change the variable, so instead I hard set it to 55.

just change line 25 in "\Eador - Masters of the Broken World\data\scripts\map\map.unit.inc\getlevel.inc" from

"[*] = ;if level > gc_map_MaxHeroLevel then"

to "[*] = ;if level > 55 then".

I have not yet reached level 55 with any hero yet, but here are screenshots of what I have so far:
Huh? I don't even have that file.

EDIT: I played a bit with that Russian PAK extractor, and found the file in data000.pak. It was the only PAK file in which I could find it. I'll now try to edit it and see what happens.

I set the max level to 35. Let's see if this works...


EDIT 2: it works!
Post edited May 26, 2016 by gscotti
Pretty cool
Here is the full content of my version of the file GEtLevel.inc


section.begin
Name = GetLevel
Description[*] = ;OUT: IntRegister0 - hero level
UsedFileName =
Code : struct.begin
[*] = ;var myHandle : Integer = GetGameObjectMyHandle;
[*] = ;var myExp : Integer = GetIntValueByIndex(gc_map_GOStack_MapUnit_iExp);
[*] = ;
[*] = ;var i : Integer;
[*] = ;
[*] = ;var ind : Integer = 0;
[*] = ;var levelExp : Integer;
[*] = ;var nextExp : Integer = 0;
[*] = ;
[*] = ;while nextExp <= myExp do
[*] = ;begin
[*] = ; ind := ind + 1;
[*] = ; IntRegister0 := ind;
[*] = ; ExecuteState('GetNeededExpForLevel');
[*] = ; levelExp := IntRegister1;
[*] = ; nextExp := levelExp;
[*] = ;end;
[*] = ;
[*] = ;var level : Integer = ind-1;
[*] = ;if level > 35 then
[*] = ;begin
[*] = ; level := gc_map_MaxHeroLevel;
[*] = ; IntRegister0 := gc_map_MaxHeroLevel + 1;
[*] = ; ExecuteState('GetNeededExpForLevel');
[*] = ; levelExp := IntRegister1;
[*] = ;
[*] = ; SetIntValueByIndex(gc_map_GOStack_MapUnit_iExp, levelExp);
[*] = ;end;
[*] = ;
[*] = ;IntRegister0 := level;
[*] = ;
[*] = ;SwitchTo('Nothing');
struct.end
section.end

Just need to change line 25 from 35 to 55. 55 is the max skills (11 skills X 5 levels per skill). Once level 55 is reached and all skills are maxed at 5, there is no benefit to going higher.
I'm sorry but this is completely unbalanced & OP. Such a lvl55 hybride char has the traits of 2 fully maxed pure class chars. Which makes conventional pure class heroes completely irrelevant because they can't even get skills from other specializations. You really need that? The game is already easy enough without it...
Post edited June 17, 2016 by Kassiopeija
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Kassiopeija: I'm sorry but this is completely unbalanced & OP. Such a lvl55 hybride char has the traits of 2 fully maxed pure class chars. Which makes conventional pure class heroes completely irrelevant because they can't even get skills from other specializations. You really need that? The game is already easy enough without it...
Is not a matter of need. Have become bored with the game and all the bugs. So now It is all about "what can I do" to remain interested while hoping Snowbird actually fixes the game to make it playable. I enjoy trying the different changes folks make just to see how they play out.

I also agree that it is "already easy enough" as it is. Have tweaked the local guards to be even stronger, and am currently trying to adjust scripts to make AI players Stronger. Not much success yet though as the script files are not easy to decipher.
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Grim_1: Have tweaked the local guards to be even stronger, and am currently trying to adjust scripts to make AI players Stronger. Not much success yet though as the script files are not easy to decipher.
That sounds interesting. Are you disassembling hardcoded files or working on xml-files? Judging from what I can see in the .cfg sheets there are definitely some improvements possible that should make the game more demanding, give more in-depth and also interesting.

Some abilities are borderline useless. Stealth for example, eats up 5 Stamina per turn and makes a thief unable to act after a mere 2 turns, with being low on Stamina he's also not doing much damage at all. The way I think this ability should work is granting a sort of First Hit unto meleeunits with ranges not being able to interfere into that. But as for now, haven't found any file or way to reduce the Stamina-consumption to a reasonable level (like -2 per turn)
What I have done is extracted the whole PAK file, then renamed it so it uses the extracted files instead of the PAK file. While most changes can be done in the .cfg files, some changes need to be done in the script files (.inc). for instance: extracted files located at "Eador - Masters of the Broken World\data\scripts\units\unit.inc", you will find the file "BeforeTurn.inc". it sets the variable for the stealth mode stamina penalty.
Line 4: "[*] = ;const gc_StealthModeStaminaPenalty = 5;"
and can be set to whatever you want. Line 198 is where it actually deducts the variable. Several other .INC files check to see if the stealth flag is active, and deducts additional stamina points like for attacking/shooting/moving. Each action can be found in its own file. This is where I mentioned deciphering the files as everything references variables. So each variable has to be researched to determine what action is happening and how much stamina it consumes.
:)
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Grim_1: What I have done is extracted the whole PAK file, then renamed it so it uses the extracted files instead of the PAK file. While most changes can be done in the .cfg files, some changes need to be done in the script files (.inc). for instance: extracted files located at "Eador - Masters of the Broken World\data\scripts\units\unit.inc", you will find the file "BeforeTurn.inc". it sets the variable for the stealth mode stamina penalty.
Line 4: "[*] = ;const gc_StealthModeStaminaPenalty = 5;"
and can be set to whatever you want. Line 198 is where it actually deducts the variable. Several other .INC files check to see if the stealth flag is active, and deducts additional stamina points like for attacking/shooting/moving. Each action can be found in its own file. This is where I mentioned deciphering the files as everything references variables. So each variable has to be researched to determine what action is happening and how much stamina it consumes.
:)
Supergood ! :) It should now be possible to alter Stealth to become more useful, esp. considering that Thiefs are borderline weak that are commonly oneshotted by ranged units. However, I've done some extensive testing yesterday on it and it seems like Stealth does indeed also prevent the AI from being able to melee-attack you. With Recuperation+3 a Thief can stay infinitely stealthy with the AI being unable to finish you off, battle may -or may not- count as lost but troops seem to be completely restored after battle [BUG] and province captured [BUG]. That should not happen/ be possible under any outlay.

But actually such a scenario could be prevented by not giving stealthy units increased recuperation. Entering stealth mode itself counts as an action (with -1 Stam immediately) with -5 Stam on endturn, and only if the unit stays immobile on the next turn it'll trigger stam-recovery, which then results in only -3, so you have total of -9 in 2 turns - which is almost all Stam a starting unit has. The loss of it means usually certain death, and that is a bit too high a cost for not being able to be hit for 2 turns.

Before looking at the gamefles I didn't knew that Thiefs were also able to get StealAmmo_3 early on, so it seems like the design intent was that they go after enemy rangers/spellcasters - maybe entering stealth-mode when in shooting range, moving stealthed towards them and attacking when close. But that's not possible with the current level of stamina consumption, esp. moving in stealthed consumes add. -1 per tile [could this be removed as well?] That way a Thief can move 3 tiles at max, then being immobilized, even with additional stamina from upgrades won't do much damage at all.
Well, I need to experiment a little with this in order to find out the right balance, esp. in conjunction with abilites like Recuperation or Swiftness or SecondWind. I also find the StealAmmo ability a bit excessive in light of evil most likely has BurnAmmo spell and can get Harpy real easy (who can defeat enemy ranged/ spellcaster much more easy)

I have a question about the .PAK files. First off, I never extracted them but the file+folderstructure you mentioned is already there. So what is the reason you extracted them in the first place?

It also seems that the game uses/prioritizes the -already- extracted ones: Yesterday I was hex-editing a .lng file but bungled it at some time - game gave out an OOM error + crashed even before starting splash screen. Wasn't good enough to remedy it, so deleted the .lng file without replacement and expected that the game would default then russian or another language (when the english is missing) but it did indeed display the orig. eng text properly. It must've taken them out of the .PAK files.

BTW what language is the one I see in these .inc files? And how good is your skill reading that? :))) Because I was wondering if some stuff that currently annoys me is also located therein?
For example, the disability of Undead or certain Mercenaries not getting medals... It would be fun to create a unique set of medals for Undead, which mustn't be real medals but other gruesome stuff like additional vampiric fangs, potentially boosting some unique Undead stats like Necrophage, Vampirism or Soul Stealing.
The basic problem I have with Undead that one only plays with them under an Archmage, the +50% HP inbetween turns healing is excessively strong, but additional incombat healing via spell Vampirism is useless in a lot of instances (because might instead use the crystal cost to let the unti die & raise a fresh one).
And especially if you raise Undead with Mage, then transfer them over to another char, you'll notice they will just die away over time, esp. Zombies & Skeleton. It's not fun and needs some rebalancing (Mage class in particular)
I don't see why one is so limited being forced to go for this specific mandatory route when wanting to use Undead. Esp. because if someone uses conventional evil troops, adding Undead or Chaos creature will get them add. morale-boni.
My install of Eador has very few files in the "Data" folder. Most files are still in the PAK files. Extracting them makes it easier to edit them.

OOM errors happen when the amount of edited characters exceed the place holder. Example:
in language files for hero names is the line "heroName.commander.1=Treyephor". It is preceaded by 1e the is Hex for 30 in Dec.
So when I changed it to "heroName.commander.1=General Chaos", I had to adjust the 1e to 22(34 characters). Any failure to follow this causes the OOM error.

".INC" is just an "include" file. It supplies additional data for the assembly language used to write the game. I do not know this assembly language, just have been able to piece together parts.
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Grim_1: My install of Eador has very few files in the "Data" folder. Most files are still in the PAK files. Extracting them makes it easier to edit them.

OOM errors happen when the amount of edited characters exceed the place holder. Example:
in language files for hero names is the line "heroName.commander.1=Treyephor". It is preceaded by 1e the is Hex for 30 in Dec.
So when I changed it to "heroName.commander.1=General Chaos", I had to adjust the 1e to 22(34 characters). Any failure to follow this causes the OOM error.

".INC" is just an "include" file. It supplies additional data for the assembly language used to write the game. I do not know this assembly language, just have been able to piece together parts.
Which program do you use to extract pak files? I can't do this with anything, nor 7zip, nor anything else.
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Grim_1: My install of Eador has very few files in the "Data" folder. Most files are still in the PAK files. Extracting them makes it easier to edit them.

OOM errors happen when the amount of edited characters exceed the place holder. Example:
in language files for hero names is the line "heroName.commander.1=Treyephor". It is preceaded by 1e the is Hex for 30 in Dec.
So when I changed it to "heroName.commander.1=General Chaos", I had to adjust the 1e to 22(34 characters). Any failure to follow this causes the OOM error.

".INC" is just an "include" file. It supplies additional data for the assembly language used to write the game. I do not know this assembly language, just have been able to piece together parts.
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Amanullah: Which program do you use to extract pak files? I can't do this with anything, nor 7zip, nor anything else.
The link is in the first post of this thread
After... years of using this mod, I must admit that it does seem to make the game more crashy.
EDIT: actually, it crashes with about the same frequency without the mod.
Post edited December 24, 2017 by gscotti
Hi there! How can I increase the size of the hotseat shard maps?
Iv'e asked a lot of people but no one know how or want to help me so far except that other guy who might implement it later in his mods. Ive seen you used to mod this like a god back in the days!

I think the maps could be double the size of colossal. Ive asked the guy who made "Fixers of the broken world" and he was was kind enough to consider it in the future (his mod is mandatory if you haven't installed it yet and its a very important mod to use). But I would like to see this happen earlier if I can, and maybe I can learn myself. How and what files would I change? I assume and it seems that its very hard to mod things, and its not like modding "Beyond Earth" or other such games... Way harder.

Any ideas?
Post edited July 03, 2020 by Greenpakto