[Help] Path of Question

Which would be better for a Path mod?

 

Set it that you choose your path at level 1 in character creation, if that,s even possible to implement or level 2 as suggested by other mods?

 

I have come to realize it would be very easy, if long and tedious, to mod the game to be very close to a D&D hybrid 2nd edition and 3rd erdition esq game.  Would take only some small functionality changes to leveling of monsters and units.

 

Basically find a base value for all levels and determine where a monster starts at its level 1.  For instance a Ashwake Dragon might start level 1 at a base level 12 and then keep advancing.  Interestingly enough you can do more than 20 levels for advancement for creatures.  So you could make dragons age as they level from 1 to 24.  The longer you let a dragon age the worse it gets to deal with, since the level up function already exists within the game.  You could even set it up that the level 1 and 2 or even odd for each divisor of 2 stays the same keeping each tier level longer so you could get to something, but if you left something for too long it would be VERY bad.  Also maybe make it so that dragon lairs are like drake army  lairs in that baby dragons spawn after so long.  Just thinking here.

 

Anywho tangent off.

 

Basically which would be better, more compatible for other mods?

 

Also depending if at character creation is better how could you make it mod compatible with other mods and update the NPC's?

 

Thanks for your guys help, and helping me understand what we have here, and correcting me when I make dumb statements  :D .

 

My 2 Copper.

3,936 views 15 replies
Reply #1 Top

Blah I should have posted this in the mod section, sorry.

Reply #2 Top


Hit edit and you can change where this is located.

Reply #3 Top

Done thanks.

Reply #4 Top

1) Milestones do not indicate level advancement. Milestones only set what stats a unit has when it spawns. If you want to make monsters that grow more powerful as they level up, you must use traits that boost stats <PerLevel>

2) Compatibility with Stormworld is completely dependant on how you approach the problem. If you are going to edit all the core champions, for example, you'll need to edit them in A_LIB_UnitStat_BG_v*/CoreReplacementFiles/CoreUnits.xml. Stormworld_Expandedfactions also has its own champions in Stormworld_ExpandedFactions_Champions. Also Sovereigns found in Stormworld_ExpandedFactions/expandedfactions_units_sovereigns.xml. There are also various monsters spread throughout the modpack.

Something to keep in mind about making something like this is people will expect updates when the vanilla game gets patched. Stormworld is also a work in progress which means I am adding more stuff on the go.

Reply #5 Top

Got it.  I will likely hold off on doing a quick release as I am not as fast at this as the more experienced modders.  I will likely release this in parts.  

 

Also If the milestones are not actual levels how is XP calculated for things like mites vs an ogre?  Basically if the level does not matter why is it that everything starts at a different level, milestone, instead of 1 as a base?

Reply #6 Top

Level and level milestone is a weird way to word it. One should be called spawn rating and the other should be called level. Anyhow, the level milestone is just the base stats of a unit at level 1. Going to level 2-100 works the same as any other unit in the game. You get some accuracy and some Hp. But each unit that is spawned in the game, either from the start or from spells or whathaveyou, can be given more or less base stats by increasing their level milestone. You can even set up custom level milestones for any monster or unit. Each unit's default base stats are determined elsewhere in core unitstats, but some nice modifications can be done with level milestones to add some uniqueness to units.

Reply #7 Top

Milestones determine what stats a monster/summon has when it spawns. If you set up the game to spawn a level 7 draogn, it will have level 7 milestone stats.

But if that dragon levels up to 8, he will still have level 7 milestone stats. If you want to have stats that grow as a monster levels up (after it has spawned) you need to use traits.

Reply #8 Top

Interesting, one more quick question, is it possible to set up a trait that is hidden that  changes the scale of a monster?  So basically a baby dragon will get eventually larger.  The same thing could happen for a bear i suppose as well.

Reply #9 Top

My frost giants have this

      <GameModifier>
        <ModType>Unit</ModType>
        <Attribute>AdjustUnitStat</Attribute>
        <StrVal>UnitStat_TacticalScaleMultiplier</StrVal>
        <Value>0.03</Value>
        <Provides>Frost Giants grow visually with level</Provides>
        <PerLevel>1</PerLevel>
      </GameModifier>

it doesn't change their size in strategic mode, but it does change what size they are in tactical mode depending on their current level.

I also had to do some extra calculations in the shrink/grow/giantform spells to make it logical when they got hit by those.

Reply #10 Top

Interesting.

 

Is it possible to change one type of creature into another after it gains so many levels through scripting?  Once again using the dragon analogy since it works, a baby dragon into an adolescent dragon, adult and so on.  This combined with the Idea of having small dragons spawn from a dragon lair would make it kind of scary if you left it alone for too long. Imagine a bunch of aggressive adolescent dragons running about near a dragons lair.  Or more simply this could be adopted for any animal type, maybe just wishful thinking.

Reply #11 Top

You can't change a specific unit into something else, but what you can do is have the monsterhut level up with time like they currently do in-game. It wouldn't technically be "the same" dragon, but it would appear like it to the player.

Reply #12 Top

Ok, so while the lair can level up with the according guardian monster from it the wandering monsters can not do the same at this time.  However both monsters can level up per the level function every ~50 turns.  Where in the code is the time for lair level ups controlled at?  Within the goodie hut coding?  

So you could theoretically make a lair with an adult dragon that levels up accordingly, after x turns the lair upgrades and then shows that there are now baby dragons within the lair after xx turns the lair levels again and then adolescent dragons now could stat wandering the countryside.  Does this sound right?

Reply #13 Top

Yeah, you can do that. It's in the goodiehut code.

Reply #14 Top

Quoting halmal242, reply 13
So you could theoretically make a lair with an adult dragon that levels up accordingly, after x turns the lair upgrades and then shows that there are now baby dragons within the lair after xx turns the lair levels again and then adolescent dragons now could stat wandering the countryside. Does this sound right?

 

Right it does sound. B)

Reply #15 Top

Hmm now to decide which monsters would make sense to have little monsters grow up and start trolling around the world.

 

Dragons make sense and would make you not want to ignore them pretty quick.  So just out of curiousity what would you guys say make sense other than whats already in the game.

Dragons.

Bears. Bear cubs upgrade but do not spawn wandering bears.

Cave Bears spawning baby cave bears and then wandering cave bears.

Wolves already do this.

Bandits already do this.

Shrills already do this.

Drakes sort of do this.

Slaags?

What else makes sense?