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Topic Subject: Stranger's Dwigg Mod
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posted 03-30-05 02:59 AM EDT (US)   
Dwiggs5.0 is available here:

http://aow2.heavengames.com/downloads/showfile.php?fileid=612

Update 17-12-19 Joep and I are making an Age of Wonders 3 Dwiggs mod. If anyone is interested, just email me at bradjosse@gmail.com

Cheers!

In regards to Dwiggs mod, special thanks to:

El Joep-who did too much to list.

Timelord-again, too much to list.

Igoraki-converted many of the new graphics.

Merkraad-taught me the whole morphing thing

Kirky Picardo-maker of the excellent Brave New World mod. Like Timelord and Joep, he helped me too much to list just any one thing.

Kaskoid-Many of the excellent descriptions come from his desk.

Stillborn, Jean Luc, and many others also contributed some very creative descriptions. Look for the letter at the end of the description to see who wrote it.

If you wish to contact me, you can do so at bradjosse@gmail.com

[This message has been edited by The_Stranger (edited 12-16-2019 @ 08:19 PM).]

Replies:
posted 06-30-06 08:13 AM EDT (US)     1441 / 2994  
TP, no, you didn't test resistance only. Sorry for taking up precious place in this thread with my test, I won't do it again. I didn't press it together because I want people to see more clearly.

[This message has been edited by Tearion (edited 06-30-2006 @ 08:14 AM).]

posted 06-30-06 08:27 AM EDT (US)     1442 / 2994  

Quoted from tearion:

but defense doesn't matter as I showed in earlier post.


I tested both resist and def together and showed the combination of them matter. And defense doesn't matter based on your earlier tests. You said so yourself. Which leaves only resistance. So your test was redundant.

Plus I had spend a good part of a post showing how you could compact data (like grouping 3-4 and 5-8 together) making the data shorter and easier to to use. You could have even simply put column 2 next to column 1 instead of below it. Not that I wanted to get into such minutia but I heard a bitter tone to your post and felt a need to explain myself.

[This message has been edited by TruePurple (edited 06-30-2006 @ 08:32 AM).]

posted 06-30-06 09:08 AM EDT (US)     1443 / 2994  
Yea, you're right my test was redundant. I just didn't bother to read your message thoroughly since your grouping and checking % was redundant. And your critic of me taking up space in this thread applies for you as well.

Quote:

You could have even simply put column 2 next to column 1 instead of below it.

Well, it would be time-consuming for me then but it's a good advice if there will be a need for me to show my test results.

[This message has been edited by Tearion (edited 06-30-2006 @ 10:03 AM).]

posted 06-30-06 10:21 AM EDT (US)     1444 / 2994  
nm

[This message has been edited by Tearion (edited 06-30-2006 @ 10:31 AM).]

posted 06-30-06 01:12 PM EDT (US)     1445 / 2994  
hm....i just wait for a "final" dwiggs version in which units do not visually disappear and all units and changes that ppl speak about here were made, like this dwarven veteran.

really, can't bother with any critics, suggestions and so on if there is no final version to talk about availible for the public.


Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 06-30-06 04:54 PM EDT (US)     1446 / 2994  
DM---

"...really, can't bother with any critics, suggestions and so on if there is no final version to talk about availible for the public."

Bravo! You said it all right there.

Finis...


Arch-Enemy of the Annoyingly Dense
Practitioner of Whimsy
Celt,Finn & Swede Elder Gamer
posted 06-30-06 05:09 PM EDT (US)     1447 / 2994  
Except it is final version as stranger said! Just room for improvement. If stranger made a mistake with the coloring scripts and now some units don't show. It was just a mistake, not evidence of it being beta or something. Lay off already

And the reason these changes aren't officially being implementing is because the changes are in testing. Mod itself is still official release or what ever and still a refined product.

[This message has been edited by TruePurple (edited 06-30-2006 @ 05:12 PM).]

posted 06-30-06 08:36 PM EDT (US)     1448 / 2994  
Timelord,

It's frustrating for me to write something then have someone tell me that I'm "wrong" for holding an opinion that I never expressed. I didn't say player skill didn't matter. Clearly, it does. What I wrote was that because a player wins almost every game he plays doesn't mean his opinion should necessarily be valued above other players, just because it's his opinion. I'm trying to get people to offer explanations for their opinions, which will allow me to better understand how their ideas would function in the game rather than reading: "do this instead of that because I'm a better player than so and so." If these experts understand game mechanics so thoroughly, they should have no problem offering rationale for their thoughts and ideas. This obviously goes for me as well. Sorry if I sound annoyed but...I am

When this thread first began, it was full of people posting ideas they thought would be fun or cool or better for gameplay. It seems more and more to me that's turning into people trying to prove each other wrong, and I'm frustrated. New players will be very turned off when they come to this thread and find it full of so many bickering, insubstantial posts. Part of this is my fault, in that I should have had people post their suggestions by email then submitted those ideas that I thought might be useful to debate for public comment.

So, from this point onward if people have new unit suggestions or balance ideas, please email them to me at bradjosse@gmail.com

I think this thread would best be served from now on as a place where players can post questions, bugs, or gamplay issues. That means if you have a zillion reasons why a unit sucks or why a building is overpowered, please email it to me. If it's something that seems to have merit, I will post it here and ask for comments.

Having noted this, let me present a problem that many people are having and which Darkmystery alluded to: some units aren't showing up. It would be very helpful to me if we could compile a list of "invisible" units so that that we can figure out why they are not recolouring. I know this is frustrating a lot of people and I apologize for the issue. Also, if people want me to send them the graphics in question, I will do so.

Thanks,

Brad

[This message has been edited by The_Stranger (edited 06-30-2006 @ 08:57 PM).]

posted 06-30-06 09:01 PM EDT (US)     1449 / 2994  
Your right strange, I apologize for that which I've contributed to such problems. Its a good idea, lets see how it works out.

We might consider making a new thread for it, or a new thread for the new patch with links to the old thread. This thread is getting so long and its confusing to have talk about current and future versions in one thread.

BTW should I send you a email with what I've already said about dwarven veteran or is that post enough for a eventual reply from you?

[This message has been edited by TruePurple (edited 06-30-2006 @ 09:09 PM).]

posted 07-02-06 08:35 AM EDT (US)     1450 / 2994  
Stranger, I can understand your frustration a bit, and I hope the discussions are better from now on. Sorry if I did anything out of line too!

Units that don't appear in my Dwiggs 'copy':

- Frost Giant
- Zorbian Undead Rogue Hero
- Corrup Ent
- Giant Tick
- Gypsy Dancer
- Tame Lion
- Noctorn hero (missing Archon Ranger ilb)
- Carrious (missing Frost warrior ilb, 1st one in resource list)


Artist, Sorcerer, Monk and AoW Series fan
Proud citizen of BRASIL \o/ |o/ \o| \o/ |o| /o/ \o/
Blog with some art
www.the-battlefield.com ex-member with fond memories:Battlefield Player of the year 2003;Battlefield Winner of 4 Tourneys;Battlefield Winner of AoW league 2004
Proud owner of an AoW SM poster signed by Devs!
Please try the fantastic BNW Mod made by my friend Kirky Picardo! The best AoW:SM Mod!
posted 07-02-06 07:52 PM EDT (US)     1451 / 2994  
Thats similar to the list of units that didn't show for me.

Have you had aow ever in a different folder then it is now? If so...

Start-> Run -> type in "regedit"

Do a search for aow. Look for any listings that point to aow being in the wrong folder. Delete them. If you deleted any & all such entries and after you have finished the aow registry search then reinstall dwiggs 1.4. That worked for me. (might even work to just manually run the dwiggs recoloring scripts, look in the download thread for how to do that-except the file is ugpm_scripts.txt in all lower case not what ever the thread says)

Alternatively you could uninstall AoW then reinstall it and reinstall everything else but the first method is faster.

[This message has been edited by TruePurple (edited 07-03-2006 @ 04:40 PM).]

posted 07-02-06 09:40 PM EDT (US)     1452 / 2994  
Thanks Merk and TP

I think I'll just have to package the units with the patch. I thought that perhaps I had put a unit in the script that I hadn't included with the mod, and so the recolouring was stoping at this unit, but that doesn't seem to be the case....

posted 07-03-06 00:47 AM EDT (US)     1453 / 2994  
Wyrm's static shield is bugged, seems it disappear after battle like disappeared bonehorror's resurgence in previous versions.
posted 07-03-06 02:24 AM EDT (US)     1454 / 2994  
If you had had two installations of AOW, then the recoloring script sometimes fails to work as the address being read for the AOW directory seems to differ. TP experienced this problem and after removing the redundant Registry key (of the older installation), the units were recolored correctly.
Merk, can you check if this is the case with you too?

I have got a new laptop and have downloaded Dwiggs there. I will try a fresh install and see if any problems are present.

Strange One...I am sorry!


2009 1v1-Mapmaking Champion, Former PBEM Singles Champion, Proud contributor to the UPatch 1.4 and 1.5 effort
War of the Twins- 1 vs 1 PBEM map, Too Much Water - 1 vs 1 PBEM map, winner of 2009 1vs1 Mapmaking Challenge
My Dragon Age development blog
posted 07-03-06 02:29 AM EDT (US)     1455 / 2994  
That makes sense, Time...I had the same thing happen, lol

Perhaps we will have to rename the script for the patch then?

And, of course, no worries, mate

posted 07-03-06 02:54 AM EDT (US)     1456 / 2994  
Renaming the script will not work, unfortunately. What we can try is to do some kind of verification...failing which registry cleanup is the only way. I wonder why AOW doesn't clean the registry correctly when uninstalled.

I also notice one error when I ran it on a new installation -
_B_Undead_Vampire_Female -> A_nomadtemptress
Failed as the source ILB was not present.

All the units in Merk's list were visible to me - and I had none of the ILBs beforehand as this was a completely new installation on a new laptop


2009 1v1-Mapmaking Champion, Former PBEM Singles Champion, Proud contributor to the UPatch 1.4 and 1.5 effort
War of the Twins- 1 vs 1 PBEM map, Too Much Water - 1 vs 1 PBEM map, winner of 2009 1vs1 Mapmaking Challenge
My Dragon Age development blog
posted 07-03-06 06:17 AM EDT (US)     1457 / 2994  
Not positive I had uninstalled the previous AoW. Might have. There was only one entry opposed to the many pointing to the right path so many a entry WERE removed by some means.(uninstall or otherwise)

Also I'm a little surprised TL that you needed to rephrase what I had already said. Wasn't I clear enough that you had to repeat me?

[This message has been edited by TruePurple (edited 07-03-2006 @ 06:20 AM).]

posted 07-03-06 08:57 AM EDT (US)     1458 / 2994  
Can`t see frost giant, wyrm ss is bugged like air said.

AoW:SM and WoW gamer

Maker of MP Mod 1.8
posted 07-03-06 09:54 AM EDT (US)     1459 / 2994  
Hi,

Thanks for that info, True Purple.

I understand the registry thing, but I'll let my programmer brother handle that one

(if some sort of verification will be made like Timelord said in post 1456, DO e-mail me as I can get my brother to help in the code of such a verification - he really just did a program with lots of different ways to check that)

Anyways, since I am learning modding I used the UGPM_gui.exe to make some missing ILBs - and it's quite easy to do so, much more than messing with registry for some people, so I will post how here.

Download UGPM_gui.exe(at http://www.hamletg.com/files/UGPM_gui_012.zip), install and run it, choose the "ugpm_script.txt", which will open a list of units and then select the following units, for each of them go to "Tools" and select "Create selected units":

- Frost Giant: 1.4frostgiant
- Noctorn (archon hero) : 1.4_vampirehunterhero
- Zorbian hero: A_mummyhero
- Corrup Ent : 1.4evilent
- Tame Lion: 1.4lion (I didn't realise this one was missing too before)
- Carrious (warrior frost hero): 1.4frostherowarrior

Units still missing (maybe I missed them if their name was not clear and I dont actually remember HOW some unit looked):

- Giant Tick: this one shows in the editor, but not in game last I checked, though I'm not sure.
- Gypsy Dancer: maybe Stranger could tell us what is the name of the ilb for this one? I don't recall how the unit looks like.

Miscellaneous:

- Storm Lord, Jilted Hag and Wyvern (3 of the latter on editor): they are currently using Halberdier ILB.

Frostling path and nothing also, but I'm not sure these are even used in the Mod. 'path' unit is in 8 different places in the editor?? Next to other unrelated units. Weird?!

About Wyrm SS I didn't experience that one myself.


Artist, Sorcerer, Monk and AoW Series fan
Proud citizen of BRASIL \o/ |o/ \o| \o/ |o| /o/ \o/
Blog with some art
www.the-battlefield.com ex-member with fond memories:Battlefield Player of the year 2003;Battlefield Winner of 4 Tourneys;Battlefield Winner of AoW league 2004
Proud owner of an AoW SM poster signed by Devs!
Please try the fantastic BNW Mod made by my friend Kirky Picardo! The best AoW:SM Mod!

[This message has been edited by Merkraad (edited 07-03-2006 @ 11:12 AM).]

posted 07-03-06 04:27 PM EDT (US)     1460 / 2994  
So frost giant, tame lion etc show for you now? Only those two don't? Gypsy Dancer is a tall women with dark hair and orange (yellow?) and red flowing clothing (kinda robe like but not a robe) Recalling from memory so maybe got a detail wrong but I've looked at it enough in games. You should check in game to be sure that these units are invisable.

Unit slots can't be deleted once made. Stranger said he made some units that he changed his mind about. So I suppose he decided instead of leaving those units as they were he made them into path units. Though the reasoning beyond that is uncertain to me since it means extra work changing the unit over to another. Where he could just indicate that its a open space via name/graphic.

The wrong graphic units are also most certainly empty slot spots.

[This message has been edited by TruePurple (edited 07-03-2006 @ 04:38 PM).]

posted 07-05-06 10:08 AM EDT (US)     1461 / 2994  
Giant Tick does show, actually; though I am still sure I was not seeing it before, and I didn't run it in UGPM_gui myself..

Gypsy Dancer is NOT included in the ugpm_Scrupt.txt Stranger sent for some of us along with Dwiggs(test)patch. Her ILB is in the 'old'normal Dwiggs1.4 sript: 'A_nomadtemptress; which is a recolor of '_B_Undead_Vampire_Female'

Well the 'path' weird units are not in-game, but those 'halberdier' wyverns are. Maybe Stranger can comment on this and the issues raised in my previous post?


Artist, Sorcerer, Monk and AoW Series fan
Proud citizen of BRASIL \o/ |o/ \o| \o/ |o| /o/ \o/
Blog with some art
www.the-battlefield.com ex-member with fond memories:Battlefield Player of the year 2003;Battlefield Winner of 4 Tourneys;Battlefield Winner of AoW league 2004
Proud owner of an AoW SM poster signed by Devs!
Please try the fantastic BNW Mod made by my friend Kirky Picardo! The best AoW:SM Mod!
posted 07-05-06 08:01 PM EDT (US)     1462 / 2994  
As TP noted, the "path" units are ones I created, then decided to scrap. As far as I know, you can't delete units from the game, so I made them all look the same so that I could recognize them.

As for the missing units, the tick and storm lord, I think a reinstall will fix that, Merk.

Look for the patch in a week or two

posted 07-07-06 04:10 PM EDT (US)     1463 / 2994  
Summons are bit too heavy since u cant banish or bind them. And if u donīt get any summon and u arenīt gold bonus race u have already lost. I builded 15-20 darkelf citys and my income was 366, which is too low to build any 4th lvls. U can have 50 archers and be unbeatable, but u canīt kill anyone.

Just saying that towns need to produse more gold since troops cost more and for 3rd or 4th lvl units u need to have city size. And income structures could be rather 30 than 15. That would make games much faster too.

Banish and bind summons to 8 and 10 att could work better.


AoW:SM and WoW gamer

Maker of MP Mod 1.8

[This message has been edited by Munataros (edited 07-07-2006 @ 04:16 PM).]

posted 07-07-06 05:30 PM EDT (US)     1464 / 2994  
Build many towns is not best way to get income. Just built outpost cost 250 total, on 1st turn u get only 2 gold and pay 10 for housing, so only on 6th turn outpost will produce positive income. but if u will build outpost near water u can build shipyard in village and get +20 gold. So if u mindlessly massing outposts and archers to defend them u will never get much income and this is very nice thing compared to normal aow where all u need is start with reserch race and mass outposts

This time static shield from wyrms didnt disappear ever, seems bug isnt that simple as i expected

posted 07-08-06 07:09 AM EDT (US)     1465 / 2994  
Well having many towns should be way to good income. It will be that too if build nature srhines and shipyards and towers to all citys. Housing is only choise for dark-elfes and slow growt races, otherwise growt would be 5 per turn.

Can nature quests be changet, there always come some razing quest.


AoW:SM and WoW gamer

Maker of MP Mod 1.8
posted 07-08-06 06:04 PM EDT (US)     1466 / 2994  
Nature quests can't be changed, unfortunately. What can be changed are the rewards a player gets for completing Her quests. I've tried to make them the best (Static Shield, Golden Age) but will review them.

I have no idea why the Static Shield dissapeared on the Wrym! I've never seen that happen before...

I think the damage on both Bind and Banish Summons could certainly be increased. But increasing the attack would complicate a lot of things: earth summons have very low resist, for example, and it would suck for a player to have their E. Elementals banished easily for the current low price of the spell.

Air, what resource set were you using for that save that you sent me?

Cheers,

bj

posted 07-08-06 06:30 PM EDT (US)     1467 / 2994  
dwiggs 1.4

Static shield bug on wyrm solved : if wyrm enter town with hall of enchantment it will lost static shield when leave it.

[This message has been edited by Air_warlord (edited 07-08-2006 @ 06:46 PM).]

posted 07-08-06 07:08 PM EDT (US)     1468 / 2994  
Heh good work air, now i keep my wyrms in town for whole game.

U can always cast summoners aura which give +4 res and dark gift and stone skin gives one in this mod. Bless gives 2. Damage increase could work too if banish would do dmg 10-15, since its half bigger cost than most attack spells.


AoW:SM and WoW gamer

Maker of MP Mod 1.8
posted 07-08-06 07:09 PM EDT (US)     1469 / 2994  
I'd almost say nice catch, Air!

I am surprised I never heard of this bug before. It's a real one and has nothing to do with Dwiggs in particular. The standard v1.3 (or v1.4, for that matter) have the same issue.

Since the inherent Bless does stick on a unit (White Knight), when it walks through a city with LIFE sphere Enchantment Hall, I think it has something to do with a late switch in programming. Initially, Liquid form was the enchantment given for Water. Static shield came later(you can see the manual stating liquid form) and it must not have been properly coded in.
Not sure yet, though.

I see no direct solution to this problem (seems hardcoded) so I guess we have to live with it. Given the fact that we only figured this out 3 years after release, I guess it wasn't such a big issue.
Someone creative could probably find a reasoning for this happening as well...
Anyone?



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[This message has been edited by swolte (edited 07-08-2006 @ 07:27 PM).]

posted 07-08-06 07:22 PM EDT (US)     1470 / 2994  
Muna u should keep wyrms outside town with hall of enchantment and they will never lost static shield. also i think any units with permanent spells will lost them if enter town with hall of enchantment that giving same spell, so DE archer will lost its enchant weapon if stayed in town with cosmos hall of enchantment and so on
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