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Thread: Disabling Alternate Upgrades: Is it possible yet? | |
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e-lysander
Known Hero
Lysander
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posted October 12, 2013 06:33 PM |
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Disabling Alternate Upgrades: Is it possible yet?
Several years ago I asked around to see if it was possible in a mod to disable the alternate upgrades. Apparently it wasn't possible then, but I was just wondering, has a method been devised to do this yet?
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Fauch
Responsible
Undefeatable Hero
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posted October 12, 2013 07:34 PM |
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what do you want exactly? impossibility to change an upgrade into another upgrade?
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e-lysander
Known Hero
Lysander
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posted October 12, 2013 07:53 PM |
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Basically, I want my mod to have the upgrades work as they did before ToTE.
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Fauch
Responsible
Undefeatable Hero
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posted October 12, 2013 09:38 PM |
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in dwellings files, I think you can see which creatures can be hired. just delete the alternative creature.
to prevent changing the specialisation, just check the <upgrades> bit for each unupgraded creature file, and remove the upgrade you do not want.
I'm not sure there is something else to do.
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e-lysander
Known Hero
Lysander
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posted October 12, 2013 10:01 PM |
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Fauch said: in dwellings files, I think you can see which creatures can be hired. just delete the alternative creature.
to prevent changing the specialisation, just check the <upgrades> bit for each unupgraded creature file, and remove the upgrade you do not want.
I'm not sure there is something else to do.
The game crashes if I simply remove the entry in <upgrades>.
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Fauch
Responsible
Undefeatable Hero
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posted October 12, 2013 10:15 PM |
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Edited by Fauch at 22:15, 12 Oct 2013.
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too bad I can't test. normally a creature can have only one upgrade.
oh maybe you also need to correct the <base creature> line to none or something like that for the upgrades you don't want. (but I think it was already the case for TotE units?)
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markkur
Honorable
Legendary Hero
Once upon a time
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posted October 13, 2013 01:00 AM |
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Edited by markkur at 02:52, 13 Oct 2013.
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e-lysander said: Basically, I want my mod to have the upgrades work as they did before ToTE.
There is one way to do this that I know of but it's small-scale; meaning "per-map". What you need to do is open the map you want to impact and inside the editor, you go into "each-town" and BAN the "other" upgrades in the drop-downs.
I realize you're wanting to make a Mod that impacts the whole Game but I thought I'd share this trick, in case the Mod is not possible but you would still want to give it a go on a few maps that you enjoy playing. It's very easy to do, just takes a bit o' time.
Good luck
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Fauch
Responsible
Undefeatable Hero
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posted October 13, 2013 02:46 AM |
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e-lysander said:
The game crashes if I simply remove the entry in <upgrades>.
did you delete the whole line? you probably can replace "creature_xxx" by "none"
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e-lysander
Known Hero
Lysander
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posted October 13, 2013 02:53 PM |
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markkur said: There is one way to do this that I know of but it's small-scale; meaning "per-map". What you need to do is open the map you want to impact and inside the editor, you go into "each-town" and BAN the "other" upgrades in the drop-downs.
I realize you're wanting to make a Mod that impacts the whole Game but I thought I'd share this trick, in case the Mod is not possible but you would still want to give it a go on a few maps that you enjoy playing. It's very easy to do, just takes a bit o' time.
Good luck
Interesting. Good to know. Thanks!
Fauch said:
did you delete the whole line? you probably can replace "creature_xxx" by "none"
I've tried half a dozen methods... the only thing that works is if I use the one upgrade I want for both entries.
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Fauch
Responsible
Undefeatable Hero
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posted October 13, 2013 06:57 PM |
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Edited by Fauch at 18:59, 13 Oct 2013.
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in that case, I have an idea a bit silly. give the same stats and abilities to both upgrades. but don't change the links to visuals. you only get to choose how they look.
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e-lysander
Known Hero
Lysander
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posted October 13, 2013 09:27 PM |
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Fauch said: in that case, I have an idea a bit silly. give the same stats and abilities to both upgrades. but don't change the links to visuals. you only get to choose how they look.
That's actually pretty brilliant.
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markkur
Honorable
Legendary Hero
Once upon a time
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posted October 13, 2013 10:28 PM |
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Great idea Fauch. I'd like see to someone have it slipped in on them. "Something's going on here...my Arcanes are double-shooting "
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Fauch
Responsible
Undefeatable Hero
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posted October 14, 2013 05:35 PM |
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if you do what I suggested, here are, I think, the main difficulties:
cyclop : you need to either erase the club of the untamed cyclop and give it the laser effect when he attacks, or use effects to put a club in the bloodeyed cyclop's hand. the easiest would be to give them the laser attack.
assassin/stalker : this one could be quite hard. you need to use effects to fusion the assassin and stalker models. they need to have the exact same animations (don't forget the shooting animation for the stalker, in case you want them to shoot) for example, if you want them both to use the crossbow, you erase the whole assassin model, except for weapons and you erase only the weapons of the stalker.
shadow witch : don't forget the shooting / activated ability animations.
thane : just change the effects and the color of the hand, depending on the abilities you want to use.
firehound : you may want to do something with that firebreath effect. or not...
skeleton : same as stalker.
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