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Post by Boaster on Dec 28, 2010 20:32:06 GMT -6
I have long had plans to re-do the GS-Zero mod. Why? For those who might want to play LOMSE with all the goodies I've added to the game to improve it.
Artifacts, Spells, Unit stats, barter value calculations... all this and more will be the same as the original.
The basic plan is to make the GS-Zero mod 100% compatible with the original pic.mpq and saved games from the unmodded game as well.
It's something that will be a work in-progress, like the GS5R3. The focus is to bring the new additions into the old game with as little changes to the original as possible.
Things I have contemplating are the way certain spells, such as Heat Metal, are broken and will reduce a unit's movement points to zero permanently in some situations.
Things that won't be included are the expanded portrait library, new artifact graphics, new spell icons, new stat icons... anything related to additional graphics being added to the game, will not be there.
Don't ask me when this will come around. I have no clue. Something I've thought about doing for a long time.
Additionally, I've also had the plan to redesign the website and add unit, spell, artifact, faith relations data, and the like, from the unmodded original game.
Lots of things to keep me busy, but these are what you might call "pipe dreams" for the moment.
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Post by Boaster on Dec 31, 2010 8:30:33 GMT -6
A little bit of an update. I have done quite a bit of work on an updated GS-Zero Mod.
Got an ass load done yesterday. We shall see how much more I get done.
Things on the agenda are: revert index names of spells and artifacts, file names of spells and artifacts, restore all original artifacts and their original data but using newer artifact modifier handling. This is the bulk of the work load. And I am at this point soon, I think...
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Post by Boaster on Jan 4, 2011 11:52:33 GMT -6
GS-Zero mod, code name GSZ is on it's way... still quite a bit of shit to get through, but I'll get it done.
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Post by Boaster on Jan 5, 2011 10:15:13 GMT -6
A lot more progress being made.
Managed to figure a way to still allow for Balkoth's original entourage (starting army) to appear but still have a different set for the Necromancer Lord.
Balkoth will start with his scythe and original entourage. Necromancer Lord will start with the Shadowstaff and an entourage mixed between the setup for the Dark Warlord and Assassin Lord.
Also, Balkoth will have his starting resources unchanged while the Necromancer Lord will have the same as the others.
A LOT of progress has been made. At this rate, we might see an early release of the mod, codename GSZ.
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cybah
Member LVL 2
Posts: 22
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Post by cybah on Jan 7, 2011 7:56:31 GMT -6
I'm really interested in this.
Will we be able to see all of the unit stats you can see in your mod in GS-Zero as well (melee resistance, missile resistance, …)? That would be really great.
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Post by Boaster on Jan 7, 2011 10:34:35 GMT -6
Yes, all stats, artifacts and spells will be unchanged. City trading will be reverted to the way it was before.
Anything that effects game play directly will be reverted to it's original.
The ONLY significant difference I plan thus far for the GS-Zero mod is with the generation of dungeons. With maps that generate random dungeons, the Earth region and Fire region will have dungeons generated a little bit closer.
Earth dungeons will spawn 33% closer. Fire dungeons will spawn 20% closer.
Earth's movement unmodded will suffer terrain penalties and no one's movement is improved on their own turf to the equivalent of road travel.
Hotkeys will be added, such as Parry, Hold position, Aimed Attack, Stealth, etc. etc.
I have been test running a HARD mode game on default Urak.scn. Finding bugs along the way and squashing them. Soon, the mod will be ready to release at my current pace.
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cybah
Member LVL 2
Posts: 22
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Post by cybah on Jan 9, 2011 8:26:13 GMT -6
Nice. One question: How can I (by modding) increase the number of dungeons on the map? Is that number limited?
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Post by Boaster on Jan 9, 2011 9:08:37 GMT -6
Edits in gs\placedng.gs.
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cybah
Member LVL 2
Posts: 22
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Post by cybah on Jan 21, 2011 7:36:31 GMT -6
I've been thinking a bit... your mod is great but I would love to have all of the original artifacts. Cannot remember anything else I would love to set back to vanilla. Everything else in your mod is fine. =) Can this be done easily? Edit... but I do like some of your artifacts a lot. Hm.
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Post by Boaster on Jan 21, 2011 11:23:45 GMT -6
I've been thinking a bit... your mod is great but I would love to have all of the original artifacts. Cannot remember anything else I would love to set back to vanilla. Everything else in your mod is fine. =) Can this be done easily? Edit... but I do like some of your artifacts a lot. Hm. It can be done, but the variance of ease depends greatly on the modder.
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Post by Boaster on Jan 25, 2011 11:15:16 GMT -6
So far, the greatest flaw I've run into with the GS-Zero mod and fixing up the game (flaws I've seen anyway) is with how the game handle's experience from combat.
With the original unedited game, instead of taking the barter value of the unit before combat is engaged it takes the barter value of the unit after combat is over (with zero hit points, or zero military units remaining in a group). This caused the experience received from a particular unit group to be lower than what it should be.
Was this intended or an oversight? I will have to elect with the latter, given that the game has had its fair share of oversights. A lot of bugs with the original LOM, and still some yet in the -SE.
I have also elected in fixing this issue for the GSZ mod. It has been a giant fucking headache if I do say so myself.
I got it fixed, FOR THE MOST PART, however there are situations where combat decided will take away fame from your party, even when you have won combat.
In the GS5R3, since I have fixed this issue not just within comb_res5r3.gs, but also in formpc5r3.gs, my fixes are no longer an issue.
What did I fix in the "formpc" to get it to work? I'm having a hard time isolating this, but I think it has to do with how I re-worked just about everything.
My desire is to get the GSZ mod to remain as close to the original as possible, including barter values and how it's handled. And it came to my attention yesterday, in working with all this, that the original barter values and calculations may be used in other documents, which could have an effect on the AI all together. The only problem is, the other document I've seen the barter calculations in (beyond that it's new to me and functions differently as far as I can tell) is that it runs it's own independant calculations off of the original values.
Basically, the barter calculations are generated in two places with each document using their own setup.
This will take some more investigation for the GS5R3 mod specifically.
Question comes to mind, should I revert even the combat experience calculations to their original unfixed state? Or should I leave it with the fixes to experience calculations but with flawed game gains from combat in certain situations?
The "certain situations" I speak of happens like this, based on the first combat you have for when the game is loaded...
a. When you are the attacker first and go into combat, fame spoils is fine. b. After being the first attacker, you are then attacked and are the defender, even if you win your fame spoils are apparently switched around...
So being the attacker and victor, then being the defender and victor will register your fame as being apart of the losing side.
Sound simple enough, but I've tried finding a fix... and I DID, but it's not the original in-game calculation for fame. Fame from combat will be severely limited in all situations.
Anyway, experience or fame? What's more important?
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Post by Boaster on Jan 27, 2011 17:56:26 GMT -6
Well, I did find a fix (I think) using old code and manipulating some numbers to increase experience gained. Further tests will take place.
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Post by Boaster on Jan 30, 2011 13:37:30 GMT -6
Okay, the previous fix I thought made things better did not. But I have it figured out now and all will be good.
More work and play can continue on the GSZ.
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Post by mummra on Apr 23, 2011 14:23:23 GMT -6
A lot more progress being made. Managed to figure a way to still allow for Balkoth's original entourage (starting army) to appear but still have a different set for the Necromancer Lord. Balkoth will start with his scythe and original entourage. Necromancer Lord will start with the Shadowstaff and an entourage mixed between the setup for the Dark Warlord and Assassin Lord. Also, Balkoth will have his starting resources unchanged while the Necromancer Lord will have the same as the others. A LOT of progress has been made. At this rate, we might see an early release of the mod, codename GSZ. What exactly is Balkoth's starting entourage?
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Post by Boaster on Apr 23, 2011 15:01:39 GMT -6
Dark Javelins, Assassin and Dark Warrior.
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Post by emnaki on May 19, 2011 16:21:28 GMT -6
I've noticed that the website is down, is there another place I could get this mod?
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