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Post by lordjackal on Jan 13, 2009 13:41:38 GMT -6
Greetings! I've been playing the GS5R2 mod for a few months now - all I can say is WOW! You've done awesome work. The game has really reached it's full potential now.
I have an idea for a feature for the game and wondered if it would be possible to implement. When I play the game, it the single most time-consuming/annoying yet necessary thing is using the mage in my party to heal the units. When I have a healing spell with a range (I think most mages get the range at level 7?), I spend a great deal of time positioning injured units to stand around in a circle so I can get the maximum healing affect after a battle. I'm sure many people do that after a battle to heal up their army and prepare them to fight the next battle.
It can be a really time consuming process moving units in and out of the "healing radius" and converting your mages unused mana into HP for your wounded troops.
A related issue is that when I have a wounded army walking around, sometimes I will search for some kind of battle just so I can utilize the mages mana afterward to heal up.
It would be cool if there was some kind of "heal party" option for the mage that would automatically compute how many healing spells (and thus how much mana) it would take to most efficiently heal the party and just automate that process. If the mage didn't have enough mana to heal everybody, it could just drain him completely and heal up the units appropriately based on how many healing spells the mage could cast.
I could see it implemented as an extra button when you click on the mage in the main world view and possibly in the after combat view where it asks if you would like to cast any spells.
That would really knock out about 90% of the tedious non-exciting time I have when playing the game.
I don't know if this is something doable or if you'd have an interest in implementing it. I know you've got a day job just like everybody else. Thanks again on the work you've already put in to let the game live on!
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Post by Boaster on Jan 13, 2009 14:29:57 GMT -6
Greetings! I've been playing the GS5R2 mod for a few months now - all I can say is WOW! You've done awesome work. The game has really reached it's full potential now. I have an idea for a feature for the game and wondered if it would be possible to implement. When I play the game, it the single most time-consuming/annoying yet necessary thing is using the mage in my party to heal the units. When I have a healing spell with a range (I think most mages get the range at level 7?), I spend a great deal of time positioning injured units to stand around in a circle so I can get the maximum healing affect after a battle. I'm sure many people do that after a battle to heal up their army and prepare them to fight the next battle. It can be a really time consuming process moving units in and out of the "healing radius" and converting your mages unused mana into HP for your wounded troops. A related issue is that when I have a wounded army walking around, sometimes I will search for some kind of battle just so I can utilize the mages mana afterward to heal up. It would be cool if there was some kind of "heal party" option for the mage that would automatically compute how many healing spells (and thus how much mana) it would take to most efficiently heal the party and just automate that process. If the mage didn't have enough mana to heal everybody, it could just drain him completely and heal up the units appropriately based on how many healing spells the mage could cast. I could see it implemented as an extra button when you click on the mage in the main world view and possibly in the after combat view where it asks if you would like to cast any spells. That would really knock out about 90% of the tedious non-exciting time I have when playing the game. I don't know if this is something doable or if you'd have an interest in implementing it. I know you've got a day job just like everybody else. Thanks again on the work you've already put in to let the game live on! It's not possible. Far too complicated. Even if I could, I would just be like... don't let your army get hurt so bad, [Laugh out Loud]. The whole point of the overland healing spells are to help heal your army over time. If you're in a hurry to heal, visit your local temple, have a Priestess with Healing Waters, or heal every unit invidually. The purpose of Cure Wounds having an in-combat radius is to allow you to heal units while combat is taking place, but also have an effect on nearby units in a pinch. It's basically a bonus that gives the spell it's own utility vs Heal. If you want to heal fast, maximize your army's health recovery. Life has good natural health recovery. Chaos recovers on the move. All others seem to heal better inside and stationary. My suggestion is think of different ways to solve the problem and use what works best for each situation.
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Post by swiftfoxmark2 on Jan 27, 2009 21:45:31 GMT -6
In the interests of keeping the board from having redundant threads, I have to ask for something to see if its possible. I played the original Lords of Magic and the Special Edition back when they came out and I remember that the original had distinct voices for the ships of each faith. In the Special Edition, they're all the same voice and match up with Death.
Any chance you can fix that?
Other than that, I love the mod and all the enhancements added to it. Now if I can only find a way to get multiplayer to work on Vista (I found a site that offered the IPX protocol for Vista).
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Post by Boaster on Jan 28, 2009 6:45:22 GMT -6
In the interests of keeping the board from having redundant threads, I have to ask for something to see if its possible. I played the original Lords of Magic and the Special Edition back when they came out and I remember that the original had distinct voices for the ships of each faith. In the Special Edition, they're all the same voice and match up with Death. Any chance you can fix that? Other than that, I love the mod and all the enhancements added to it. Now if I can only find a way to get multiplayer to work on Vista (I found a site that offered the IPX protocol for Vista). You would have to do the sound editing yourself, unfortunately. If you have the original sounds, import them through the MPQ editor.
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Post by nehan on Jan 29, 2009 5:38:31 GMT -6
Is it possible at all to edit graphics (I mean unit graphics)? Cause the thing that I suppose is bugging me the most is that there are only 4 types of cavalry. While Air/Life and Chaos/Fire combos are ok, order knights in Water and death horsemen in earth are not fun at all. As for the water cavalry, it could go with small changes from the amazon warrior hero.
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Post by Boaster on Jan 29, 2009 16:11:34 GMT -6
Is it possible at all to edit graphics (I mean unit graphics)? Cause the thing that I suppose is bugging me the most is that there are only 4 types of cavalry. While Air/Life and Chaos/Fire combos are ok, order knights in Water and death horsemen in earth are not fun at all. As for the water cavalry, it could go with small changes from the amazon warrior hero. If I could do it, I would.
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Post by nehan on Jan 30, 2009 10:37:41 GMT -6
I get the point. shame, really, though .
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shin
Member LVL 6
Posts: 81
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Post by shin on Feb 1, 2009 14:33:29 GMT -6
I get the point. shame, really, though . every units are made with pixel art, they all have around 7-8 different poses, for example lets take the water cavalry for example, theres a pose with the horse with 1 leg in the air, a pose where the unit faces the player, one where hes showing his back, one where he's going on the left, on the right, and there is also about 3 or 4 simulating the death of the unit, 1 when he gets the fatal blow, 1 when he's about halfway from hitting the ground, 1 when he just hit the ground and 1 when hes on the ground not moving. Ive check it in slow motion once and every units are like that. It would be terribly long to only do one, which suck .
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Areille
Member LVL 6
"For Llandwyllen"
Posts: 80
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Post by Areille on Feb 3, 2009 18:50:54 GMT -6
I get the point. shame, really, though . Yeah I got realy excited over the idea of adding new units aswel and tried loads of ways to open the sprite files but theyre not readable unfortunatly
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Post by swiftfoxmark2 on Feb 8, 2009 19:41:15 GMT -6
In the interests of keeping the board from having redundant threads, I have to ask for something to see if its possible. I played the original Lords of Magic and the Special Edition back when they came out and I remember that the original had distinct voices for the ships of each faith. In the Special Edition, they're all the same voice and match up with Death. Any chance you can fix that? Other than that, I love the mod and all the enhancements added to it. Now if I can only find a way to get multiplayer to work on Vista (I found a site that offered the IPX protocol for Vista). You would have to do the sound editing yourself, unfortunately. If you have the original sounds, import them through the MPQ editor. Well, I looked into this. I thought I had the original still around, but it may be completely gone now (or buried in my parent's stuff somewhere). I downloaded the original version DEMO, but there wasn't any ship sounds on it. I did notice that there were only Chaos and Death sound files for ships in sndfx.mpq. If someone could find the original Lords of Magic, I may be able to add the others into it and we can have ships that don't all seem to be run by dark elves.
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Post by zed on Feb 25, 2009 15:58:47 GMT -6
I have a proposal, like "play your faith or accept the risk".
What if you add a rule that considers the full amount of followers in your army, if the ones coming from your starting faith is under the 50% there is a % of risk, each turn, to loose the leadership of a portion of your army. That % is equal to the difference between 50% and your actual % of starting faith followers based on total followers in your army. Creatures and mercenaries don't count. What if you loose the leadership? A new leader rises from one of the Great Temple you conquered, collecting under his leadership an huge percentage of the followers of his faith under your control. You will also loose a percentage of fame/ale/gold/crystals, that is because the rising leader had to maintain the army. The new leader is played by the AI and you have another opponent to play against. If so, there is another interesting thing to consider: if your main leader is killed and your leadership is taken by one of the leaders of the friendly faith you conquered by taking his Great Temple for first, you have just one turn for acquiring a huge amount of soldiers of the same faith from the capital of the new leader or to dismiss some of your starting faith soldiers in your army so they will be in minority; if you don't act like that, so "accept the risk". All considerations about percentages have not to be easily calculated by any new report, if you suspect to be close to minority just have to count the amount of followers in your army, dividing them by faith they come from.
Power to masses! Revolution days.
Well, this is an idea, in early stage of maturation in my mind, so, if this is not clear I can try to explain that again or reconsider some aspects.
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Post by Boaster on Feb 25, 2009 16:46:29 GMT -6
From what I gather, it just sounds way to complicated.
And for those who do come in with ideas and feature requests, if I cannot do them or fail to see the need to implement them, do not take it personally please. I know you're only trying to help make an existing game better. A lot can be done, but only so much of it is practical to do so.
Again, it's not personal if I do not take up your ideas.
I felt it was necessary to put this out there, so people don't get the wrong idea about me.
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Post by swiftfoxmark2 on Feb 28, 2009 15:36:25 GMT -6
Update:
I've managed to collect a copy of the original Lords of Magic game. In the sndfx.mpq file, there are a lot more unknowns than in the Special Edition version.
I'll see what I can find. If anyone knows where I can find a good list file for this file, let me know.
Thanks.
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Post by Boaster on Feb 28, 2009 16:07:37 GMT -6
Update: I've managed to collect a copy of the original Lords of Magic game. In the sndfx.mpq file, there are a lot more unknowns than in the Special Edition version. I'll see what I can find. If anyone knows where I can find a good list file for this file, let me know. Thanks. What version is the original? And do you think you might be able to make an ISO from the CD and upload it somewhere (i.e. megaupload)?
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Post by swiftfoxmark2 on Feb 28, 2009 23:13:58 GMT -6
I can upload the CloneCD CCD and IMG files I made from the CD. You can mount it on Daemon Tools virtual DVD drives.
The version is 2.02, although this is updated. When I checked the sndfx.mpq, there were about 176 unknowns. Using name breaker, I've got it down to about 128 right now. I'll see what I can do with the new file list. Once that is set up, it will then be a simple matter of merging into a new sndfx.mpq file.
I don't know if it will work with LOMSE, though. There may be more to it after that.…
I am uploading what I got right now. I'll post a link when it's done.
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Post by swiftfoxmark2 on Feb 28, 2009 23:53:14 GMT -6
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Post by Boaster on Mar 1, 2009 4:32:11 GMT -6
Awesome. Thx man. I'm downloading now. Sunday is my busiest day, as I'll be working my job then do a radio show a couple hours after I get off work.
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Post by swiftfoxmark2 on Mar 1, 2009 7:22:08 GMT -6
One last thing: There is a patch for the original game you'll need. I've gone ahead and uploaded it to MegaUpload as well since it is difficult to find (I can't remember where I found it). www.megaupload.com/?d=Y1V9TGUR
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Post by swiftfoxmark2 on Mar 9, 2009 17:51:17 GMT -6
Update:
There were about 176 unidentified sound files in the old Lords of Magic. I've identified all but 72 so far. Most of them are found under the unit attack section. There are a lot of missing spell sounds and range attack sounds and a few ambient sounds. The Name-breaker I've found doesn't do a great job, as I've only found one with it. The rest were just guesses based on their location.
I'll see if I can break the rest. If anyone knows how to do it, I'd be more than happy to share what I've got so far with you guys.
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Post by Boaster on Mar 9, 2009 18:51:13 GMT -6
Update: There were about 176 unidentified sound files in the old Lords of Magic. I've identified all but 72 so far. Most of them are found under the unit attack section. There are a lot of missing spell sounds and range attack sounds and a few ambient sounds. The Name-breaker I've found doesn't do a great job, as I've only found one with it. The rest were just guesses based on their location. I'll see if I can break the rest. If anyone knows how to do it, I'd be more than happy to share what I've got so far with you guys. I've played the original LOM. Turns out, the ships do not have have selected or acknowledgment audio. They only have their movement sounds.
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