Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 12, 2020 14:22:02 GMT -6
What's the value in GS.mpq that controls the rates at which artifacts/scrolls starts dropping? I've looked around and found that the 9 at most dungeons in a region will not drop anything, I've also tried to decrease the "dungeon_artifact_dict dict_size_needed" and the couple ones besides this one values inside "GS.mpq/gs/PLACEDNG5.gs" but it doesn't seem to do the trick, any ideas?
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Post by Boaster on Sept 12, 2020 18:05:03 GMT -6
What's the value in GS.mpq that controls the rates at which artifacts/scrolls starts dropping? I've looked around and found that the 9 at most dungeons in a region will not drop anything, I've also tried to decrease the "dungeon_artifact_dict dict_size_needed" and the couple ones besides this one values inside "GS.mpq/gs/PLACEDNG5.gs" but it doesn't seem to do the trick, any ideas? You're wanting multiple artifacts as spoils, or what? Changing the dictionary size for that document is the wrong move. Not sure how to add multiple artifacts as spoils for one dungeon. Also, I'm not sure how to change the 9 lowest dungeons in region. A lot of my maps have 3x Level 1, 3x Level 2, and 3x Level 3 caves in each region to deal with the issue. But I haven't investigated changing that in a long time.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 13, 2020 1:03:58 GMT -6
I'm trying to make them more frequent. I've played a few games yesterday and felt really frustrated when by completing lvl8 caves I'd get nothing out of it and I was sitting on the starting artifact for the most part of the game. That's why I'm trying to modify it. The fact that potions also spawns so frequently is kind of a problem since it clutters a lot the inventory.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 13, 2020 2:11:27 GMT -6
Could pre-placed dungeons somehow affect this rate? Like I've been playing on a specific map with pre-placed dungeons with only very little spoils even at higher cave levels, and I just tried to play on the default map in random generated dungeons and just got something out of a lvl3 water house.
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Post by Boaster on Sept 13, 2020 7:24:29 GMT -6
I'm trying to make them more frequent. I've played a few games yesterday and felt really frustrated when by completing lvl8 caves I'd get nothing out of it and I was sitting on the starting artifact for the most part of the game. That's why I'm trying to modify it. The fact that potions also spawns so frequently is kind of a problem since it clutters a lot the inventory. If you're not getting any artifacts, then I would figure potions to be a godsend. They do clutter inventory, but they're very useful. Could pre-placed dungeons somehow affect this rate? Like I've been playing on a specific map with pre-placed dungeons with only very little spoils even at higher cave levels, and I just tried to play on the default map in random generated dungeons and just got something out of a lvl3 water house. I don't know that preplaced dungeons would matter... so, they may or may not. I really don't know definitely. What I definitely do know is that the two highest, non-temple, dungeons in your region are where the legendary and secondary artifacts are located.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 13, 2020 8:51:28 GMT -6
Well, thing is, I'm barely even getting potions most of the time, so.. though I guess I could still get some from the guilds, I'm not really used to doing that. And I think I figured the right value to modify in gs.mpq, I think It's the "totalbartervalue" in the "/makedungeonspoils" entry. I've very slightly upped those values and I think I'm noticing a more comfortable change in spoils frequency, nothing much but it makes it feel less frustrating. Also, I've done a bit more testing, and I'm pretty sure pre-placed dungeons have something to do with the way artifacts are generated and scattered among the map. My guess is that when placing down dungeons the game uses the data in gs.mpq when it comes to artifacts spoil, and then the "dugeon data" gets saved inside the map. Playng on another update might have somehow done something to how the game handles artifacts drops, because while I did get legendaries from highest level dungeons and a couple others from very high lvl caves, I didn't get anything from caves lower than lvl0. Actually, I'll just share the map, so maybe someone can confirm if this is a problem on my end or not. I really love the design overall, I forgot where I grabbed it but It's really good. I've made a few edits here and there to make all lands connected and that's it, no extra dungeon or anything. Attachments:attachment.scn (250.31 KB)
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Post by Boaster on Sept 13, 2020 8:55:13 GMT -6
In 'gs/PLACEDNG5.gs', take a look at text "retrievefromstack 8 add". Perhaps this is the controller of dungeon spoils. It seems most likely now that I look at it. Before, I was always looking for a 9, but I suppose looking for an 8 makes sense, because a lot of times zero is counted first.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 13, 2020 9:11:24 GMT -6
In 'gs/PLACEDNG5.gs', take a look at text "retrievefromstack 8 add". Perhaps this is the controller of dungeon spoils. It seems most likely now that I look at it. Before, I was always looking for a 9, but I suppose looking for an 8 makes sense, because a lot of times zero is counted first. I've put that value to 16 and that did seem to increase the amount of items I got after completing a couple dungeons, that would drop something in the first place. But that didn't change anything on the map I posted. I'm now getting convinced this is an issue underlying with the data stored inside the map and not the data inside gs.mpq, sadly, I didn't take a look yet but I'm sure I'll just find gibberish if I try to open it and modify it. Safest way would be to delete all the dungeons on the maps and replace them back manually, but given the amount of dungeons that might take some time, not even mentioning the complexity of the map which makes it harder to do so.
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Post by Boaster on Sept 13, 2020 9:33:11 GMT -6
In 'gs/PLACEDNG5.gs', take a look at text "retrievefromstack 8 add". Perhaps this is the controller of dungeon spoils. It seems most likely now that I look at it. Before, I was always looking for a 9, but I suppose looking for an 8 makes sense, because a lot of times zero is counted first. I've put that value to 16 and that did seem to increase the amount of items I got after completing a couple dungeons, that would drop something in the first place. But that didn't change anything on the map I posted. I'm now getting convinced this is an issue underlying with the data stored inside the map and not the data inside gs.mpq, sadly, I didn't take a look yet but I'm sure I'll just find gibberish if I try to open it and modify it. Safest way would be to delete all the dungeons on the maps and replace them back manually, but given the amount of dungeons that might take some time, not even mentioning the complexity of the map which makes it harder to do so. I would say go from "retrievefromstack 8 add" to a lower number, like, "retrievefromstack 3 add". And maybe there is discrepancies between maps with manually placed dungeons versus auto-generated dungeons.
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Post by Boaster on Sept 13, 2020 9:35:29 GMT -6
I am thinking that the "retrievefromstack 8 add" is controlling spoils for auto-generated dungeons.
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Post by Boaster on Sept 13, 2020 10:08:15 GMT -6
After some testing, it does not effect this.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 13, 2020 10:17:00 GMT -6
I am thinking that the "retrievefromstack 8 add" is controlling spoils for auto-generated dungeons. Yes, I think that did the trick, thank you a lot. By the way, the map in question I posted is Feuerundeis, there might be more out there with the same problem.
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Post by Boaster on Sept 13, 2020 10:21:56 GMT -6
This is from the ReadMe.txt on the CD.
It may not be possible to override this?
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 13, 2020 10:27:57 GMT -6
This is from the ReadMe.txt on the CD. It may not be possible to override this? I think I got through this by placing more random generated dungeons in PLACEGND5.gs. This is what I'm using at the moment: [ [1 licave decave orcave chcave ficave wacave eacave aicave] [1 licave decave orcave chcave ficave wacave eacave aicave] [1 licave decave orcave chcave ficave wacave eacave aicave] [1 licave decave orcave chcave ficave wacave eacave aicave] [2 limult demult ormult chmult fimult wamult eamult aimult] [2 liminc deming ormina chmina fiminc wamina eaming aiminc] [2 liming demina orming chminc fimina waminc eamina aiming] [3 limina deminc orminc chming fiming waming eaminc aimina] [3 licave decave orcave chcave ficave wacave eacave aicave] [3 licave decave orcave chcave ficave wacave eacave aicave] [3 licave decave orcave chcave ficave wacave eacave aicave] [4 licave decave orcave chcave ficave wacave eacave aicave] [4 listat destat orstat chstat fistat wastat eastat aistat] [4 lidung dedung ordung chdung fidung wadung eadung aidung] [4 litowe detowe ortowe chtowe fitowe watowe eatowe aitowe] [4 limult demult ormult chmult fimult wamult eamult aimult] [5 liminc deming ormina chmina fiminc wamina eaming aiminc] [5 licave decave orcave chcave ficave wacave eacave aicave] [6 listat destat orstat chstat fistat wastat eastat aistat] [6 limult demult ormult chmult fimult wamult eamult aimult] [7 liminc deming ormina chmina fiminc wamina eaming aiminc] [7 licave decave orcave chcave ficave wacave eacave aicave] [8 litowe detowe ortowe chtowe fitowe watowe eatowe aitowe] [9 listat destat orstat chstat fistat wastat eastat aistat] [9 licave decave orcave chcave ficave wacave eacave aicave] [10 limult demult ormult chmult fimult wamult eamult aimult] [11 lidung dedung ordung chdung fidung wadung eadung aidung] [11 lidung dedung ordung chdung fidung wadung eadung aidung] ]
You can even add a few manually set ones on the map and it'll work out just great. Since there's more of them my guess is that the limit is just flat and doesn't scale with the total amount of dungeons on the map.
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Post by Boaster on Sept 13, 2020 10:40:44 GMT -6
I believe I have found exactly what we need in PLACEDNG5.gs: dungeondata { /dummy2 begin /temp_faith_stack exch def temp_faith_stack 0 get 8 max { temp_faith_stack 1 get getdungeonstrength 4 lt{temp_faith_stack 1 retrievefromstack pop}{exit}ifelse }repeat end }forall
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 13, 2020 10:52:23 GMT -6
I believe I have found exactly what we need in PLACEDNG5.gs: dungeondata { /dummy2 begin /temp_faith_stack exch def temp_faith_stack 0 get 8 max { temp_faith_stack 1 get getdungeonstrength 4 lt{temp_faith_stack 1 retrievefromstack pop}{exit}ifelse }repeat end }forall i-is that so? What does this do?
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Post by Boaster on Sept 13, 2020 11:01:26 GMT -6
Still testing it to make sense of it.
I completely removed it, but artifacts were still being generated.
...only some artifacts appear to be generating.
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Post by Boaster on Sept 13, 2020 11:44:37 GMT -6
What I'm gathering so far is that the '8 max' appears to be effecting the number of dungeons and the 'getdungeonstrength 4 lt' part seems to be effecting the dungeon level.
Combined, what it looks like is it is ignoring the first 8 (technically 9?) dungeons, with dungeon levels less than 4 (technically 3?). Since zero is included as the first number, it makes things technically difficult.
So, after a little bit of testing...
The '8 max' being adjusted to '16 max' and '4 lt' adjusted to '7 lt' meant that the 16 dungeons under the level of 7 appeared to have NO artifact at all.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 13, 2020 11:50:16 GMT -6
What I'm gathering so far is that the '8 max' appears to be effecting the number of dungeons and the 'getdungeonstrength 4 lt' part seems to be effecting the dungeon level. Combined, what it looks like is it is ignoring the first 8 (technically 9?) dungeons, with dungeon levels less than 4 (technically 3?). Since zero is included as the first number, it makes things technically difficult. So, after a little bit of testing... The '8 max' being adjusted to '16 max' and '4 lt' adjusted to '7 lt' meant that the 16 dungeons under the level of 7 appeared to have NO artifact at all. Wow, that's really interesting. maybe on top of that we can add the "totalbartervalue" I talked about earlier which *seems* to concern artifact quality maybe? Like superior multiplicators might roll for better items since their barter values are superior... Just a guess, I don't actually know.
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Post by Frodo Baggins on Sept 13, 2020 19:49:35 GMT -6
Thank you for another awesome discussion engaging my curiosity and willingness to mod! I am going to try altering GSZERO and see what happens.
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