Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 14, 2020 9:32:34 GMT -6
I can definitely attest I found the value I was looking for personally, aka making artifacts spawns more frequently, but not get *more* of them in a single dungeon ; the value that controls this is the "totalbartervalue" multiplier in the "/makedungeonspoils" part, the ones located on the "getdifficultylevel" lines. Increasing them a bit does make things appear more frequently. I actually would have found out about it sooner if I knew how to read and didn't assume the "HARD" line was the last one.. My guess is that the game engine calculate the total barter value of all the enemies in the dungeon and roll for an item that matches this very value, but I admit I cannot back up this claim in any way.
Something else I've learned, in the same area, the "dungeonbartertable dstrength" multiplier seems to control the amount of resources you get after winning a battle, but increasing this value actually makes it so you get less of them, interestingly enough, so if someone would want to get more resources, they'd need to set a value inferior to 1.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 15, 2020 14:41:05 GMT -6
I can definitely attest I found the value I was looking for personally, aka making artifacts spawns more frequently, but not get *more* of them in a single dungeon ; the value that controls this is the "totalbartervalue" multiplier in the "/makedungeonspoils" part, the ones located on the "getdifficultylevel" lines. Increasing them a bit does make things appear more frequently. I actually would have found out about it sooner if I knew how to read and didn't assume the "HARD" line was the last one.. My guess is that the game engine calculate the total barter value of all the enemies in the dungeon and roll for an item that matches this very value, but I admit I cannot back up this claim in any way. Something else I've learned, in the same area, the "dungeonbartertable dstrength" multiplier seems to control the amount of resources you get after winning a battle, but increasing this value actually makes it so you get less of them, interestingly enough, so if someone would want to get more resources, they'd need to set a value inferior to 1. … I'm stupid, that is definitely NOT the value I'm looking for. This does seem to affect resources that's it. Still looking for it I guess... I think It's down there somewhere in that very gs file but where, and if not well then that's a big problem
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 15, 2020 14:54:49 GMT -6
For one thing, if we're starting over, is that I did notice doubling "retrievefromstack" value seems to make potions more likely to appear. This might be a start, hopefully...
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Post by Boaster on Sept 15, 2020 15:18:18 GMT -6
For one thing, if we're starting over, is that I did notice doubling "retrievefromstack" value seems to make potions more likely to appear. This might be a start, hopefully... In GS5, potions are not generated as dungeon spoils. They're generated for champions in encounters when the army is created. If you auto-calc combats, they'll never have the chance to use them and will be spoils and you'll see Potions populate as spoils more often.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 15, 2020 15:34:25 GMT -6
For one thing, if we're starting over, is that I did notice doubling "retrievefromstack" value seems to make potions more likely to appear. This might be a start, hopefully... In GS5, potions are not generated as dungeon spoils. They're generated for champions in encounters when the army is created. If you auto-calc combats, they'll never have the chance to use them and will be spoils and you'll see Potions populate as spoils more often. Ah damn, I think you're very right. I'm quite lost then. If only I could make more sense of the data inside those files...
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Post by Boaster on Sept 15, 2020 16:41:01 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 Work with this.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 16, 2020 9:48:12 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 Work with this. Doesn't seem to affect anything here, what values did you use?
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Post by Boaster on Sept 16, 2020 10:35:58 GMT -6
Modify that code and change the values in 'dungeonbartertable' to 300 end to end.
Change the 8 to a 0 and change the 4 lt to a 0.
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
The 'dungeonbartertable' seems to interact with the values of the artifact's barter values.
So, per the dungeon level, it pulls the value corresponding in the array. If all items in the array are 300, then all dungeon levels should yield artifacts available, regardless of level.
Generally, the highest barter value for an artifact is 5000. 5000 * 0.05 gives 250. Luckstone has a barter value of 5000. So, any dungeon level that can return from that 'dungeonbartertable' a value over 250 shouldd be able to give Luckstone as a possible spoil.
I haven't tested this. I am not home to do this kind of testing right now.
Disregard. The above seems to handle how much resources to disperse AFTER artifacts spoils were granted.
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Post by Boaster on Sept 16, 2020 11:25:22 GMT -6
At this point, I am thinking... just completely remove this code:
dungeondata { /dummy2 begin /temp_faith_stack exch def temp_faith_stack 0 get 8 max ; 8 max (DEFAULT) { temp_faith_stack 1 get getdungeonstrength 4 lt {temp_faith_stack 1 retrievefromstack pop} {exit}ifelse }repeat end }forall
The end effect should allow for any level of dungeon to yield artifact spoils.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 16, 2020 13:18:00 GMT -6
At this point, I am thinking... just completely remove this code: dungeondata { /dummy2 begin /temp_faith_stack exch def temp_faith_stack 0 get 8 max ; 8 max (DEFAULT) { temp_faith_stack 1 get getdungeonstrength 4 lt {temp_faith_stack 1 retrievefromstack pop} {exit}ifelse }repeat end }forall The end effect should allow for any level of dungeon to yield artifact spoils. Still nothing from caves from level 1 to 3. Scrolls starts dropping at lvl4 dungeons. I might be wrong but something I've noticed is that I do remember being able to drop a scroll in a lesser difficulty from a lvl3 cave. Maybe difficulty is a factor in how they drop? But there doesn't seem to be anything regarding that in that gs file. Could it be somewhere else?
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Post by Boaster on Sept 16, 2020 13:37:09 GMT -6
At this point, I am thinking... just completely remove this code: dungeondata { /dummy2 begin /temp_faith_stack exch def temp_faith_stack 0 get 8 max ; 8 max (DEFAULT) { temp_faith_stack 1 get getdungeonstrength 4 lt {temp_faith_stack 1 retrievefromstack pop} {exit}ifelse }repeat end }forall The end effect should allow for any level of dungeon to yield artifact spoils. Still nothing from caves from level 1 to 3. Scrolls starts dropping at lvl4 dungeons. I might be wrong but something I've noticed is that I do remember being able to drop a scroll in a lesser difficulty from a lvl3 cave. Maybe difficulty is a factor in how they drop? But there doesn't seem to be anything regarding that in that gs file. Could it be somewhere else?
There may not be enough artifacts and scrolls on Hard mode to give every dungeon placed an artifact.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 16, 2020 14:04:59 GMT -6
Still nothing from caves from level 1 to 3. Scrolls starts dropping at lvl4 dungeons. I might be wrong but something I've noticed is that I do remember being able to drop a scroll in a lesser difficulty from a lvl3 cave. Maybe difficulty is a factor in how they drop? But there doesn't seem to be anything regarding that in that gs file. Could it be somewhere else?
There may not be enough artifacts and scrolls on Hard mode to give every dungeon placed an artifact. You're a genius, that was it. Did a few lvl1 dungeons and scrolls dropped everytime. Kind of a shame that I had to go back on the vanilla settings for dungeon quantity tho. So as any kind of artifacts spawns only once, maybe there's a way to bypass that?
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Post by Boaster on Sept 16, 2020 14:16:00 GMT -6
This is the change I am making in the next update:
dungeondata { /dummy2 begin /temp_faith_stack exch def temp_faith_stack 0 get [2 4 6]getdifficultylevel get max ; 8 max (DEFAULT) { temp_faith_stack 1 get getdungeonstrength [1 2 3]getdifficultylevel get le ; 4 lt (DEFAULT) {temp_faith_stack 1 retrievefromstack pop} {exit}ifelse }repeat end }forall
The lowest dungeons threshold is modular to difficulty mode, and the lowest dungeon level is modular with the difficulty mode.
Go ahead and remove this chunk of code and add more spells to the scroll list on hard, which is the mode I suspect you're using.
You will see many, many scrolls.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 16, 2020 14:17:40 GMT -6
This is the change I am making in the next update: dungeondata { /dummy2 begin /temp_faith_stack exch def temp_faith_stack 0 get [2 4 6]getdifficultylevel get max ; 8 max (DEFAULT) { temp_faith_stack 1 get getdungeonstrength [1 2 3]getdifficultylevel get le ; 4 lt (DEFAULT) {temp_faith_stack 1 retrievefromstack pop} {exit}ifelse }repeat end }forall
The lowest dungeons threshold is modular to difficulty mode, and the lowest dungeon level is modular with the difficulty mode. Go ahead and remove this chunk of code and add more spells to the scroll list on hard, which is the mode I suspect you're using. You will see many, many scrolls. Alright, I'll give that a try this week-end most likely. Oh and already did get rid of the code you mentioned, thanks a lot for your help you're the best.
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Post by Boaster on Sept 16, 2020 14:19:22 GMT -6
There may not be enough artifacts and scrolls on Hard mode to give every dungeon placed an artifact. You're a genius, that was it. Did a few lvl1 dungeons and scrolls dropped everytime. Kind of a shame that I had to go back on the vanilla settings for dungeon quantity tho. So as any kind of artifacts spawns only once, maybe there's a way to bypass that? As far as allowing duplicate artifacts, or allowing the same artifact to be found more than once, it doesn't appear like that will be possible with the way things are coded. A stack (or list) of artifacts are compiled, each dungeon that will produce an artifact produces it from that stack on a one time basis. The only way you get duplicate artifacts is if the artifact appears in the artifact spoils list more than once. This was done with experience scrolls.
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Post by Frodo Baggins on Sept 16, 2020 17:52:28 GMT -6
So, placing artifacts in list multiple times will allow duplicates?
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Post by Boaster on Sept 17, 2020 7:25:22 GMT -6
Yes. However, multiples of certain artifacts will yield problems.
Chalice of Chaos, both copies will cast the same spell.
Scroll of Sages, both copies will cast the same spell and share the same counter.
Noble Crown, both copies will cast the same spell. If the spell is changed, it is changed for both.
Blade of Swords, same deal.
Basically, there won't exist two separate copies. The only difference between artifacts "of the same type" will be their real values, such as current artifact mana and current artifact charges, which controls how many times a spell can be cast by artifact.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 19, 2020 6:37:00 GMT -6
You guys feel free to give any suggestion as to what rates one could use for the "dungeonbartertable" value, like something that'd feels satisfying without making early game feels overpowered. I actually went back to the original values and I find them quite satisfying so far, but I have yet to do more testing, though one must keep in mind this value also modifies the resources earned after battle, what I do to modulate those is use the "totalbartervalues" from the getdifficultylevel lines from the /makedungeonspoils part, if you want to balance it out and you increased the dungeonbartertable values you'd actually need to set inferior multiplies in the totalbartervalues lines and vice-versa.
I didn't quite get to modifying the artifact drop list yet but I think I wrapped my head around it, something that makes me wondering tho is the fact that only life's 4th Index has values while other faiths do not, they must be using the same list somehow right?
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 19, 2020 11:51:58 GMT -6
You guys feel free to give any suggestion as to what rates one could use for the "dungeonbartertable" value, like something that'd feels satisfying without making early game feels overpowered. I actually went back to the original values and I find them quite satisfying so far, but I have yet to do more testing, though one must keep in mind this value also modifies the resources earned after battle, what I do to modulate those is use the "totalbartervalues" from the getdifficultylevel lines from the /makedungeonspoils part, if you want to balance it out and you increased the dungeonbartertable values you'd actually need to set inferior multiplies in the totalbartervalues lines and vice-versa. I didn't quite get to modifying the artifact drop list yet but I think I wrapped my head around it, something that makes me wondering tho is the fact that only life's 4th Index has values while other faiths do not, they must be using the same list somehow right? After some more testing, I've realised the "totalbartervalues" I've mentioned here ALSO affects artifacts drops I think... I'm rather lost, scrolls do drop a lot but actual artifacts seems almost nowhere to be found, even in higher level encounters. Oh and not to mention trying to increase their frequency completely breaks the balance since you're sitting on ten times as much resources.
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Post by Boaster on Sept 19, 2020 15:22:08 GMT -6
In the GS5R3, I decreased the amount of artifacts available as spoils.… such as the starting artifacts. I wanted actual artifacts, other than potions, to be a little more difficult to acquire.
Besides, Potions with a +9 stat tend to be more useful than most artifacts.
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