Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Aug 19, 2021 11:46:48 GMT -6
Hello, long time no see! Dropping back here after I've updated my gs and tried to get back into the game. Trying to play on Insane mode since I really like playing with every factions having a couple heirs, I don't, however, like the stats boosts every units gain that just makes some situations impossible to play against, mages having almost 50 mana, high and crazy stats on some units, etc.
I know I've already asked in another thread how to get rid of this boost but it doesn't seem like this method works anymore. I went as far as uncommenting both of the extra_strong references in both scenario/default.gs AND scenario5.gs, which didn't seem to give any results. Any ideas? Thanks for the help.
talking of which, I believe the stats boost could be changed to an acceptable level if its boost wasn't giving so much stats to units who obviously shouldn't be a challenge to you, and get rid of this feeling of unfairness, maybe? That's just my opinion though.
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Post by Boaster on Aug 19, 2021 14:53:55 GMT -6
Look in levlmods5.gs
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Aug 19, 2021 15:09:48 GMT -6
I looked in there a little, found something mentioning insane mode and.. uncommented a lot of lines. This seemed to result in units in-game having even fewer stats than what they are supposed to have! I'll keep trying things, but, would you be so kind as to look in there and tell me what I actually have to do to make it work whenever you'd have the time? Thank you for your help Mantera.
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Post by Boaster on Aug 19, 2021 15:15:52 GMT -6
I looked in there a little, found something mentioning insane mode and.. uncommented a lot of lines. This seemed to result in units in-game having even fewer stats than what they are supposed to have! I'll keep trying things, but, would you be so kind as to look in there and tell me what I actually have to do to make it work whenever you'd have the time? Thank you for your help Mantera. This isn't going to effect saved games (not instantly or immediately anyhow). Once a saved game is loaded, a check for "insane_token" is made. If it exists anywhere (as an invisible artifact on a unit) then the game is forced set to Insane Mode. Comment out line 375 in levlmods5. This is the check for insane mode. With this line commented out, it never goes through. There is not presently a way to force a refresh of unit level modifications for all armies and units on the map. You'd be best to start a new game with the line commented out.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Aug 19, 2021 15:26:23 GMT -6
I looked in there a little, found something mentioning insane mode and.. uncommented a lot of lines. This seemed to result in units in-game having even fewer stats than what they are supposed to have! I'll keep trying things, but, would you be so kind as to look in there and tell me what I actually have to do to make it work whenever you'd have the time? Thank you for your help Mantera. This isn't going to effect saved games (not instantly or immediately anyhow). Once a saved game is loaded, a check for "insane_token" is made. If it exists anywhere (as an invisible artifact on a unit) then the game is forced set to Insane Mode. Comment out line 375 in levlmods5. This is the check for insane mode. With this line commented out, it never goes through. There is not presently a way to force a refresh of unit level modifications for all armies and units on the map. You'd be best to start a new game with the line commented out. Oh no worries, I had a clue something like that was going on so I was starting a new game everytime! Uncommenting line 375 did make it work! Thank you very much Mantera, you're the best. Might be a bit out of subject, but I remember there being a mention of some modding guide or something made for LOMSE, made by you or.. someone else, I don't know the specifics. Is there anyway to acquire this guide those days? I wouldn't mind paying you for it!
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Post by Boaster on Aug 19, 2021 16:02:10 GMT -6
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Aug 19, 2021 16:22:58 GMT -6
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Post by tommyg on Dec 5, 2021 5:33:38 GMT -6
Hello, long time no see! Dropping back here after I've updated my gs and tried to get back into the game. Trying to play on Insane mode since I really like playing with every factions having a couple heirs, I don't, however, like the stats boosts every units gain that just makes some situations impossible to play against, mages having almost 50 mana, high and crazy stats on some units, etc. I know I've already asked in another thread how to get rid of this boost but it doesn't seem like this method works anymore. I went as far as uncommenting both of the extra_strong references in both scenario/default.gs AND scenario5.gs, which didn't seem to give any results. Any ideas? Thanks for the help. talking of which, I believe the stats boost could be changed to an acceptable level if its boost wasn't giving so much stats to units who obviously shouldn't be a challenge to you, and get rid of this feeling of unfairness, maybe? That's just my opinion though. I'm a bit confused by this, I read through the insane mode information included in game with the mod, there's no mention of stat boosts, unless I read it wrong?
I understand each faith starts with more experience in their buildings, allowing them to product higher level units early on. Is this what the OP is referring to, or does insane mode boost the stats of all enemy units?
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Post by Boaster on Dec 6, 2021 9:27:39 GMT -6
If I recall correctly, Insane mode DOES boost AI controlled Faith Player stats.
Death and your opposite should get around about +2 on most stats. I don't recall exactly, but I think all stat boosts come at certain turn intervals where they're increased. Or maybe it's Death and the opposite Faith start with +2 to most stats, others start with +1 to most stats, and all get a +1 boost at a certain turn interval.
Marauders do not get boosts like this.
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Post by tommyg on Feb 23, 2022 13:38:29 GMT -6
If I recall correctly, Insane mode DOES boost AI controlled Faith Player stats. Death and your opposite should get around about +2 on most stats. I don't recall exactly, but I think all stat boosts come at certain turn intervals where they're increased. Or maybe it's Death and the opposite Faith start with +2 to most stats, others start with +1 to most stats, and all get a +1 boost at a certain turn interval. Marauders do not get boosts like this.
Oh interesting, is this an increase to unit stats or is this achieved through items, in which case it would only affect champions?
The reason I ask is that I found many items which increase stats over time, the longer the game goes the more powerful these items become. Is this how you managed this slow stats increase in insane mode and add another element of difficulty? If this is the case, then surely the increased difficulty is negated somewhat as the player also has access to these items.
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Post by Boaster on Feb 23, 2022 15:46:51 GMT -6
There were artifacts added to the game to create that effect, but using the level mods file was more expedient.
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