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 Patch, bugs, balance, improvements...

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Vhaerun
$ MalinOMW
Myst
alfalfacat
DeeKay
Paladin
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$_Spagg

$_Spagg


Posts : 385
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Join date : 2010-10-31
Age : 111
Location : Brazil

Patch, bugs, balance, improvements... - Page 2 Empty
PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySat Jul 09, 2016 7:04 pm

Amazing, you're truly impressive. Surprised
A new tak patch might be more viable than ever, after all.
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Sage
Lead Designer of The New Era Expansion Project
Sage


Posts : 1226
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Join date : 2008-08-02
Age : 37
Location : West Haven

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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySat Jul 09, 2016 7:56 pm

Hello Paladin,

We all appreciate what you are trying to do here and we all support your work.

Let me know if you need any help when it comes to balancing and fixing bugs for units.

I'm the creator of the New Era mod, and there you'll find some bugs and balancing issues that have already been fixed. For example, take a look at the before and after stats of the Mage Archer's paralyzing attack. This is how its weapon was fixed:

BEFORE

[WEAPON3]
{
aimtolerance = 1024;
buttonimagedisabled = ArrowParalyzePU;
buttonimagedown = ArrowParalyzePU;
buttonimageselected = ArrowParalyzeSBh;
buttonimageup = ArrowParalyzeSB;
damagetype = paralyzer;
explosionclass = green_shockring;
manapershot = 500;
model = araarrow3;
name = Paralyze Arrow;
nimbus = 1;
range = 550;
reloadtime = 3.65;
soundhit = arrow08;
type = ballistic;
weaponvelocity = 530;

[DAMAGE]
{
default = 1;
}

AFTER

[WEAPON3]
{
aimtolerance = 1024;
buttonimagedisabled = ArrowParalyzePU;
buttonimagedown = ArrowParalyzePU;
buttonimageselected = ArrowParalyzeSBh;
buttonimageup = ArrowParalyzeSB;
damagetype = paralyzer;
explosionclass = green_shockring;
firestarter = 1;
manapershot = 250;
model = araarrow3;
name = Paralyze Arrow;
nimbus = 1;
range = 550;
reloadtime = 3.0;
soundhit = arrow08;
type = ballistic;
weaponvelocity = 530;

[DAMAGE]
{
default = 500;
airship = 0;
dragon = 0.1;
factory = 0;
fort = 0;
god = 0;
monarch = 0.1;
naval = 0;
}
}
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https://takuniverse.webs.com/
Vhaerun

Vhaerun


Posts : 118
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Age : 44
Location : VA, USA

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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySat Jul 09, 2016 8:58 pm

Now this type of coding is truly great!
Any idea of where unit hit points are stored as well?
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Paladin




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Join date : 2016-06-23

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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySat Jul 09, 2016 9:59 pm

edited
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Vhaerun

Vhaerun


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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySat Jul 09, 2016 10:42 pm

Wowo!!! Now is this the secret dev mode that TA uses?
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Vhaerun

Vhaerun


Posts : 118
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PostSubject: Edited   Patch, bugs, balance, improvements... - Page 2 EmptySat Jul 09, 2016 10:59 pm

Edited.


Last edited by Vhaerun on Mon Apr 29, 2019 1:47 pm; edited 1 time in total
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DeeKay
Administrator
DeeKay


Posts : 531
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Age : 25
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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySat Jul 09, 2016 11:13 pm

\"****\' YEAH THAT'S AWESOME WTF LOL HOLY **** I CANNOT BELIEVE
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http://alltakdownloads.6te.net/
Paladin




Posts : 8
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Join date : 2016-06-23

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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySat Jul 09, 2016 11:54 pm

Vhaerun wrote:
The code to replace is: 2B F8 8B 86 B8 with 2B F8 EB 25 90?

No. I wrote that both the old and the new code start from the same hex address (FCD3D).
Here is what you should change:
FCD3D 8A -> 2B
FCD3E 4D -> F8
FCD3F EC -> EB
FCD40 2B -> 25
FCD41 F8 -> 90

The reason your change caused you all sorts of issues is because your jump command is located on 3 bytes higher address,
so the location it jumped to was also on 3 bytes higher address than wanted.
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Vhaerun

Vhaerun


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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySun Jul 10, 2016 1:04 am

Many thanks for the clarification. Reading code is not one of my strong suites, however, modding I can do decent! Very Happy

Please keep up the good work. And, the reason I was asking about max hit points is because I know in game units cannot go past 2^15 -1 = 32767 and hoped to see if that could change.
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Paladin




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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySun Jul 10, 2016 1:30 pm

Vhaerun, I tested your pathfinding changes (kingdoms.heavenforum.org/t1446-test-this-pathfind-please#14188)
and conclude that you are correct about what needs to be modified to improve pathfinding.
Number of pathfinding cycles is stored on hex address 1617C-1617F.
It's default value is 12000 (2EE0 hex).
If someone wants to manually modify it, here are hex changes which increase it's value to 66650 (1045A hex):
Spoiler:
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Vhaerun

Vhaerun


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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySun Jul 10, 2016 4:08 pm

Woot! Score one for me! Thanks for the find.

Just in case folks missed it>

TAK pathfind for real


By using the same tools the TA folks use on this download, the icd file can be patched. However, I do not know how to add more than one entry in the cfg file, like TI did, if more of your( Paladin ) marvelous finds happen.
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Sage
Lead Designer of The New Era Expansion Project
Sage


Posts : 1226
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Age : 37
Location : West Haven

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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySun Jul 10, 2016 6:59 pm

Vhaerun,

Will this fix work online?
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https://takuniverse.webs.com/
Vhaerun

Vhaerun


Posts : 118
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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySun Jul 10, 2016 8:19 pm

What icd file does online use...kingnocd? Ok, checked pgtak, kingdoms, kingnocd and ironplague icd. Only one that has a different address is the ironplague.icd. But if you need that one: the address is 1520C --> 2EE0. Change to 1045A.

Anyways added the cfg file for ironplague icd:

New Pathfind with four cfgs.


Last edited by Vhaerun on Sun Jul 10, 2016 8:49 pm; edited 1 time in total
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Sage
Lead Designer of The New Era Expansion Project
Sage


Posts : 1226
Reputation : 8
Join date : 2008-08-02
Age : 37
Location : West Haven

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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptySun Jul 10, 2016 8:46 pm

I tested it offline, and I think it works. I tried it on two maps with one passage only, and the units were able to pretty much find their way into the enemy's base. I was already at the unit limit early in the game by using the Helpers add-on.

We'll see how it works online. Great work so far Vaerun!

What will be your next project? Very Happy
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Lagi




Posts : 18
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Join date : 2017-08-07

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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptyTue Aug 08, 2017 12:59 pm

probably everybody figure it out by themselfs but:

LOWER_X = SelectUnitsOnScreen ATTACK;

allow to select all combat unit on screen.

I dont know why every default keybind is SOO not ergonomic. For instance, most used command in game - Patrol, is put on the other side of keyboard on "P".

is there any way to key shortcut select unit from the build bar that appear on right bottom side of screen whe factory or builder is selected? in newest TA:Escalation, zero or mayhem some build slot are bind to key - having lodestone under Q would be very handy.
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Sargeras01




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Join date : 2017-08-09

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PostSubject: Re: Patch, bugs, balance, improvements...   Patch, bugs, balance, improvements... - Page 2 EmptyWed Aug 09, 2017 1:52 pm

Lagi, keybinds can be changed thru keys.tdf which is in your Kingdoms folder.
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