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 Patch, bugs, balance, improvements...

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$_Spagg



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PostSubject: Re: Patch, bugs, balance, improvements...   Sat Jul 09, 2016 8:04 pm

Amazing, you're truly impressive. Surprised
A new tak patch might be more viable than ever, after all.
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Sage
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PostSubject: Re: Patch, bugs, balance, improvements...   Sat Jul 09, 2016 8:56 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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Vhaerun



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PostSubject: Re: Patch, bugs, balance, improvements...   Sat Jul 09, 2016 9:58 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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PostSubject: Re: Patch, bugs, balance, improvements...   Sat Jul 09, 2016 10:59 pm

edited
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Vhaerun



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PostSubject: Re: Patch, bugs, balance, improvements...   Sat Jul 09, 2016 11:42 pm

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

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PostSubject: Re: Patch, bugs, balance, improvements...   Sat Jul 09, 2016 11:59 pm

Holy sweet god, it is!

Shift+F1: Debug Unit



F10: DebugCycleMode



You, Paladin are a godsend to the TAK community. Have been trying to figure that code out for ages.

As an aside, I tried your all bar hex hack at the offset and the bars do show up, but they stay at the top of the screen and not with the units. The code to replace is: 2B F8 8B 86 B8 with 2B F8 EB 25 90?

Keep up the great work!

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DeeKay
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PostSubject: Re: Patch, bugs, balance, improvements...   Sun Jul 10, 2016 12:13 am

\"****\' YEAH THAT'S AWESOME WTF LOL HOLY **** I CANNOT BELIEVE

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Paladin



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PostSubject: Re: Patch, bugs, balance, improvements...   Sun Jul 10, 2016 12:54 am

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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PostSubject: Re: Patch, bugs, balance, improvements...   Sun Jul 10, 2016 2:04 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...   Sun Jul 10, 2016 2:30 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



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PostSubject: Re: Patch, bugs, balance, improvements...   Sun Jul 10, 2016 5:08 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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PostSubject: Re: Patch, bugs, balance, improvements...   Sun Jul 10, 2016 7:59 pm

Vhaerun,

Will this fix work online?

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Vhaerun



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PostSubject: Re: Patch, bugs, balance, improvements...   Sun Jul 10, 2016 9:19 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.

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Last edited by Vhaerun on Sun Jul 10, 2016 9:49 pm; edited 1 time in total
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PostSubject: Re: Patch, bugs, balance, improvements...   Sun Jul 10, 2016 9:46 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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