Commander Cody 0 #2101 Posted July 14, 2015 okay, how do you that signature? i like the A100, and the God's war, then my favorite is the Forteca. the mod. well recently the Cannoneer glitch occurred again. my theory is that the Cannoneer still outrange the visual range of the watchtower. would it be possible to slightly reduce the range of the cannooner when he is on a watchtower? and what is the damage type of the Cannoneers and what wolf units are vunerable to cannon fire? Quote Share this post Link to post Share on other sites
Gregor8356 275 #2102 Posted July 14, 2015 (edited) okay, how do you that signature? ? you mean how make her I use photoshop and mix two Br and BR WOTW pictures do you like it i like the A100, I dont remember that map could you put a screen this map is ? how it looks like ? the mod. well recently the Cannoneer glitch occurred again. my theory is that the Cannoneer still outrange the visual range of the watchtower. would it be possible to slightly reduce the range of the cannooner when he is on a watchtower? sure we can slightly reduce the range but we will be back to the start point I think we should get all chnget units like range of cononeer technique multiplayer and after counting this set the range to watchtower and what is the damage type of the Cannoneers and what wolf units are vunerable to cannon fire? so damage type is BLUNT Wolf Ballistaman 0,25 Wolf Berserker 1,25 Wolf Brawler 0,5 Wolf Digger 1,25 Wolf Druidess 1 Wolf Dryad 0,25 Wolf Hurler 1 Wolf Mauler 0,5 Wolf Pack Master 0,5 Wolf Peasant 1 Wolf Pitch Slinger 1 Wolf Sledger 1,25 Wolf Werewolf 0,25 Edited July 14, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
Gregor8356 275 #2103 Posted July 17, 2015 okay, how do you that signature? i like the A100, and the God's war, then my favorite is the Forteca. the mod. well recently the Cann oneer glitch occurred again. my theory is that the Cannoneer still outrange the visual range of the watchtower. would it be possible to slightly reduce the range of the cannooner when he is on a watchtower? and what is the damage type of the Cannoneers and what wolf units are vunerable to cannon fire? And any changes ? Quote Share this post Link to post Share on other sites
cruffssant 0 #2104 Posted July 17, 2015 Gregor8356, i tried to make my own mod But, I don't know why AI can't summon Kenji in keep in Dragon/Serpent clan, Grayback & Wildeye in keep aswell in wolf clan But my AI can summon nightvol Do you know how to fix that? Thanks Quote Share this post Link to post Share on other sites
Gregor8356 275 #2105 Posted July 17, 2015 how it is obtained kenji /[ what you have to do in game ]? and how you set Nightvol maby like Nightvol you have tree options 1.swap numbers in keep here AI will use 2.put to starting army here AI will use 3.normal put number in keep here AI will not use and I know more one but she needs more modification to do this Quote Share this post Link to post Share on other sites
Commander Cody 0 #2106 Posted July 17, 2015 ? you mean how make her I use photoshop and mix two Br and BR WOTW pictures do you like it I dont remember that map could you put a screen this map is ? how it looks like ? sure we can slightly reduce the range but we will be back to the start point I think we should get all chnget units like range of cononeer technique multiplayer and after counting this set the range to watchtower so damage type is BLUNT Wolf Ballistaman 0,25 Wolf Berserker 1,25 Wolf Brawler 0,5 Wolf Digger 1,25 Wolf Druidess 1 Wolf Dryad 0,25 Wolf Hurler 1 Wolf Mauler 0,5 Wolf Pack Master 0,5 Wolf Peasant 1 Wolf Pitch Slinger 1 Wolf Sledger 1,25 Wolf Werewolf 0,25 The stats of cannon fire is 50:50 compared to musketeer but its fine, i put the cannoneers on support fire anyway. The map A-110 is a three player map, one the first maps the you gave to me. Maybe i try to make my own signiture next time. Okay reduce the range of the canooneer do what it takes to remove the glitch Quote Share this post Link to post Share on other sites
cruffssant 0 #2107 Posted July 18, 2015 how it is obtained kenji /[ what you have to do in game ]? and how you set Nightvol maby like Nightvol you have tree options 1.swap numbers in keep here AI will use 2.put to starting army here AI will use 3.normal put number in keep here AI will not use and I know more one but she needs more modification to do this I edit unit 114-UNIT_H_ZYMETH, and change all the model into Nightvol. Maybe because that, AI can summon Nightvol I think because AI can't summon some unit in certain number I will try to turn 91-UNIT_H_KAZAN into Kenji and see if AI can summon Kenji Quote Share this post Link to post Share on other sites
[email protected] 0 #2108 Posted July 18, 2015 https://forums.gamingterritory.com/topic/35093-help-me-mod-wolf-clan/#entry270780 i can't download from 2shared who can download it Quote Share this post Link to post Share on other sites
Gregor8356 275 #2109 Posted July 18, 2015 (edited) The stats of cannon fire is 50:50 compared to musketeer but its fine, i put the cannoneers on support fire anyway. The map A-110 is a three player map, one the first maps the you gave to me. Maybe i try to make my own signiture next time. Okay reduce the range of the canooneer do what it takes to remove the glitch I can not find this map could you put my link from me here here is only FORTECA about the glitch I alcuate the number and then send an update I edit unit 114-UNIT_H_ZYMETH, and change all the model into Nightvol. Maybe because that, AI can summon Nightvol I think because AI can't summon some unit in certain number I will try to turn 91-UNIT_H_KAZAN into Kenji and see if AI can summon Kenji this should work in that cases when kazan will be summon by AI changing his model is only part of abilities of unit you want to see in game https://forums.gamingterritory.com/topic/35093-help-me-mod-wolf-clan/#entry270780 i can't download from 2shared who can download it SOLVED https://forums.gamingterritory.com/topic/35093-help-me-mod-wolf-clan/#entry270801 Edited July 18, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
cruffssant 0 #2110 Posted July 18, 2015 this should work in that cases when kazan will be summon by AI changing his model is only part of abilities of unit you want to see in game Oh yeah, I do testing for couple hours. And changing Kazan model into Kenji really working, Though making Kenji high YinYang cost making AI impossible to summon Kenji in dragon clan. Because AI always spam Dragon Strike that cost 3 Yang so they can't save Yang to summon kenji I will try to do the rest and let's see if also working aswell Thanks Quote Share this post Link to post Share on other sites
Gregor8356 275 #2111 Posted July 18, 2015 (edited) Oh yeah, I do testing for couple hours. And changing Kazan model into Kenji really working, Though making Kenji high YinYang cost making AI impossible to summon Kenji in dragon clan. Because AI always spam Dragon Strike that cost 3 Yang so they can't save Yang to summon kenji I will try to do the rest and let's see if also working aswell Thanks tip you can set cost of monument spawn yang to 0 or set in keep kenji number if you dont want that AI use them depends on what you want to do Edited July 18, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
Gregor8356 275 #2112 Posted July 20, 2015 The stats of cannon fire is 50:50 compared to musketeer but its fine, i put the cannoneers on support fire anyway. The map A-110 is a three player map, one the first maps the you gave to me. Maybe i try to make my own signiture next time. Okay reduce the range of the canooneer do what it takes to remove the glitch So number is 24 and UPDATE MOD FILE: http://www.2shared.com/file/xhaxUV36/Battle_Realms.html Quote Share this post Link to post Share on other sites
Gregor8356 275 #2113 Posted July 22, 2015 The stats of cannon fire is 50:50 compared to musketeer but its fine, i put the cannoneers on support fire anyway. The map A-110 is a three player map, one the first maps the you gave to me. Maybe i try to make my own signiture next time. Okay reduce the range of the canooneer do what it takes to remove the glitch and how was on the battles with fraind ? many kills Quote Share this post Link to post Share on other sites
Commander Cody 0 #2114 Posted July 24, 2015 (edited) Hi the update is redy: The link to the file: http://www.2shared.com/file/dR1HoG6c/Battle_Realms.html I wonder as it was on the battlefield could you tell me some details and which of my map is you favor ? and what do you think about my signature Br WOTW picture :] This os the version of the mod i used against my friend and with was a success. Well on the battle part. It was an overkill, artillery from cannonners and snipers outranged his wolf units. He used ballistamans a lot in order to corner me, but i got him instead resulting zero losses. It is an overkill. Or a massacre. I didnt even used the nightvol on him Sorry for the long reply by the way. He complained however on rapid deployment of troops. And how advance the serpent was. So here's my proposal The next update should be 2 types ( lets call theses two mod 1 grayback type 1 and type 2) Type 1 Wolf: Removed the pack master > forest temple > nightvol. Whenever a brawler is trained, five ballistamans will be summoned as reinforcements. Shock mines should have stunning effect of 1.5 seconds Smoke bombs should blind, weaken armour, and stunned for 1.5 seconds Increase mine damage by 10% This mod will even the odds a little. Somehow. Type 2: Similar to type 1 above Except the ballistaman reinforcement. Type 2 should have no ballistaman coming out as extra units. And Remove the musketeer reinforcement. Reduce the advance mutation water cost to 300 Musketeer training time reduced by 50% Sniper scope water cost is reduce to 25 Increase mine damage by 15% These two type of the mod should be based on the quoted mod above. I find the range of the canooneer quiet entertaining when i pound his base to ash. These two types of mod are only for multiplayer i categorized. Edited July 24, 2015 by Commander Cody Quote Share this post Link to post Share on other sites
AtlasBwaa 1 #2115 Posted July 27, 2015 (edited) I'm working on my own mod and have a bunch of questions. 1. Does anyone know where to find the ball and chain effect in Battlerealms.dat? I was hoping to make a new BG that would attach the chain to a unit to stop them from moving. 2. Is it possible to make the reserved units use different sounds when they fight? It seems like they use random character sounds and eventually crash the game because a sound is missing. 3. Is it possible to use the sounds from other files like Unaligned_Dialogue.H2O without editing any H2O files? 4. Is it possible to limit the number of units that come out of a building? I looked at the Necromancer's Throne and copied its ability for Nightvol, but extra Nighvols still come out. 5. How did Marcello make that fog of war mod for Battle_Realms_F.exe? Would it be possible to make other changes to the game that way? Edited July 27, 2015 by AtlasBwaa Quote Share this post Link to post Share on other sites
Gregor8356 275 #2116 Posted July 29, 2015 (edited) I'm working on my own mod and have a bunch of questions. 1. Does anyone know where to find the ball and chain effect in Battlerealms.dat? I was hoping to make a new BG that would attach the chain to a unit to stop them from moving. what ball and what chain give and example? 2. Is it possible to make the reserved units use different sounds when they fight? It seems like they use random character sounds and eventually crash the game because a sound is missing. yes it's possible you can use any you like 3. Is it possible to use the sounds from other files like Unaligned_Dialogue.H2O without editing any H2O files? exactly like above 4. Is it possible to limit the number of units that come out of a building? I looked at the Necromancer's Throne and copied its ability for Nightvol, but extra Nighvols still come out. youe but this is decoded in exe file 5. How did Marcello make that fog of war mod for Battle_Realms_F.exe? Would it be possible to make other changes to the game that way? I think he edit de exe file with ollydbg and from memory 1 fog 0 no fog also from cheat engine he could and rewrite to exe file This os the version of the mod i used against my friend and with was a success. Well on the battle part. It was an overkill, artillery from cannonners and snipers outranged his wolf units. He used ballistamans a lot in order to corner me, but i got him instead resulting zero losses. It is an overkill. Or a massacre. I didnt even used the nightvol on him Sorry for the long reply by the way. He complained however on rapid deployment of troops. And how advance the serpent was. So here's my proposal The next update should be 2 types ( lets call theses two mod 1 grayback type 1 and type 2) Type 1 Wolf: Removed the pack master > forest temple > nightvol. Whenever a brawler is trained, five ballistamans will be summoned as reinforcements. Shock mines should have stunning effect of 1.5 seconds Smoke bombs should blind, weaken armour, and stunned for 1.5 seconds Increase mine damage by 10% This mod will even the odds a little. Somehow. Type 2: Similar to type 1 above Except the ballistaman reinforcement. Type 2 should have no ballistaman coming out as extra units. And Remove the musketeer reinforcement. Reduce the advance mutation water cost to 300 Musketeer training time reduced by 50% Sniper scope water cost is reduce to 25 Increase mine damage by 15% These two type of the mod should be based on the quoted mod above. I find the range of the canooneer quiet entertaining when i pound his base to ash. These two types of mod are only for multiplayer i categorized. Hi I am back from vacation and soon try to analize your post Edited July 30, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
AtlasBwaa 1 #2117 Posted July 29, 2015 Thanks Gregor, that answers most of my questions. By the ball and chain effect, I mean the one that's attached to the wolf clan slaves in Winter of the Wolf's campaign. For the reserved unit sounds, I used SITUVN's editor to look at Data_UnitSpeechFXEvents. Types 9-18 are supposed to be for the reserved units, but when I look, 9-18 aren't there. It goes from 1-8, and then 19-144. For the campaign unit sounds, how do I choose them? When I try replacing something like NIGHTVOL_0090A.wav (which is type 505 in Data_SpeechFX) with nightvol_0200.wav from Unaligned_Dialogue.H2O, it doesn't work. Quote Share this post Link to post Share on other sites
Commander Cody 0 #2118 Posted July 30, 2015 Thanks my friend, you sure took your time. Quote Share this post Link to post Share on other sites
Gregor8356 275 #2119 Posted July 30, 2015 (edited) By the ball and chain effect, I mean the one that's attached to the wolf clan slaves in Winter of the Wolf's campaign. interesting I never think about it but I think thats the special editor for campaign to do that a think you can't do this in a BG For the reserved unit sounds, I used SITUVN's editor to look at Data_UnitSpeechFXEvents. Types 9-18 are supposed to be for the reserved units, but when I look, 9-18 aren't there. It goes from 1-8, and then 19-144. For the campaign unit sounds, how do I choose them? When I try replacing something like NIGHTVOL_0090A.wav (which is type 505 in Data_SpeechFX) with nightvol_0200.wav from Unaligned_Dialogue.H2O, it doesn't work. this depend what you want to do if I explain what you want to do ,I will try to help you Thanks my friend, you sure took your time. Btw nice masacre,and good strategy the least damage. Type 1 Shock mines should have stunning effect of 1.5 seconds Smoke bombs should blind, weaken armour, and stunned for 1.5 seconds here I increase time from 15000 to 20000 value Smoke bombs should blind, weaken armour, smoke bombs do not blind weaken armour ? Increase mine damage by 10% done Type 1 Wolf: Removed the pack master > forest temple > nightvol. Whenever a brawler is trained, five ballistamans will be summoned as reinforcements. Shock mines should have stunning effect of 1.5 seconds Smoke bombs should blind, weaken armour, and stunned for 1.5 seconds Increase mine damage by 10% ok ready: Type 1 http://www.2shared.com/file/vaLfZidm/Battle_Realms.html warning was not tested Type 2: Similar to type 1 above Except the ballistaman reinforcement. Type 2 should have no ballistaman coming out as extra units. And Remove the musketeer reinforcement. Reduce the advance mutation water cost to 300 Musketeer training time reduced by 50% Sniper scope water cost is reduce to 25 Increase mine damage by 15% Done Type 2: http://www.2shared.com/file/t2zM-v7E/Battle_Realms.html I find the range of the canooneer quiet entertaining when i pound his base to ash. Cool Thanks my friend, you sure took your time. cool Edited July 30, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
Commander Cody 0 #2120 Posted July 30, 2015 (edited) With the two type of updates, how long is the stunning effect of the mines and smokes? I mean i want it reduced to 1.5 seconds. Oh i forgot, sorry. For the two mod type: longtooth should no longer be trainable. He can be trained by Hurler > ballistic grounds > Longtooth. Since he's now in the keep. Remove Yvaine and put dragon Kenji 2 in his place. Kenji should no longer be trainable. He is trained by peasant > keep. Remove it. Smoke bombs and mines should stun for only 1.5 seconds Add this to the updates, when its ready, i will test it. I got another schedule of combat soon, he wants a rematch Edited July 30, 2015 by Commander Cody Quote Share this post Link to post Share on other sites
AtlasBwaa 1 #2121 Posted July 30, 2015 What I want to do is replace most of Nighvol's regular sounds with his campaign sounds. For example, when he dies, I want him to play nightvol_0270.wav, which is his "I am always here" line. For a kill taunt, I'd like him to use nightvol_0220.wav, which is "we use the servant against the master." When the player order him to attack, I want him to play nightvol_0460.wav, which is "their time is over." Any Battle Realms.dat that has a unit that uses sounds from Unaligned_Dialogue.H2O or any of the other dialogue files would be enough for me. Thanks again for your advice. Quote Share this post Link to post Share on other sites
Gregor8356 275 #2122 Posted July 30, 2015 (edited) With the two type of updates, how long is the stunning effect of the mines and smokes? I mean i want it reduced to 1.5 seconds. Oh i forgot, sorry. For the two mod type: longtooth should no longer be trainable. He can be trained by Hurler > ballistic grounds > Longtooth. Since he's now in the keep. Remove Yvaine and put dragon Kenji 2 in his place. Kenji should no longer be trainable. He is trained by peasant > keep. Remove it. Smoke bombs and mines should stun for only 1.5 seconds Add this to the updates, when its ready, i will test it. I got another schedule of combat soon, he wants a rematch type 2 reduced time to 10000 : and rest http://www.2shared.com/file/mU9nZofS/Battle_Realms.html and type 1 http://www.2shared.com/file/dUGiJ7d4/Battle_Realms.html reduced to 10000 What I want to do is replace most of Nighvol's regular sounds with his campaign sounds. For example, when he dies, I want him to play nightvol_0270.wav, which is his "I am always here" line. For a kill taunt, I'd like him to use nightvol_0220.wav, which is "we use the servant against the master." When the player order him to attack, I want him to play nightvol_0460.wav, which is "their time is over." Any Battle Realms.dat that has a unit that uses sounds from Unaligned_Dialogue.H2O or any of the other dialogue files would be enough for me. Thanks again for your advice. to make it hapen listen cerfully and do step by step 1 use tool caled H2TOOL you can find it here:https://forums.gamingterritory.com/files/file/737-h2otoolgui/ decompres files from Battle Realms\Sound\Dialogue\Unaligned_Dialogue.H2O from sounds find interesting sounds copy name of them to put to other folder decompres files from Battle Realms\Sound\ SpeechFX.H2O find folder with Nightvol put your selected sounds from decompresed folder Unaligned_Dialogue.H2O to tis folder and change them with names exemple file with name nightvol_0200.wav to Nightvol_0092.wav and orginal fille with name Nightvol_0092.wav you are delete 2 if you do that all remaded folder compres to name SpeechFX.H2O and existing one rename to bak and this should be in game directory where was old one do it couple times to have sure after decompres your remaded files are exactly the same like old one this should help you to do it Edited July 30, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
Commander Cody 0 #2123 Posted July 31, 2015 (edited) I will test this later on and give a feedback. Anyway, i got a theory of a new weapon. Flak shards. Is it possible for cannoneer's smoke bomb to be converted to flak shards? From the smoke bomb effect, we add explosion on the impact target then enemies nearby will take moderate damage plus slowed down for 1 second? Do not mod or change yet. This just a theory. And what's with nightvol voice, is it possible to add his original voice to replace some of the dieaseas one's? Just a question Edited July 31, 2015 by Commander Cody Quote Share this post Link to post Share on other sites
Gregor8356 275 #2124 Posted July 31, 2015 Flak shards. Is it possible for cannoneer's smoke bomb to be converted to flak shards? From the smoke bomb effect, we add explosion on the impact target then enemies nearby will take moderate damage plus slowed down for 1 second? Do not mod or change yet. This just a theory. the smoke bombe has already more then only one damade and have stun whit this I am not sure and I must know all things what ths weapon will do till now smoke bomb do decrease visibility and damege to enemy unit the damage should work but slowdown maybe And what's with nightvol voice, is it possible to add his original voice to replace some of the dieaseas one's? Just a question I write about post above Nightvol is a monster and have a monster sounds ,,sounds of screams'' in campaign he speak human voice and that voice should be converted to his orginal voice Quote Share this post Link to post Share on other sites
AtlasBwaa 1 #2125 Posted July 31, 2015 It worked! I didn't have to replace or rename any sounds, I just added them to SpeechFX.H2O and changed some of the references in Data_SpeechFX in Battle Realms.dat. Thanks again! Quote Share this post Link to post Share on other sites