For Diablo

Please post here for questions and discussion about unit modeling and general game modding. You can also post your new units and modifications here.

Moderator: rickier65

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junk2drive
Posts: 12856
Joined: Thu Jun 27, 2002 7:27 am
Location: Arizona West Coast

For Diablo

Post by junk2drive »

Would you like to test something?

How about 30:30 random battles? Extract the file into your Data\Battles folder.

The down side to this is that things that happen at the start of a phase will happen quicker than designed. Arty comes in faster, cool down is faster, troops rally faster, reinforcements, etc etc

I would only use this in random, just for fun battles.

If it doesn't work, just delete the file.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
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Stridor
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Joined: Sat Sep 08, 2007 11:01 am

RE: For Diablo

Post by Stridor »

Paul,

You can play with that, but I wouldn't.

The 40,60,80 numbers where all chosen because the internal event "timers" all divided equally into those time scales. 30 seconds didn't quite compute which means that you may get some odd results like not all events firing as the end of the phase is a hard cutoff. This is a legacy effect left over from very old K code which I didn't want to fiddle with.

S.
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junk2drive
Posts: 12856
Joined: Thu Jun 27, 2002 7:27 am
Location: Arizona West Coast

RE: For Diablo

Post by junk2drive »

I though I remembered you saying something about it. I tested a few turns looking for oddities.

File deleted.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
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