Quote:
Originally Posted by zjazd18
BTW anyone knows how to mod the game in the way that vampire starts with phoenix spell? 
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That's easy! I am a modder after all!
- Go to C:\Program Files (x86)\Steam\steamapps\common\Darkside\sessions\dar kside (there is no space there in "darkside", I'm not sure why the forum is adding a space there as there isn't one in my actual text)
- In there you will find ses.kfs - copy that file to somewhere else on your hard drive (this file is actually a ZIP file)
- Extract the contents to a subfolder where you copied it ("ses" is s good name - I use 7Zip and you can right click on ses.kfs and it will have "Extract to ses\" as an option)
- Go to the subfolder where you extracted the files and open HERO.TXT in Notepad
- Find "hero_mage {" section towards the bottom of the file
- Find the "start {" section under hero_mage {
- Find the "spells {" section under start {
- Add "spell_phoenix=1" to that section of code (valid spell names are in SPELLS.TXT). Be sure you spell it properly, otherwise game will crash when starting a new game!
- Save HERO.TXT and exit from Notepad
- Copy HERO.TXT to either:
- C:\Program Files (x86)\Steam\steamapps\common\Darkside\data\mods (you'll need to make the mods folder under data as it does not exist normally) - this will affect all sessions (but Dark Side is the only session right now; however, in the future there may be more than one session)
- C:\Program Files (x86)\Steam\steamapps\common\Darkside\sessions\dar kside\mods (once again that space in "darkside" is not there and same as above - you'll need to make the mods folder) - this will affect only the Dark Side session (and not other sessions if you have them)
That's it!
By the way, I couldn't resist looking up what the recruiter skill does, here is the ignore list (from ADDON_ARENA.LUA):
Code:
local unit_ignore = ",dragon_rider,horseamazon,clown,powerman,ork_scout,priestes,blackdragon,bonedragon,dragon_ice,greendragon,reddragon,vampires_cloud,girl_with_flower,ice_minion,subturn_handler,digged_brontor,infernodragon1,infernodragon2,infernodragon3,"..
"dummydoll,movingsphere,phoenix,phoenix_young,phoenix_old,griffin_spirit,gobot2,evilbook1,evilbook2,evilbook3,ram,orb1,orb2,orb3,lava_golem,lava_golem1,lava_golem2,lava_golem3,lava_golem4,lava_golem5";
So it looks like you should be able to get anyone not in the list above. I'm not sure why "ork_scout" is in the list, but whatever.
If you have a Necromancer and they Raise Dead, then the following additional units can be added to your army (they are added without any skills so long as the Necromancer is in your army (the Necromancer is not a pawn and its belligerency is 1, i.e. human):
Code:
if name == "necromant" then addUnits(3*size*lead/100, {"skeleton", "archer", "zombie", "zombie2"}); end;
Also, I've briefly gone through the code and it looks like the enlister (Recruiter) skill selects a random troop from your army slots and then cycles from that number forward, wrapping around as needed. So for example, if it picks 4, it will add 4, 5, 1, 2, 3 in that order per restrictions. It also goes last in the code and so if you have items / the Puppeteer skill, they will populate the list first and then it will add units from the Recruiter skill. If a unit is added to the list from Recruiter and the list has 4 or more entries, then it won't add any more units (so in the example above, if you had 5 units in the list already, it would add your army from slot 4, but then that would be it).
Since I had just Dragon Riders (in the exclude list) and ArchDemons as the only troops in my army and since I had ArchDemons also in one of my reserve slots, it would always select the ArchDemons (since that was the only troop in my army that it could pick that was not in the ignore list and it adds at least one - this was even with having Puppeteer and summoning troops from the ArchDemons and Call of Nature spell). If I also had a spare reserve slot, then one of my summoned units would go there.
So if you want to recruit troops of a certain type, having them in more than one slot will increase your chances of picking them and as @zjazd18 mentions, putting a unit in the reserve slot will effectively force it to pick that troop, but only if they are added to the list with the above restrictions. If you don't have the Puppeteer skill, then you should be able to have 4 out of your 5 troops in your army and to the list; however, if you have a Dark Knight in reserve and they are in unit slot 3 and it starts at 4 (cycling to 3 last), then they won't be added to the list. Putting them in 2 army slots guarantees them being added to the list and since you have an army in reserve it should then pick them. At least, that's what it looks like the code does.
By the way, I was confusing the Puppeteer skill with the Recruiter skill as the Puppeteer skill allows adding of summoned units to your army. Here is the code that adds them to a table that serves as a list of possible candidates to add to your army:
Code:
table.insert( tab_verbovka, { l = math.floor(size*lead*skill_power_puppeteer/100), n = name } )
Note that the function will floor so if you don't have enough leadership and it is less than 1 it will be 0. "tab_verbovka" is the list of possible candidates to add to your army.
With respect to Phantomed units, as long as they are temporary and not pawns and their belligerency is 1 then there is the possibility of adding them via the Puppeteer skill. As far as I can tell, Phantomed units meet this criteria (my only question mark is their belligerency, but I think it is 1 since that means they are controlled by a human). So I think the Puppeteer skill is another way to grow your army via the Phantom spell. Someone will have to try it and let me know if they are able to get Phantomed units added to their army via Puppeteer.
From what I can tell, the above seems right with respect to how I think the code works. The only way to tell, though, is by running it through the LUA debugger. I don't have the time right now, but I may try to do this in the future...
/C\/C\