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And yes, our methods are very similar. I used a lot of your ideas when making this mod. Quote:
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I think that we're very close to a "perfect" solution. The input from you and ShadowLich helped a lot. EDIT: ShadowLich: I don't fully understand your remark about the template path. I put the custom template in the Working\Database\Templates folder and everything worked on my end. Apparently it worked for you too, but you had to move some files around. What changes did you have to make, exactly? EDIT AGAIN: Guardian Warrior, I just saw your remarks on the other thread. We must've been posting at the same time. I see that you did use ShadoowLich's template, and that you do have -damage effects working properly. |
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On other hand for my Artmanager pb, it seems it erases a lot of variables before saving it. Though it works very well so... @JudgeMan - IT-Artmanager => Tools => Options => you define your build and working directory Example: for both D:\TitanQuestFiles\mod\ - IT-Artmanager => Help => Install Templates Example: It will create D:\TitanQuestFiles\mod\Database\Templates You'll need also the templates from the Devs (pet.tpl for example) that you could find on this forum. - Copy the SkillBuff_Passive2.tpl in your template directory I think all our modifications use this path. Last edited by ShadowLich; 03-27-2008 at 05:14 PM. |
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Weird... I already had the dev's templates installed and I did try to copy your .tpl into the template folder last night and it wasn't working. Doing help -> Install templates made it work. Thanks.
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ShadowLich
I have tested your Ravages of Time solution, and I can confirm that it works just fine. Just like you had to alter the template path to get my mod working, I had to alter yours. Your template path pointed to a folder called Database\Templates.IT\SkillBuff_Passive2.tpl, which doesn't exist in my game. Trying to load the file in the Art Manager gave me a "no template" found" error. I used Notepad to change the path to Database\Templates\SkillBuff_Passive2.tpl, which worked fine. I think that there is a difference in the English and French version of TQ. I much prefer solution #1. Splitting RoT into a separate but related skill to Deathchill Aura is a very small price to pay for a functional version of Ravages of Time. I integrated it with the Triumph fix and they work fine together. The -damage effects are cumulative, but they appear to stack multiplicatively , not additively. This is good, because if they stacked additively, the combo would be way too powerful! |
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Cool that's not additive, I didn't test it yet.
About your remark on another topic, maybe Damage reduction is capped at 80% as resistances...? (just an idea, I sure don't have a clue about it). For the Square for Ravages of time I thought about it, but as there's is still a thing I didn't manage to achieve... => Make Necrosis dependent of DeatchChillAura as it must be... Maybe you or GW have better ideas than those I tried... |
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@Triumph-Parameters
Found a little error. "defensivePhysical" level 1 is set to -10, should be -15. "Ganelon", i hope you donīt think, that i am pedantic, for having such a close look at your work. @Damage reduction capped at -80% ? Doesnīt seem so. I tested with more than that and it worked. Very interesting thing about that was, at -100% damage reduction, my test-turtle did still hurt my char by 5 to 10 hitpoints. So the damage wasnīt reduced to zero, as everyone thinks it should be. I mean, if you have 100% whatever and subtract 100% from it, you have 0% as a result. But then, with -101% damage reduction, just 1% more, the turtle didnīt hit my char anymore. Well, i wonder what mathematics lies within game-mechanics. ![]() @Stacking of "damage reduction" What do you mean with multiplicatively and additively ? Example: Triumph -50% RoT -50% case A) T * RoT = 50 * 50 = -250% case B) T + RoT = 50 + 50 = -100% Normaly, TQ does add up modificators and apply it afterwards. A multiplication of modificators would be to imba. So, how did you mean it please ? Iīm a little bit here.@"flesh eating banner bug" Sorry "Ganelon", i didnīt go on with our discussion on this, so i want to continue after your last post here(same thread, first page). Tests did show, that this one only happens with Triumph skilled. BS alone doesnīt have it. So, Triumph seems to carry the flat damage points of BS and hurts enemies sometimes, when they hurt the BS. And not only the damage points of BS. If you clear the damage points from BS and then cast it with ArtofHunt active, the flat damage points to beasts/beastmens are also carried, to hurt all enemies that hurt the BS. So Aura damage bonuses are also affected! Another idea on this is, that Triumph doesnīt carry the damage, but triggers BS to do it in some way. @ShadowLich Iīm sorry, but i didnīt have time to try out your RoT-Fix. Right now some things in reallife are more important and therefore i was not able to spend some time on it, but i will, as soon as possible. Promised !
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I have to apologize, for the long unexcused absence, but due to professional and personal changes, i had to cancel all TQ related things. Wish you all, all the best, GW (12. September 2008) Quote:
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100 *.5*.5 = 25 Instead of this: 100 -(100*(.5 +.5)) = 0 Quote:
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I fixed the flesh eating banner bug. I added a passive skill to the Battle Standard pet that adds massive penalties to its physical damage. After making this change, the bug seems to vanish.
I had tried this before, and it didn't work. I can only guess that somehow using Shadow Lich's new template changes the logic and allows this to work. To my knowledge, this was the only remaining bug. The Battle Standard still hesitates for 4 seconds before using Triumph, but as far as I can tell ALL pets have to wait before activating their secondary powers. I'll clean this thing up and repost the dbrs later (possibly MUCH later) today. |
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@Stacking of "damage reduction"
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As soon as i have tried out the fixed RoT, i will give this combo a try too. @"flesh eating banner bug" Very good, that you found a way to fix it. ![]() Thanks too for this info: Quote:
Found out, that itīs the "defensivePhysicalModifier", the one where the "-X% Damage Resistance"-values from Triumph are saved in. First i experimented with "Parameters_Offensive.tpl", but without success. So thanks again for this info.
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I have to apologize, for the long unexcused absence, but due to professional and personal changes, i had to cancel all TQ related things. Wish you all, all the best, GW (12. September 2008) Quote:
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