.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old November 3rd, 2006, 07:11 PM

sube sube is offline
Corporal
 
Join Date: Feb 2004
Location: netherlands
Posts: 73
Thanks: 0
Thanked 1 Time in 1 Post
sube is on a distinguished road
Default Re: Bugs in the new patch

Quote:
Amos said:
- helms for custom units still gives /2 protection
Thats actually working fine for me. An example:

#newarmor 271
#name "Runic Helm"
#type 6
#prot 21
#def -1
#enc 0
#rcost 6
#end

gives my custom unit 21 prot on head
Reply With Quote
  #2  
Old November 3rd, 2006, 10:44 PM
Amos's Avatar

Amos Amos is offline
Captain
 
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
Amos is on a distinguished road
Default Re: Bugs in the new patch

I cant explain it. The problem is that this effect is shared by regular helmets as well as custom ones. If you can find anything in my mods that could be causing this behavior... But its not one mod, its all 4. And its not like there is a lot of room for error in armor modding.
Reply With Quote
  #3  
Old November 4th, 2006, 08:27 PM

FrankTrollman FrankTrollman is offline
Second Lieutenant
 
Join Date: Sep 2004
Posts: 559
Thanks: 0
Thanked 4 Times in 2 Posts
FrankTrollman is on a distinguished road
Default Re: Bugs in the new patch

I think you may be looking at things working as intended. When a character wears no pants and a big helmet, their reported protectin is much lower than the helmet alone and higher than the pants alone. If a character wears pants and no helmet, you see displayed n average number between the pants and the helm.

I you right click on the protection value, you'll see a breakdwn of helmet and chest protection.

Furthermore, if a creature has a natural protection and wears armors (pants or helm), the values add only partially. That is, the total protection on the face will be the highest of the natural protection and the helm, plus half of the lower value. That's entirely intentional, and it's there to keep Iron Skin + Full Helm from equalling 40 protection.

That being said, protection shows a marked lack off willingness to exceed 27 - I think things are getting halved again aound that point. That's probably also intentional, but it does make Super Combatant Cyclops cry.

-Frank
Reply With Quote
  #4  
Old November 5th, 2006, 01:59 AM
Amos's Avatar

Amos Amos is offline
Captain
 
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
Amos is on a distinguished road
Default Re: Bugs in the new patch

Trust me I'm looking in the right place. The head protection values for custom monsters are bugged.

- #secondaryeffectalways is not working
- #aoe on custom weapons isnt working

Reply With Quote
  #5  
Old November 5th, 2006, 06:49 AM
Nerfix's Avatar

Nerfix Nerfix is offline
Lieutenant General
 
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
Nerfix is on a distinguished road
Default Re: Bugs in the new patch

"Small Area Holyfire" secondary effect gives Shock instead
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:55 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.