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 Post Posted: Tue Apr 12, 2016 10:07 am 
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Hello there,

currently we are modding the coop maps and we are also having problems with enemys fighting themself.

What i did so far to understand the problem is follow this advice
rupuzioks wrote:
yes, you can change unit stats in gamedata.cff file

example:

19 00 1E 00 7E 3C 00 3C 00 3C 00 3C 00 3C 00 3C 00 3C 00 00 00 1E 00 1E 00 1E 00 1E 00 78 00 78 00 78 00 64 00 00 00 00 00 00 00 02 05 00 01

19 00 - unit stats ID
1E 00 - unit level
7E - unit race/hostility towards other units (this value must be the same if you want orcs and skeletons be friendly)
3C 00 3C 00 3C 00 3C 00 3C 00 3C 00 3C 00 00 00 1E 00 1E 00 1E 00 1E 00 78 00 78 00 78 00 64 00 - STR, STA, DEX, AGI, WIS, INT, CHA, fire/ice/mind/black resist, run/fight/cast speed, unit height


It says that the unit race has to be the same.

To understand what races exist in the game i downloaded the 3rd table in this post (viewtopic.php?f=29&t=249). I thought the 1st column in the table is the hex-code which is displayed in the gamedata. However, there are many races, which appear to not (!) fight themself although they are different (for example Demons and Basilisks or Goblins and Grags). I also downloaded the "spellforce editor artmoney codes" table but that one doesnt make me understand the problem either.

How to actually know which enemys fight themself? There seems to be groups of races which dont fight themself.


Thanks in advance.

PS: Spellforce is the best RTS-game ever. :)


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 Post Posted: Tue Apr 12, 2016 3:21 pm 
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I'm still investigating about this, but I can upload my some explanations at race stats offset, you can check SF database topic again

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 Post Posted: Wed Apr 13, 2016 6:14 pm 
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rupuzioks wrote:
I'm still investigating about this, but I can upload my some explanations at race stats offset, you can check SF database topic again


Thanks for the quick reply!

I am looking forward to that really.


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 Post Posted: Thu Apr 14, 2016 3:25 pm 
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you can already download raw data with some explanations at viewtopic.php?f=29&t=249

you need to check race stats offset file

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 Post Posted: Fri Apr 15, 2016 10:51 pm 
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Good evening,

i think its pretty hard to search for a system in a code, which we dont even understand.

Thus i tried an empirical approch to get a better understanding of the problem. I created a spawn point which spawns a unit of every race.

The result is that there are indeed races which do fight only certian races (and not just groups of races which fight certian other groups). For example giants only fight ogers. I did find out quite a little bit more, you can read it in the table. There is also an idea to describe the whole problem, but it does take a lot of time. The table might give mappers a basic idea which races they can place side by side.


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 Post Posted: Mon May 30, 2016 11:54 am 
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Hi.

another question, is it possible to reduce the amount of units which are spawning after a certain time in freegame mode ?
I mean like in the campaign, where there are no more enemies coming after spending some time on the map.


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 Post Posted: Mon May 30, 2016 3:20 pm 
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I think it's possible, need to test with coopspawngroups lua file

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 Post Posted: Tue May 31, 2016 1:23 pm 
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Hi,

in the decompiled lua scripts for the campaign maps, there is GlobalSpawnDuration in the first line.
Im not quite sure how to use this value in the coopspawngroups lua file


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 Post Posted: Tue May 31, 2016 4:37 pm 
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as I said, it need to be tested, try to add that line at the start of the file, or at the start of the group, etc. (trial and error method, as I'm always using this to test)

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 Post Posted: Tue May 31, 2016 6:24 pm 
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Alright, Im gonna do some testing and keep you updatet :)


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