Everything is Unique

A place to post your add ons and ideas for them

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ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Everything is Unique / Added Difficulties

#121 Post by ghostbuster »

I tried to use this addon with 1.3.0 and there an error whenever you try to see a charcter sheet ('C').

Code: Select all

Lua Error: /mod/dialogs/CharacterSheet.lua:139: attempt to index field 'b_talents_sorting' (a nil value)
	At [C]:-1 __newindex
	At /mod/dialogs/CharacterSheet.lua:139 switchTo
	At .../addons/uniques/superload/mod/dialogs/CharacterSheet.lua:104 init
	At /engine/class.lua:104 new
	At /mod/class/Game.lua:1907 
	At /engine/KeyBind.lua:235 

It happens even if uniques is the only loaded addon.

jayseesee
Higher
Posts: 51
Joined: Fri Dec 21, 2012 12:33 pm

Re: Everything is Unique / Added Difficulties

#122 Post by jayseesee »

Yeah, Uniques does a LOT of stuff, and I'm not surprised that 1.3 broke it. I imagine it's a daunting task to fix it so it works with it. We'll have to hold patient while Keep has the time to work on it.

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Everything is Unique / Added Difficulties

#123 Post by xnd »

I have that problem also.

And I also see this, not sure if Uniques does it but I didnt see it before, a type of monster replaced with letter J:
Attachments
J.jpg
J.jpg (185.72 KiB) Viewed 5825 times

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Everything is Unique / Added Difficulties

#124 Post by xnd »

I have them set to all unique but various enemies will not be unique:
summons,
enemies in vaults (if thats what you call the buildings I have to open a door for).
enemies from chests
maybe some others.
maybe the companions of a boss that is normally programmed to exist?

I'd say Uniques should summon uniques?
well, a setting to make all these match the uniques setting would be good.

Also, if I am playing on this level, then my own summons, shadows or others, it would be good for them to come with the same unique probability that enemies get or that I am, otherwise they are not worth much anymore.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Everything is Unique / Added Difficulties

#125 Post by StarKeep »

Since I don't think I've actually said so yet;

In the process of a full on code rework for this.

With toggles. So many toggles.
More toggle than you can shake a finger at.

As a result, it will include Added Difficulties built in, and will additionally open it up for me adding more bonus features to it, WITHOUT breaking the core of what this addon does; add classes to enemies.

So when I finish this, it will be going up under a new name, with a link from here to the new thread.

Until than, thanks for waiting so patiently while I faff around.
---
@xnd

The options do say Normal Rare generation for a reason. :wink:
Chests, Vaults, and Summons use their own spawning methods that I don't touch.

The same is true for player and enemy escorts.(Hatchlings that come along with a Drake are an example of enemy escorts, btw.)

Summons being weak is... not the best thing, no. But allowing them access to random classes could easily break the game balance even more. As Summon-based classes are in the minority here, I'm vying for making it better for others first.

No clue for the J thing. As it isn't a Randboss, the best I could offer is that somewhere along the line, the code errored out, and spit him out half-finished.
I couldn't even begin to guess as to why it would do so, as it would normally trash the enemy, and start over when it fails.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Everything is Unique / Added Difficulties

#126 Post by xnd »

i didnt know where this was from but apparently it from uniques so Ill just link here. this is a great idea, btw:

http://forums.te4.org/viewtopic.php?f=42&t=44173

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: Everything is Unique / Added Difficulties

#127 Post by Orangeflame »

Not sure if you've addressed this, but Forgery of Haze acts oddly when the player ranks up. Specifically, the Forgery of Haze will be the same level as you (as expected) but gains additional prodigies at random (usually 2, IIRC). This isn't a huge issue (although it can be overpowered at times, such as a forgery getting 'Legend of Garkul' when you're fighting Atamathon) but it will also open dialog boxes for prodigies such as Legacy of the Naloren ("You should speak to Slasul") or Worldly Knowledge (Which requires you to make a selection)
Interestingly, each 'level' of those prodigies affects how many dialog boxes appear. When a Forgery has Legacy of the Naloren level 2.0 (due to you being a high level), you need to press ok twice to clear both boxes. I'd guess this has to do with the prodigies working 'upon gaining a talent point' regardless of if it's the first talent point in the skill.
When in trouble / or in doubt / run in circles / scream and shout.

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Everything is Unique / Added Difficulties

#128 Post by xnd »

Another thing is the group that hates magic should not be using magic, and I am pretty sure I keep seeing them jacked full of magic effects and dropping magic items. Maybe the game does this anyway, i forget, but this addon seems to really do this?


And what does it mean to give 5000 classes? I have 50 on right now but arent classes like, mage, fighter, psi, how can there be 5000, multi of each?


And omg the memory use fighting my clone because I have so many sustains, it can barely do anything, sits there trying to do it. Often then game pauses anyway just walking around and I have a decent i5 with 4GB mem. The game seems to have big memory issues already, but last night playing vs clones task manager showed it at over 1,700,000K mem private working set when it went not responding, so that's like 1.7GB mem use and maxing cpu use also. Uniques has much more the game has to process so maybe if something put some stuff together to always be used, instead of doing each thing each time, idk?

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Everything is Unique / Added Difficulties

#129 Post by Frumple »

Heeey... out of curiosity, will the retooled version coming up happen to be adding/keeping an option to change up the XP modifier? This last version or so with the freakishly multiplied XP gain, unintentional though it was (?), has been kinda' amusing. It'd be nice to keep that as something the player can kick on, imo.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Everything is Unique / Added Difficulties

#130 Post by Radon26 »

I just hope the new version will be compatible with point gain altering mods. Nothing breaks, just it doesn't let them work.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Everything is Unique / Added Difficulties

#131 Post by StarKeep »

Curse you long text!
That may not be fixable, but I'll give it a look.
The game never intended for items to get a million modifiers, I imagine.

I'll toss in a fix for Forgery.

Magic/Antimagic classes are allowed on all npcs, yeah.
Uniques is not lore-friendly, and trying to reinforce it in place of difficulty/variety isn't something I'd be too into doing.

If you set the Class Option to a value higher than the total amount of classes you have installed, it simply starts looping back through options again.
Class is purely talent trees/talents that are given.
I imagine the memory use is because of the 5000 option you gave. I'll remember to put in a warning about that...
For reference, the highest value that the vanilla game currently gives is 3, and that is only on Madness.
Raising its cap too high without warning about the repercussions was a horrible idea, sorry about that...

XP won't be 100% custom, but will give you a few choices.

Point-adding stuff didn't function because Uniques brutally murders the code where points are figured out. Will try a different method.
---
As a final note, this isn't something that will be coming out soon (unless something changes) because I've steadily been losing interest in ToME recently, sad as that is.

I'll try not to completely drop it, but working on it with force just leads to sloppy rushed solutions, as I learnt from Turtles a while back.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Everything is Unique / Added Difficulties

#132 Post by xnd »

This addon is the best because I like to play with many talents and make myself too op and so I need to make enemies op also.
(I have 50 classes on, not 5000 due to that memory reasoning).

But currently, I added a lot of talents and became a rank 10 epic, so I need to up enemies more, well, if I can ever get the game to work again, as my memory thread says....

Another thing is achievements and things that deal with rank of enemy, such as "eaten x number of bosses", and some other things that refer to enemy rank (i think some talents might actually), if the original game only goes up to boss (4) and this can up them to 10 or whatever, then stuff for those ranks might be good to put in. (Is this addon what added those higher ranks?)

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Everything is Unique / Added Difficulties

#133 Post by StarKeep »

Well, 50 is still somewhat, everso slightly higher than 3... but yeah, that won't really cut it, so that'll be fun to find out.

As the Achievement only checks if their rank is higher than Unique, the new ranks will work fine.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Everything is Unique / Added Difficulties

#134 Post by xnd »

What might really help a lot would be talent merging.

Don't know how hard it would be to code, but there are a few ways to do this.

1. for passives and sustains, pile a whole lot together into a single talent to begin with.

2. make it so the player can chose to take any such talents they already have, pick which ones, and remove them, replacing them with a new single talent that has the combined maths.

3. some automated version where, when enemies get rolled up, it sees which talent maths they would get and instead of giving them the talents just gives them 1 talent made up of the others. not sure if this would be any help, but its a thought?

So, for a player like me this would be like a game-saving mod. My whole list of passive talents and their icons now becomes 1 talent, 1 line in the list, with its definition listing the effects (the only trouble is some passives can harm friendlies/neutrals but there is prodigy that can be hacked in to fix that). My sustains could be compiled re class or whatever, leaving out a few big cost ones, like "Merge the selected talents? The result will be permanent!" That would chop down the list by a huge amount.

As for activated talents, there could be a talent that would enable merging two. This would be very powerful BUT if enabled, the enemies would be able to dual-cast also, hehe.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Everything is Unique / Added Difficulties

#135 Post by StarKeep »

Bite-Sized Update 2.0
http://te4.org/games/addons/tome/everything-unique
Also updated on Steam.
---
Fixes the Char Sheet.

Giant Muffin-flavo(u)red orange kudos to Dienes.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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