Necromancy+ v2.2 (Although now mostly Spiritmancer)

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Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Necromancy+ v1.2

#31 Post by Praxis »

Cool, I'm continuing to play with yours cause I really like the synergies there are. Wanted to take advantage of the cheese that i500 gives to minions, which scales pretty weirdly, and gives +5 minion level at 7.5. But then again, I wouldn't wanna face a rare with some level 15 or 20 of that skill on nightmare, which would prolly spawn absurdly high level minions.

Tried looking up if there's an error-log dump somewhere but didn't really find anything in the game folder besides te4_log which is too large to make anything out of.
Last edited by Praxis on Thu Aug 15, 2013 3:34 am, edited 1 time in total.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
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Location: Nahgharash

Re: Necromancy+ v1.2

#32 Post by Crim, The Red Thunder »

If it's hanging at the start, it shouldn't be absurdly large, and that's exactly what he needs. Close tome completely out (this resets the log, which generates a new one EACH time you BOOT tome.) and open it again. Turn on Necro+ and I500, turn everything else off (to simplify the problem.) Click new game. Wait for it to reach 100% and hang, maybe wait a minute or so after that to make sure log fully updated, then close tome. Post log online (here as attachment, or on sendspace if it's too big.) BEFORE opening tome again.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Necromancy+ v1.2

#33 Post by Praxis »

I see, good stuff.

Can clearly see the error at the end

Code: Select all

[Infinite500] Updating DamageType 	life leech
Lua Error: /engine/interface/ActorTalents.lua:81: talent already exists with id T_DESTROY_MAGIC
	At [C]:-1 
	At [C]:-1 assert
	At /engine/interface/ActorTalents.lua:81 newTalent
	At /engine/interface/ActorTalents.lua:36 newTalent
	At /data-Infinite500/talents/misc/objects.lua:28 f
	At /engine/interface/ActorTalents.lua:41 loadDefinition
	At /engine/interface/ActorTalents.lua:38 load
	At /data-Infinite500/talents/misc/miscI500.lua:29 f
	At /engine/interface/ActorTalents.lua:41 loadDefinition
	At /engine/interface/ActorTalents.lua:38 load
	At /data-Infinite500/talentsI500.lua:65 f
	At /engine/interface/ActorTalents.lua:41 loadDefinition
	At /hooks/Infinite500/load.lua:9 
	At [string "return function(l, self, data) local ok=false..."]:1 
	At /mod/load.lua:317 
	At [C]:-1 require
	At /engine/Module.lua:158 load
	At /engine/Module.lua:720 instanciate
	At /engine/utils.lua:1880 showMainMenu
	At /engine/init.lua:139 
	At [C]:-1 dofile
	At /loader/init.lua:196 
Attachments
te4_log.txt
(65.87 KiB) Downloaded 413 times

Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Necromancy+ v1.2

#34 Post by Praxis »

Also, just noticed a bug... not sure if that pertains to this mod specifically. Minions lose 10% of life outside of aura level regardless of talent level. At level 5, tooltop says 3% per level, while it is clearly 10% in game. Maybe that's why I'm getting so much frustration auto-exploring with minions.

HousePet
Perspiring Physicist
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Re: Necromancy+ v1.2

#35 Post by HousePet »

That is very odd.
I haven't touched the misc object talents at all.

As for accelerated minion decay, I'll look into it.
Superloading seems to be rather bad at editing necromancy stuff safely.
My feedback meter decays into coding. Give me feedback and I make mods.

Crim, The Red Thunder
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Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Necromancy+ v1.2

#36 Post by Crim, The Red Thunder »

That's a familiar error. I last had it with I500 before it's most recent update, when trying to use it with the Beholder addon. Even when turned off, I get that specific error. Was fixed when updated.

Housepet, any chance it's related to this? http://forums.te4.org/viewtopic.php?f=42&t=38551

Seems to be the same error in the (second) log file. If it is the same, Hachem provided an explanation of the specifics, which might help you pin down a fix.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Necromancy+ v1.2

#37 Post by HousePet »

In which case you need to update to the latest ID500.
And no, there will be no cheese.


Overwriting the newTalent engine function?!
And DarkGod says I do naughty things...
My feedback meter decays into coding. Give me feedback and I make mods.

Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Necromancy+ v1.2

#38 Post by Praxis »

Indeed, it starts okay now. Although overlapping talents still get overwritten by i500, so it's a mixed bag... on one hand you end up with +5 level minions(at 7.5), higher% minion mastery without the mummy, and ability to go deep in the infinite dungeon after the campaign, but lose out on all the upgrades of other overlapping talents.

Also, just checked, 10% decay is regardless of having the mod installed or not.

Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Necromancy+ v1.2

#39 Post by Praxis »

Hmm Greater Mummy comes out as "mummylord" and uses placeholder graphics...

Cap1ture.JPG
Cap1ture.JPG (67.82 KiB) Viewed 27718 times

HousePet
Perspiring Physicist
Posts: 6215
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Re: Necromancy+ v1.2

#40 Post by HousePet »

Yep :)

What, do you want a tile or something?
My feedback meter decays into coding. Give me feedback and I make mods.

Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Necromancy+ v1.2

#41 Post by Praxis »

O I see. Ya I thought it would have a mummy tile lol :) (not familiar with LUA programming perhaps it is too much work)

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Necromancy+ v1.2

#42 Post by Crim, The Red Thunder »

HousePet wrote:Yep :)

What, do you want a tile or something?
You could always ask Rexorcorum if you didn't want to use a stock one. He is, by his own words, easily distracted by side projects.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

rexorcorum
Graphical God
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Re: Necromancy+ v1.2

#43 Post by rexorcorum »

Oops :)

I'm afraid I serve a darker authority now and every distraction will lead to a substantial whipping.... ;)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Necromancy+ v1.2

#44 Post by Praxis »

Getting this error whenever I explode a whisp

Code: Select all

[LOG]	Nightmare Bro casts Undead Explosion.
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:151: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/GameTargeting.lua:114: /engine/interface/ActorTalents.lua:151: /data/damage_types.lua:995: attempt to index local 'dam' (a number value)
stack traceback:
	/data/damage_types.lua:995: in function 'projector'
	/engine/interface/ActorProject.lua:198: in function 'project'
	...rload//data/talents/spells/advanced-necrotic-minions.lua:322: in function <...rload//data/talents/spells/advanced-necrotic-minions.lua:312>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/GameTargeting.lua:114 fct
	At /engine/interface/GameTargeting.lua:120 targetMode
	At /engine/interface/GameTargeting.lua:239 targetMouse
	At /mod/class/Game.lua:1708 fct
	At /engine/Mouse.lua:52 

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Necromancy+ v1.2

#45 Post by jenx »

For those wanting also to upgrade their minions, I suggest trying out my Tough Dumb AI addon. It makes all enemy npcs play better, but also, every minion. Unlike their counterparts, some of which use tactical ai (e.g. master archers), all minions use dumb ai.

I've given it a whirl without this addon, and they are much better at killing things!

And bone giants won't use reassemble until they are below 60% of their health !!!!

Read more here: http://forums.te4.org/viewtopic.php?f=36&t=38707
MADNESS rocks

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