The Settlers 4 - modding forum

Playable dark tribe and more :)

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#1 2018-07-20 13:33:38

MakusieQ
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From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 54.0.2952.54

Playable dark tribe without any mods

Okay what i have done for now is building mushroom farms like a normal player do so just drag and build, those mushroom farms also count in statisticks etc so it's good. I also found out that there is no possibility to build manakopter hall. This building just MUST exist at the start of dark tribe player. Also found a way to recruit shamans like normal soldiers (using romans support player to build barracks) but i have question for you. Guys, is there a possibility to enable interface of specialist recruit page? I mean all the buttons are disabled in specialist recruit menu. If we can do that, adding a dark gardener like normal would be also possible.



Edit
Found out a way to recruit dark gardener like normal. Just one thing - you need barracks interface to do that all things, we just have to enable it to dark tample or fortess and it would be playable like normal without any mods. Now it's time for manakoper [dblpt]D


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#2 2018-07-27 23:56:18

UltimateSpinDash
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Registered: 2018-04-03
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Windows 7Firefox 61.0

Re: Playable dark tribe without any mods

There must be a way to build manakopter halls somehow - the AI can definitely respawn it if it's destroyed, even at another location if necessary. Then again, the Manakopters themselves cannot be controlled at all by the player, so I guess without more extensive modding, only a script would let the player build a Manakopter hall themselves. 

As for Manakopters themselves, I'd try hooking them up to the Ferry-UI and behavior, but that'd require files not included in the SET4Tweaker, so I don't know anything about how the game handles them.

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#3 2018-07-30 14:22:02

MakusieQ
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From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 54.0.2952.60

Re: Playable dark tribe without any mods

So Dark Tribe must rebuild it using the other way as the every single building in game does. I have to check that situation.

Hooking Manakopters to Ferry ui is a good idea, I would like to do that but have no idea how. For now even if you have it, you can't select it. But remember that every flight of manakopter cost mana, sailing using ferry does not. We have to keep eye on this


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#4 2018-07-31 12:46:50

UltimateSpinDash
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Re: Playable dark tribe without any mods

Wait, using the Manakopter costs mana? Does that apply to the AI as well?

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#5 2018-07-31 20:15:11

MakusieQ
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From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 54.0.2952.60

Re: Playable dark tribe without any mods

Sure, every flight cost 5 mana, moreover every "rot" (whatever it is) also cost 5 mana, and "Enslave" cost 5 mana too. Even building a manakopter cost boards iron and mana. How is it possible? By stealing! Shamans have to teleport boards and iron to manakopterhall to make it possible to build. At start manakopterhall has 5 boards and 5 iron so Manakopter can be built once.


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#6 2018-08-01 18:47:28

Tarvanis
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Registered: 2017-02-15
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Re: Playable dark tribe without any mods

So far I didn't know that the shaman's spells and flying costs mana either. I thought that the shaman's spells go from each shaman's personal mana pool (according to set4tweaker, enslaving costs mana; and each shaman can enslave 11 settlers before he has to refill energy at the temple).
Concerning the building costs for the manacopter: I remember a discussion on the German-speaking Forum that the manacopter are SUPPOSED to cost a specific amount of mana, wooden planks and iron bars. BUT players have observed that the AI dark tribe is able to build manacopters as long as a shaman can teleport at least one iron or wood. Soooo ... I'm not to sure about making the manacopter really cost 5 wood and 5 iron for the human player.
By the way, telling from set4twaker, doesn't building the manacopter cost 4 mana as well? And the spells of the shaman also?

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#7 2018-08-01 22:36:17

UltimateSpinDash
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Registered: 2018-04-03
Posts: 18
Windows 7Firefox 61.0

Re: Playable dark tribe without any mods

Additionally, Dark Tribe AIs that have a dark fortress (the one Morbus resides in) instead of a Dark Temple apparently have some special rules. They appear to never really run out of resources. In Dark12, the Dark Tribe can recover from any battle very quickly if the player doesn't keep up the pressure, and in AO_trojan12, the Morbus-AI can't be stopped from building Manakopters as long as the Manakopter hall exists, even if you consistently prevent the Dark Tribe from stealing resources. And there is nothing in the mission scripts to explain that.

Last edited by UltimateSpinDash (2018-08-01 22:36:32)

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#8 2018-08-02 02:07:28

MakusieQ
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From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 54.0.2952.64

Re: Playable dark tribe without any mods

There is probably a way to make that spells work but i need to add magic spellbar to shaman [dblpt](


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#9 2018-08-02 11:03:51

UltimateSpinDash
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Windows 7Firefox 61.0

Re: Playable dark tribe without any mods

MakusieQ wrote:

There is probably a way to make that spells work but i need to add magic spellbar to shaman [dblpt](

Yeah I actually did some experimenting with SettlerRoles. Unfortunately, not to any real success. I can make Shamans be highlighted the same way priests are, but that also immobilizes them for some reason.

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#10 2018-08-02 12:20:08

MakusieQ
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From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 54.0.2952.64

Re: Playable dark tribe without any mods

Changing role etc won't work. I tried it also. Only modyfing the ui like adding magic spell bar would probably work


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Any questions? Just write me a private message [dblpt])

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