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Maneus

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  1. Good to see you again, Eru! The phenonemon still occurs even with the skill Riding Mastery. I couldn't produce it at +15% bonus from the skill, but I did do it at 0% and at 1%. Here is an edited screenshot with 1% (before putting on the ring and after): The speed parameters are: walkSpeed = 90 runSpeed = 170 Ring with Run Speed +50% There is also another phenomenon in connection with the ring, where the mount will be forced to walk (use the walk animation and travel at the walkspeed). Did you manage to fix that too? To me it seems like it is a separate problem.
  2. A quick summary for the characters' speeds: All character classes have an in-game "runspeed" of exactly 160. This 160 is the result of multiplying the base runSpeed (from creatureinfo.txt) with a special multiplier. All character classes, except the Dryad, have an in-game "walkspeed" of exactly 55. This 55 is the result of multiplying the base walkSpeed (from creatureinfo.txt) with a different special multiplier. The Dryad has an in-game "walkspeed" of exactly 65.454544. It is calculated in a similar way, just ends up being higher. The base "runspeed" is additionally multiplied by a "speedfactor" and is capped to 250. The end result is what is shown by the "print hero" command. The base "walkspeed" is not multiplied by the "speedfactor", but is also capped to 250. The end result is what is shown by the "print hero" command. The animation speed for both running and walking is determined by both the base speeds and the "speedfactor", but I don't know how exactly. Under normal circumstances, the character will travel at the "runspeed" and use the running animation. There are two ways (that I'm aware of) to make a character walk (travel at the "walkspeed" and use the walking animation): - Left-click very close to the character's current position. - Left-click while holding down shift. Using the "Forward" or "Backward" key instead of left-click also works. This "speedfactor" is the combination of all bonuses and penalties to Run Speed. It is equal to 1 by default. Having a bonus of Run Speed +50.0% makes the speedfactor become 1.5. A speedfactor of 1.5 means that the character's "runspeed" jumps from 160 to 240. This is true for all character classes. All bonuses to Run Speed stack additively with each other. If the "speedfactor" drops below 0.6, then the character will start using the walking animation, but keep traveling at the "runspeed". If for some reason the "runspeed" becomes lower than the "walkspeed", then using shift-click will make the character travel faster. This is because the "walkspeed" is not affected by the "speedfactor". The "speedfactor" will affect the animation speed even when walking, so traveling might seem slower when it is not. The "speedfactor" has a minimum value of 0.5 and a maximum value of 1.5. These numbers come from the parameters SpeedMin and SpeedMax from balance.txt (500 and 1500 respectively). The two parameters also limit the attack speed and the execution speed, not just the run speed. Note that while the "speedfactor" is capped, the uncapped value is used to determine the animation speeds. For example, a bonus of Run Speed +250.0% will make the running animation comically fast, but the character's actual "runspeed" will still be 240, or up to 250 if SpeedMax is raised. I think all penalties to Run Speed stack additively with each other and form a single multiplier. This penalty multiplier is also applied to the uncapped value. Once you command the character to go somewhere, he will "remember" his travel speed and animation speed and keep using them until he reaches the destination. During this time, equipping items with bonuses or penalties will not make the character/animations go faster or slower. But giving another command will make him use the new speeds. It is possible that debuffs force a change - will have to test. Time for a pit stop Edit: If the walkspeed becomes equal to the runspeed, then the character will always use the walk animation. If the walkspeed becomes higher than the runspeed, then the animations are inverted. The character will use the walking animation on left-click and the running animation on shift + left-click. Speedfactor of less than 0.6 forces the use of the walking animation. There are other minor peculiarities as well. Mounts work slightly differently than the characters. This complexity is probably why mounts behave strangely when there are bonuses to run speed.
  3. This whole thing with the Run Speed +X% from the ring seems like a bug. All mounts are affected by the speedup or slowdown, not just the special mounts. Given a walkSpeed of 90 and a Run Speed +50% (the exact values of these matter): runSpeed at 175 or above. The bonus does not increase or decrease the mount's speed (curspeed). runSpeed between 174 and 170. The bonus will increase the mount's speed by 50% up to the cap of 250. runSpeed between 169 and 117. The bonus will decrease the mount's speed. The mount will start moving at its walkSpeed and will use the walking animation instead of the running animation. runSpeed at 116 or below. The bonus does not change the mount's speed. I don't know if there are other thresholds below the last one. I have a few more odd cases with different combinations of walkSpeed and Run Speed +X%, but nothing conclusive for now. Aside from all of the above, there is an additional game mechanic, where the characters and mounts will start walking instead of running when their movement speed (the speedfactor) drops below 60%. Characters and mounts, by default, have a speedfactor of 100%. The various bonuses, penalties, buffs and debuffs can modify this speedfactor. Down to exactly 60%, the characters and mounts will still use their running animation and will move at their (modified) runSpeed. Below 60%, the characters and mounts will start using their walking animation, but will still use their runSpeed. The only way to force them to use their walkSpeed is to shift-click. It is possible for the walkSpeed to be faster than the runSpeed. In that case, shift-clicking will make them move walk faster.
  4. The speeds for the special mounts in the unmodded game are: Saber-toothed Tiger 50, 220 Hellhound 90, 250 Monitor Lizard 120, 235 Wind Serpent 80, 230 Shadow Spider 55, 210 Mobiculum 90, 245 Draconicon 110, 240 Ordered by "runSpeed": Hellhound 90, 250 Mobiculum 90, 245 Draconicon 110, 240 Monitor Lizard 120, 235 Wind Serpent 80, 230 Saber-toothed Tiger 50, 220 Shadow Spider 55, 210 The hellhound is already at the cap, so there is no benefit from having extra speed (Riding Mastery or Run Speed +X%). Actually, it might still be useful in case an opponent slows you. The Run Speed +X% bonus from the skill Speed Lore has no effect on mounts (regular or special). But the Run Speed +X% bonus from my ring does. It increases the "runspeed" stat (from the console command) by the stated percentage. Regular mounts, unlike special mounts, will not move faster because of this bonus. Their "curspeed" is not affected. But both regular and special mounts will start walking if their base speed is reduced. I'll do some tests to figure out how this threshold is determined. Here is some data for the ring: Only the ring is modified. The bonus group and bonus were already there and are being used by various items.
  5. The Seraphim creatureinfo: The speed parameters are: From the "print hero" command I see: According to the information provided by @Eru, the seraphim has the following multipliers: 0.8421053 and 1.222222 If I multiply the base "walkSpeed" by 1.222222, then the result is 54.99999 (or 55). If I multiply the base "runSpeed" by 0.8421053, then the result is 160.000007 (or 160). This matches the output from the console command. So these special multipliers are for the walk speed and run speed. They are not for the mounts.
  6. This affects both regular horses and the special mounts. It appears to be some sort of cap on the maximum level of the mount. As a level 100 Shadow Warrior, I bought a level 110 Hellhound. The hellhound remained level 110 after a reload. I then edited my character to become level 200 and the hellhound is still level 110. At level 200, I bought a level 220 Nag. But after I reloaded the game, the Nag is now level 201. While a higher level Hellhound has a higher penalty to the regeneration, the other bonuses do not appear to be higher than at level 201. Once the hellhound reverts to level 201, the penalty drops, but the bonuses remain the same. Edit: I changed my character's level to 1. The hellhound is still level 110, and the Nag is still level 201.
  7. I lowered the base runSpeed from 170 to 169. Without the ring or Riding Skill: With the ring: The hellhound starts walking slowly...
  8. I modified my hellhound's speed parameters like so: Without a bonus to Run Speed and without Riding Mastery I see this: The parameter "runspeed" is calculated properly and the "curspeed" matches the "runspeed". I equip a ring with Run Speed +50%. Now I see the following: This isn't a mistake. The mount immediately becomes faster the moment I equip the ring and immediately slows down once I unequip the ring. Without the ring, but with Riding Mastery at level 75. And now both with the ring and with Riding Mastery at level 75. While the "runspeed" parameter grows above the cap, the "curspeed" stops being affected by the ring's bonus.
  9. I made a new Shadow Warrior, completed the quest for the unique mounts and purchased a Death Warrior Hellhound. The creatureinfo: The speed parameters: While mounted, "print hero" shows the following: I found a few oddities though. First: I buy a higher-level hellhound (for example, level 217). But after I reload the game, the hellhound reverts to level 201. This happens with or without the riding skill. Second: The "runspeed" parameter always shows 250. The "curspeed" parameter appears to be accurate, but you need to submit the console command while moving. Setting the base "runSpeed" to 200 and having a "speedfactor" of 1.150667 (from Riding Mastery, level 75) results in "curspeed" = 230.133347. Third, setting the base "runSpeed" too low (for example, 120) makes the hellhound always walk. There appears to be a threshold. The bonus from the riding skill can help overcome the threshold. It seems like that special multiplier is not applied here, or it has a different role. Edit: The parameter "runspeed" always shows 250 because I have Run Speed bonuses on my character. Strange, because these bonuses are for on-foot speed. Removing these bonuses makes it so the "runspeed" parameter shows the expected value. Edit2: Interestingly, the on-foot bonus that I use also increases the speed of the mount. But this bonus is not reflected in the "speedfactor" parameter.
  10. That is very odd. You're sure there is nothing else after these lines? Have you tried pressing Page Up and Page Down to scroll through the console? I'm asking, because when I do it, I see this: I assumed that the information for the "special mount" would be listed in the "special mount details".
  11. I'm looking through creatureinfo.txt for EE. There are many entries for a hellhound, but only two different variations in the speed: Judging by the "walkspeed" from the screenshot, you are using the second variation. Assuming that this base speed is multiplied by a special multiplier based on the character class, we get: Multiplier for the Shadow Warrior (while mounted): 0.7857143 RealSpeed = 500 * 0.7857143 RealSpeed = 392.85715 This is still way over the cap of 250. This appears to be for a regular horse, not the hellhound. Isn't there more information below this? Like "special mount details"?
  12. There is a console command that can show more information about the mount: The itemtype ID is 11023. The itemtype (from itemtype.txt): The creature (from creatures.txt): The creatureinfo (from creatureinfo.txt): In creatureinfo we can see that: These parameters appear to be the base speed. I don't know if they are modified depending on the character. I'm testing on a high elf. To see the real speed (while mounted), we can use the command "print hero". One of the lines shows: With Riding at level 75, I see the following: The "speedfactor" is the exact ValueOfBonus from the riding skill (represented as a multiplier). But the real speed is indeed capped to 250. So I lowered the base speed to 150 and now see the following: We can conclude that the bonus from riding skill does increase the base speed by the stated percentage. Now, I cannot check every mount, but I assume that most of them are already near the cap. And that is the reason why the bonus from the Riding skill is not as impactful as it should be. @Sethi22 Can you check the speed of your hellhound? You can follow this guide.
  13. Regarding the run speed. There is a hardcoded cap on the travel speed. There is a great thread explaining this here. From what I understand, the mods already boost the speeds of mounts way over this cap, so any bonuses to run speed will not have an effect on the travel speed. Only to the animation speed, which is independent of the travel speed. Regarding the maximum horse level. First, it is capped to the usable item level. Second, I don't think this stat has any function. It doesn't stop you from buying or riding a higher-level mount. And it doesn't take part in the formula for the penalty, like the "Item Level without Penalty" bonuses of Weapon Lore, Armor Lore and Shield Lore do. I'll do some tests later today. Edit: I'm riding a horse with 3100.0% run speed (while mounted), but neither the travel speed is increased, nor the animation speed.
  14. I always imagined Han Sethi to be a smuggler ever since I learned he successfully smuggled a bunch of lightsabers.. But now you say he is also a treasure hunter, AND is teaching others how to become successful treasure hunters as well? Truly, he is a man of many talents.
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