Valery Wrote:Creatures animations are ok if I can modify cranim.
With the patch above use can speed up all the battle proportionally without changing creatures individual properties.
Valery Wrote:Block (commanders)
I didn`t analyze this in WoG, I can only give SoD adresses. But the patch above should influence to WoG animation too.
Valery Wrote:Land mines (ouch)
Ok, but sound of this isn`t asyncronized even in HD, any speed up is useless.
Valery Wrote:Death strike (crusaders, death knights)
Curse
Disease
Ok, hope that SoD adresses are the same as WoG.
For a start, try this, the patch above, maybe it won`t be necessary to remember adresses
(you should disable new cranim an set battle speed in settings to maximum):
https://www.dropbox.com/s/1ct9fov3ydsxx1...battle.bin
Valery Wrote:I don't play yet with HD mod, is a problem?
The main reason that makes animations such slow is too long sounds, game will wait until sound ends even when animation itself has aleady ended. In HD most of sounds are played parallel with game (except landmines, however) and this is not a problem.
Another way to solve this problem (including landmines) is to replace their sounds with short or null-length sound files.