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View Full Version : Units ReImagined Mod v0.01 (Wip)


xsyron
01-21-2010, 07:57 PM
Hi all! I decide to start this little project mainly to understand the inner workings of the game, and secondly to add more interest in some units i never used.

It doesnt necessarily make the units more balanced but mostly tries to redesign or reimagine some of the units, hopefully making them more playable. I was making it for personal use but decide to share with whoever likes it. Feedback & suggestions are always appreciated.

This is a work in progress constantly changing as I run through the game again to test the changes and see if it breaks the game balance.
I dont think that this will make the game easier since the same units are used by your opponents,never hurt to check though.


To install the mod simply unzip to your mod directory (renaming the archive to .kfs instead of zip might as well work, havent tried it that way though)
No need to start a new game, to test the changes.

Changelog:

version 0.01

Swordsman changed to Mercenary:
Cost +20 Leadership +3, Defense +2 , HP +5, Damage +(1,1), Special Attack Damage +(0,2)
Additional ability: Search (Loot dead bodies for gold)

Guardsmen
Cost +30, HP +5, Additional Ability: Circle Attack

Bowman
Defense +2, HP +3, Fire Arrow Dmg +(0,1), Ice Arrow uses x2, Additional Arrow Ability that deals physical damage

Priests
Cost +20, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more.

Inquisitors
Cost +30, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more.

Robber
Cost +10, Leadership +5, Defense +2, Speed +1, HP +5, Poison Resist +5%, Swift stroke deals +(0,2) damage

Marauder
Leadership +5, Defense +2, HP +5, Poison Resist +6%, Swift Stroke deals +(0,2) damage

Pirate
Cost +5, Leadership +5, Attack +1, Defense +2, HP +7, Damage +(0,1), Added Abilities: Greed, Swift Stroke

Sea Dogs
Leadership +5, Defense +2, HP +5, Damage +(0,2)

Assassins
Leadership +10, Added Abilities: Acid Flask x2

saroumana
01-21-2010, 08:02 PM
nice ! :)

I hope someone will found how to add new passive bonus to make your mod even more interesting

tranngoc
01-22-2010, 06:30 AM
this sounds good !You guys should check it out .
Maybe some mid or late-game projects will be so nice .

xsyron
01-22-2010, 09:55 AM
Glad you guys like it :)

I updated the mod files to v0.02 to include some additional monsters mostly animals. Nothing very interesting here,mostly made those beasties tougher to use them in longer term.

I will keep adding more and/or rebalancing the existing monsters as i meet them in my current playthrough. Modding & playing at the same time is a slow process :p

Here are the v0.02 additions

Animals

Gray Wolves
Attack +2, Defense +1, Speed +1, HP +4, Damage +(0,1)

Snakes (Red)
Cost +20, Leadership +5, Defense +2, Speed +1, Damage +(0,1)

Swamp Snakes (Green)
Cost +30, Leadership +12, Attack +4, Defense -2,HP +10, Damage +(0,3)

Royal Snakes (Blue)
Cost +60, Leadership +25, Attack +1, Defense +2, Speed +1, HP +26

Bear
Cost +100, Leadership +20, HP +20, Defense +4, Attack -2

Ancient Bear
Cost +100, Leadership +40, HP +30, Defense +4

Winter Bear
Cost +200, Leadership +100, HP +90, Fire Res -10%, Damage (-5,+5), Speed +1

Thorn Hunter
Attack +2, Defense +2, Leadership +4, HP +4

Thorn Warrior
Leadership +4, HP +7

Spider
Cost +10 Leadership +16, HP +16, Defense +2, Ability Web x3

Fire Spider
Cost +160, Leadership +20, HP +34, Attack +3, Fire Resistance +5%, Added Ability Fireball x2

Hyena
Cost +20, HP +6, New ability Sprint x1 (+4 ap)

Undead

Undead Spider
Cost +400, Level +2, Leadership +107, Attack +10, Defense +12, HP +77, Damage (+3,+3), Added Ability Poisonous Cloud (reload 4 rounds)

Edit: Fixed an animation bug in Mercenaries. Added a changelog file with all the changes so far, and edited a few additional monsters:

Skeleton
Immune to Poison Damage, Added passive ability Counterattack

Humans

Archmage
Leadership +20, Replaced Telekinesis with Dominator, Defense +2

Berserker
Leadership +5, Attack +2, HP +5, New ability Charge (rushes on an opponent in a straight line)

Barbarian
Cost +300, Leadership +40, HP +50 Attack +2, Defense -2, Added passive ability Rising Fury

The archives will contain the previous versions as well, so you may as well overwrite the older version.

xsyron
01-24-2010, 07:34 PM
Here is version 0.03 of the mod. The zipped archive contains the changes from previous versions, so simply overwrite the old version.
The file 1.changes.txt contains the complete changes history of all so far modified units.

This version totals the modified monsters to 38 and adds the following changes:

Animals

Venomous Spider
Poisoning Chance +25%, Web x2,Speed +3

Beholders
Cost +50,Leadership +25, HP +40, Added Ability: Hypnotic Cloud x2

Evil Beholders
Cost +200, Leadership +90, HP +75, Defense +2, Damage (+2,+2), Mind Control reloads, Hypnotic Cloud x3

Humans

Knight
Leadership +40, Cost +400, HP +55, Physical Resistance +5%, Damage (-2,0), Added Ability: Smashing Blow

Paladin
Leadership +100, Cost +500, HP +100, Defense +4, Damage (+4,+4),Speed +1, Initiative +1

Horseman
Leadership +40, Cost +400, HP +50, Damage when charging +5

Undead

Dark Knight
Leadership +50, Cost +400, HP +35, Damage (+2,+2), Speed +1, Added Ability: Circle Attack, New Ability: Summon Skeletal Ally

Zombies
Leadership +30, Cost +60, Level +1, Attack +3, Defense +5, HP +44, Damage (+2,+5)

Decayed Zombies
Leadeship +80, Cost +420, Level +1, Attack +3, Defense +5, Initiative +2, HP +102, Damage (+4,+8), Added Abilities: Plague, Scavenger. Removed: Run

Ghost
Leadership +20, Cost +50, HP +20, Added Ability: Ghost Cry x2

Cursed Ghost
Leadership +30, Cost +100, HP +20, Ghost Cry reloads one round faster, Added Ability: Mind Control x2

Also revamped a bit the ability cleansing flames of the Priests, and the Inquisitors.

xsyron
01-26-2010, 03:16 PM
This is a minor fixing update mostly, and changes some abilities so that they are unlocked if hero has a specific skill. Thinking to make most new & added abilities availiable if the hero has a specific skill. Feedback and opinions on that would be appreciated.

v0.04

Priests
Cost +20, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more. (Requires: Power of the Spirit Level 1)

Inquisitors
Cost +30, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more. (Requires: Power of the Spirit Level 2)

Pirate
Cost +125, Leadership +25, Attack +1, Defense +4, HP +20, Damage +(0,3), Added Abilities: Greed (Requires: Trophy Level 1), Swift Stroke

Sea Dogs
Cost +150, Leadership +15, Defense +4, HP +15

Archmage
Leadership +20, HP +60, Replaced Telekinesis with Dominator, Defense +2, No Retaliation, Lightning Damage +3

Swordsman changed to Mercenary:
Cost +20 Leadership +3, Defense +2 , HP +5, Damage +(1,1), Special Attack Damage +(0,2)
Additional ability: Loot dead bodies for gold (Requires: Trophy Level 2)

Guardsmen
Cost +30, HP +5, Additional Ability: Circle Attack (Requires Heroism level 1)

Knight
Leadership +40, Cost +400, HP +55, Physical Resistance +5%, Damage (-2,0), Added Ability: Smashing Blow (Requires Heroism level 2), Circle Attack Requires Heroism Level 1

Griffin
Cost +200, Leadership +60, HP +90, Damage (+2,+2)

Royal Griffin
Cost +300, Leadership +100, HP +130, Damage (+2,+4), Fire Res -20%

Dark Knight
Leadership +50, Cost +400, HP +35, Damage (+2,+2), Speed +1, Added Ability: Circle Attack (Requires Power of Darkness Level 2), New Ability: Summon Skeletal Ally (Requires Power of Darkness Level 1)

Necromancer
Leadership +100, Cost +500, HP +100, Defense +4,Physical Res +20%, Fire Res -20%, Animate Dead & Magic Shackles reloads, Ranged attack might poison

To install simply overwrite the older version with this one.

Zechnophobe
01-26-2010, 09:23 PM
It occurs to me that a cool ability for pirates/seadogs, to replace nimble, would be for them to simply evade the first attack of any combat, and only that one. Would make them significantly more workable as a unit. Maybe a one use ability "evade all attacks until end of turn."

Arilian
01-27-2010, 04:45 PM
Enemy units also get these right?

:)

xsyron
01-27-2010, 05:53 PM
@Zechnophobe
Havent found yet were the code of the passive abilities, is kept.:rolleyes: To be more exact: to reproduce a passive ability as it is, and transfer it to another unit is easy. All we have to do is find how it is implemented already on the other monster, code the necessary parameters and presto.
for example we could add nimble to archmages very easily simply by adding features=agility in their atom file. Well at least then they would have the actual ability without appearing in the monster sheet.

Some passive abilities require more modified parameters others less, and Adding it to the monster sheet requires a few extra steps but it is possible.
Also creating a new activated ability is easy, since the code can be written inside the atom itself.

What you are suggesting for example i could not do yet as a passive ability, to always be in effect, since i haven't found where the code for the passive abilities is kept. But it can be implemented as an activated ability though, and it will probably be there in the next update ;)

@Arilian
Yes, they are :) The opponent ai seems to use even the new abilities without issues and hesitation :-P.
If a special ability requires a hero skill to become unlocked though, the opponent monsters would not have access to it unless it has a hero with the appropriate skill. But they'll still have the improved statistics to make our travels miserable :grin:

Paulixs
01-29-2010, 03:57 AM
all in all thou, love the changes, makes the assassins alittle too powerful thou, they are a pain to battle in large groups, should lower their HPs alittle ... maybe 90

xsyron
01-29-2010, 05:24 PM
After 0.04 in order to unlock the new abilities your hero must have points in specific skills, like King Bounty:Legend Training skill, only expanded to more skills.

For instance in order for your priest to have cleansing flames you must buy Power of the Spirit skill level 1. The requirements are stated in the readme, but you can also see in the skill tree, what additional abilities that skill unlocks.

For example if u check skill Trophy, you'll see that it teaches Mercenaries the Search ability :)
Heroism teaches Guardsmen and knights a few thing, Alchemy teaches assassins to use the almighty acid flasks and so on.

As for the difficulty, i agree most of the monsters become a lot harder to battle, i think hard difficulty its actually hard now, and impossible seems...well impossible :-)

Still need to playtest and balance though. Thats why feedback & suggestions are extremely valuable.

For now though i moved to a new pc :grin: so it will take a few days to resume the development process.

saroumana
02-03-2010, 10:50 AM
I work on a similar project (but mainly based on passive and active ability), so i have checked that a bit, and may be i could help you on features ability if you want by PM. :)

N3MES1S
03-15-2010, 05:37 AM
I noticed this post is not updated since almost 1 month -.- well, i am trying to do a little mod, converting paladins on gladiators (level 5 human) with the knight model. Well, heres my problem: The gladiator has 3 skills: the circle attack, resurrect (the inquisitor one, not the paladin) and an smasing word type attack but with the dragon slayer animation. The gladiator is fire-themed, so i want to add a shock and burn effect (and with adyacent cells damage if possible) to the smashing blow attack. But i cant do it.

The physical damage is there, but so far, i cant add the burn effect or the shock effect to the stroke. I think it must be not than hard.

Do i need any script or something?

I see u have experience on mods, so can u tell me any tip or the way to add burn attached to an special attack?

this is the code ->

gladiatorbreath {
class=moveattack
hinthead=ig_gladiator_breath_head
hint=ig_gladiator_breath_hint
reload=4
dontusenearenemy=1
up=0
friendly_fire=1
base_attack=0
ad_factor=1
picture=ba1_doublestrike_
picture_small=ba1_doublestrike_small.png
options=disablerush,used_if_damaged
anim_attack=special
damage {
physical=41,60
fire=30,50
}
custom_params {
burn=70
shock=50
nomiss=1
}
}

thx.

Der Wanderer
03-15-2010, 05:28 PM
7in1=0.5 (for damaging the surrounding tiles, I think :grin:, doing 0.5x damage to the surrounding fields)
friendly_fire=0 (will prevent allied units of taking damage)
device= (will give you the effect of the attack, e.g. device=deathcloud would be the black smoke and the black ghosts of the necromants attack)

what I don't quite understand is:
dontusenearenemy=1 (isn't that so you don't use ranged attacks, when an enemy is on an adjacent field?)

as for the burn damage, is there any precedence that you can have multiple damage types? Witout a script?

N3MES1S
03-15-2010, 09:03 PM
7in1=0.5 (for damaging the surrounding tiles, I think :grin:, doing 0.5x damage to the surrounding fields)
friendly_fire=0 (will prevent allied units of taking damage)
device= (will give you the effect of the attack, e.g. device=deathcloud would be the black smoke and the black ghosts of the necromants attack)

what I don't quite understand is:
dontusenearenemy=1 (isn't that so you don't use ranged attacks, when an enemy is on an adjacent field?)

as for the burn damage, is there any precedence that you can have multiple damage types? Witout a script?

thx, but still i dont know wat device is the burn effect. Yup, the deadcloud works, but wat about the burncloud? lol? wat i should write on the device parameter? I only have the burn damage type, but it doesnt work. I really cant believe this is so hard lol... and how can i know wat device is the burn effect??- are u sure the "device" is the right code line? cuz i only see about 10 files that contains the clause "device" and nothing about "burn" or "fire" ..

saroumana
03-15-2010, 09:05 PM
You need a script attack.

In this script,you'll read the burn value, and after you'll add a burning effect.

local target = Attack.get_target()
local burn_rnd=tonumber(Attack.get_custom_param("burn"))
if burn_rnd<=burn then
effect_burn_attack(target,1,3,nil,0)
end

The param for effect_burn_attack are : (target, pause, duration, log_message, attacker)

N3MES1S
03-15-2010, 11:01 PM
i tried the script, but nothing happens. Maybe i need a "callcells" script? i dont know wat is the purpose of the callcells script. I tried to take a look at the phoenix code, but phoenix doesnt have any script.. i really dont understand the way this game is made.. any ideas?

Der Wanderer
03-16-2010, 06:23 PM
what you need is the following line in the main part of your troops description
posthitmaster=features_burn
However, I never managed to have multiple effects and assume in order to have them you need a script that combines them. I'm actually not sure as my coding skill are next to inexistent if this is even possible, since they would occupy the same variables (and I'm unsure if you can simply add additional ones).

The army of light seems to have multiple effects e.g. the firemage has BURN and HOLY. From the script it appears though as if he has EITHER burn (on any race but the undead and demons) OR holy (on undead and demons).

saroumana
03-16-2010, 09:21 PM
If you use posthitmaster, it will be used for every attack of this unit.

In your unit, you should have :

gladiatorbreath {
class=scripted
script_attack=special_gladiatorbreath_attack
script_calccells=calccells_all_enemy
hinthead=ig_gladiator_breath_head
hint=ig_gladiator_breath_hint
reload=4
dontusenearenemy=1
up=0
friendly_fire=1
base_attack=0
ad_factor=1
picture=ba1_doublestrike_
picture_small=ba1_doublestrike_small.png
options=disablerush,used_if_damaged
anim_attack=special
damage {
physical=41,60
fire=30,50
}
custom_params {
burn=70
shock=50
nomiss=1
}
}

And now you must create special_gladiatorbreath_attack. inside it, for burning, you'll use that :


local target = Attack.get_target()
local burn_rnd=tonumber(Attack.get_custom_param("burn"))
if burn_rnd<=burn then
effect_burn_attack(target,1,3,nil,0)
end

After you'll may be have to apply damage to the unit.

N3MES1S
03-16-2010, 10:14 PM
If you use posthitmaster, it will be used for every attack of this unit.

In your unit, you should have :

gladiatorbreath {
class=scripted
script_attack=special_gladiatorbreath_attack
script_calccells=calccells_all_enemy
hinthead=ig_gladiator_breath_head
hint=ig_gladiator_breath_hint
reload=4
dontusenearenemy=1
up=0
friendly_fire=1
base_attack=0
ad_factor=1
picture=ba1_doublestrike_
picture_small=ba1_doublestrike_small.png
options=disablerush,used_if_damaged
anim_attack=special
damage {
physical=41,60
fire=30,50
}
custom_params {
burn=70
shock=50
nomiss=1
}
}

And now you must create special_gladiatorbreath_attack. inside it, for burning, you'll use that :


local target = Attack.get_target()
local burn_rnd=tonumber(Attack.get_custom_param("burn"))
if burn_rnd<=burn then
effect_burn_attack(target,1,3,nil,0)
end

After you'll may be have to apply damage to the unit.


Thx, but thats exactly the same code i had (except for the calccells script calling, but i dont want to make all the enemy cells available, only the nearly ones, like the circle attack, but i tried , and it doesnt work). When i push the icon skill, appears a waiting clock (instead the sword icon that indicates who wants to attack) and i cant do nothing, only to press the right mouse button to cancel (Almost it doesnt crash :( ). Thats the problem i am having long time ago, and thats my confusion. If i change the attack class from scripted to moveattack, it works, but i cant apply the burn effect (must be scripted zz). I really dont know wth is wrong -.-. I tried with some scripts from firemage, and other fire creatures, but always the same result.

And the posthitmaster parameter i think is for making the normal attacks to burn on every attack, i dont want that -.-

N3MES1S
03-16-2010, 10:39 PM
what you need is the following line in the main part of your troops description
posthitmaster=features_burn
However, I never managed to have multiple effects and assume in order to have them you need a script that combines them. I'm actually not sure as my coding skill are next to inexistent if this is even possible, since they would occupy the same variables (and I'm unsure if you can simply add additional ones).

The army of light seems to have multiple effects e.g. the firemage has BURN and HOLY. From the script it appears though as if he has EITHER burn (on any race but the undead and demons) OR holy (on undead and demons).

The problem is that a spell burn effects and a move burn effects are completely different, and the code is different. I tried to adapt the fireball or fire arrow code , but with no result.

saroumana
03-20-2010, 08:34 AM
Post your mod here, we could try to check what is blocking.

N3MES1S
03-20-2010, 11:16 AM
Thx, but its finished now. -.-

The final mod is called Maelstrom, is a level 5 human unit, based on the knight model. For using on the army of light mod (i shoulda changed to army of the dark, but knights model doesnt fit well on the dark side lol).

He has fire inmunity, high magic resistance, natural fire damage, and the basics steel armor and dragon slayer from knight.

Special habilities:

1. Classic knight circle attack (but with a chance for burning 1 or more targets).
2. Maelstrom strike, like circle attack, but doing a bit more damage and only hits 1 target but knocks him back (and chance for burning).
3. Maelstrom Execution, a single dragon slayer hit, but dealing extreme physical damage and burning the target.

Of course, still have the dragonslayer special attack, but doing more damage.

All the normal attacks also has fire damage.

All the hits and special ones can burn the target (Maelstroms are natural fire damage units).

1000 hit points.

The special habilities recharges fast, so the unit can be funny to use on the battlefield.

Is a bit overpowered unit, but its intended for use on hard-impossible modes, and cost a lot leadership (4500). Still i need to improve some things, like the message blogs (i dont know how it works) but i can say its 99.9 % finished (textures are still not the final ones, it was just a test but are almost fine). I will write a post on the main page when i take screenshots.

Thx for the helping guys.