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Bucazaurus, sorry to inform you, but after 80+ turns in one of the battles I fought, the Chargers started coming out as invisible again...
I created a "mods" folder and copied the two *.atom files to: C:\Program Files\1C Company\King's Bounty\data\mods I really want to get this glitch fixed as Chargers are the only way of killing off an all-dragon enemy group. Any way I could help debug this? I am a decent programmer, and would be willing to help if you could direct me to the correct links on how to create mods and how to understand KBTL's codes. Please start by explaining what codes you changed in the two *.atom files, and why. |
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Kings Bounty Hunter i am really gald you solved the problem.Good job.
loreangelicus i did some long battles after using the charger fix (one of them was against Karador and took over 145 turns) and never again had the problems with chargers. I can show you what i did. This is the original file for energo_mana.atom main { class=pawn apass=0 nodimming=true model=polyemit.bma spawnscale=0.6 } editor { align=grid/0/0/0.1/0.1 spawnangle=0:1:360 angle=0:1:360 spawnscale=0.6 scale=0.1:2 } arena_params { hitpoint=5 takedmg=0 defense=3 realdeath=1 attacks= resistances { physical=1 poison=1 magic=1 fire=1 } script_data { ap=1 } } animations { appear=polyemit_energo_appear.bsa/fr:60:120 idle=polyemit_energo_idle.bsa/fr:25:50 disappear=polyemit_energo_disappear.bsa/fr:25:50 death=polyemit_energo_disappear.bsa/fr:25:50 } scripts { idle=default_idle pl_bonus=enbox_bonus subturn_modificators=enbox_modificators } attachments { 0 { particle { trans=0.1/0/0/0/-0/0/1.5 file=energo_mana.ptb } slot=0 } 0 { particle { trans=0.1/0/0/0/-0/0/1.5 file=energo_mana.ptb } particle { trans=0/-0/0/1.10000002 animation=idle file=energo_mana_ball.ptb } particle { trans=0/-0/0/3 animation=appear file=energo_mana.ptb } particle { trans=0/-0/0/3 animation=disappear file=energo_mana.ptb } slot=2 } 0 { particle { trans=0.1/0/0/0/-0/0/1.5 file=energo_mana.ptb } slot=1 } 0 { particle { trans=0.1/0/0/0/-0/0/1.5 file=energo_mana.ptb } slot=3 } 0 { particle { trans=0.1/0/0/0/-0/0/1.5 file=energo_mana.ptb } slot=4 } 0 { particle { trans=0.1/0/0/0/-0/0/1.5 file=energo_mana.ptb } slot=5 } 0 { particle { trans=0.1/0/0/0/-0/0/1.5 file=energo_mana.ptb } slot=6 } 0 { particle { trans=0.1/0/0/0/-0/0/1.5 file=energo_mana.ptb } slot=7 } 0 { particle { trans=0.1/0/0/0/-0/0/1.5 file=energo_mana.ptb } slot=8 } 1 { particle { trans=0/0.1/0/0/-0/0/1.20000005 animation=idle file=energo_mball_shadow.ptb } particle { trans=0/1.25/0/0/-0/0/1.5 animation=appear frame=55/80 restart=true file=energo_mana_accum.ptb } particle { trans=0/1.25/0/0/-0/0/1.10000002 animation=disappear frame=0/10 restart=true file=energo_mana_exhaust.ptb } particle { trans=0/2/0/0/-0/0/0.60000002 animation=appear frame=22/55 file=energo_mana_beam.ptb } } 1 { sound { animation=appear frame=0.01 file=energo_mana_appear fadetime=60 } sound { animation=disappear frame=0.01 file=energo_mana_disappear fadetime=60 } } } All i did was to simply delete the part highlighted in red ,since it seems those lines are responsible for the chargers disappearance. PS : I forgot to mention. I did the same thing to energo_rage.atom file . :) |
My copy is a digital download from Gamer's Gate, patched to version 1.7 since that is what the said site has for the game.
No good on the mod, I even tried to remove the following codes from just the mana file: animations { appear=polyemit_energo_appear.bsa/fr:60:120 idle=polyemit_energo_idle.bsa/fr:25:50 disappear=polyemit_energo_disappear.bsa/fr:25:50 death=polyemit_energo_disappear.bsa/fr:25:50 } . . . slot=0 } 0 { particle { trans=0.1/0/0/0/-0/0/1.5 file=energo_mana.ptb } particle { trans=0/-0/0/1.10000002 animation=idle file=energo_mana_ball.ptb } particle { trans=0/-0/0/3 animation=appear file=energo_mana.ptb } particle { trans=0/-0/0/3 animation=disappear file=energo_mana.ptb } I did this so that I could see if the mods are working for my version at all, see if I could "break" the animation for the mana balls and still keep the rage balls intact. No luck, both balls showed up fine in the initial casting (which I'm sure would eventually become invisible for long battles). Anyways, my battle tactics are getting pretty good in that I rarely get into battles that require more than 40 turns. The only problematic battles would be an all-dragon enemy, so if the Chargers start turning invisible on those battles I would need to blindly hunt for them, making those battles even longer... |
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I did a test game going beyond turn 200 to check if the problem persist but everything worked fine . (200 turns was reported to be the longest battle made in KB.)
I attached 2 screenshoots with turn 207 and 208 and you can see both mana and rage balls are visible here. So i really don't know what to say. |
You guys have to much time ha ha 40 and 200 turns!
I try to win in less thatn 5 turns at the moment |
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I'm also trying to see if I could finish the game with all of my rage spirits at level 30, so I try as much as possible to end battles with max rage as well, in preparation for the next battle. |
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