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Krzysiek 03-01-2012 01:06 PM

Quote:

Originally Posted by Arjuna76 (Post 395501)
I've read that people got crash on different units. I had only problems with orc_saboteur but I resolved it and so I'll share the procedure.

I made a copy "orc_saboteur.atom".
Then I just copied everything from "orc_hunter.atom" to "orc_saboteur.atom" except from the model; I tried the unit and I experienced no crash, obviously :).
Then I added something from the original "orc_saboteur.atom" to the new one and made other check...no crashes.
I managed to recreate the Orc Saboteur adding "posthitmaster", "posthitslave" and all 3 special attacks; I added animation for "evade" and sounds for "evade" and "telein"/"teleout".

In the end I have a fully functional Orc Saboteur, without knowing what was wrong with the original one, the 2 files are almost identical, mine being 6698 characters instead of 6722 of the original, but I've no patience to go through the files and search for differences.

Hope to be helpful for someone.

I recommend programme to comparing WinMerge, it will show differences.

zini4_tha_grunt 03-01-2012 02:50 PM

Quote:

Originally Posted by Krzysiek (Post 395381)
Did you think about addition creatures from Red Sands Extreme mod (RSE) to basic version of Red Sands?

No, we will not add these creatures.
Total quality of these creatures can't satisfy my slice assessment.
I was adding new creatures more than a year. Each one has token about a month of my life. So I guess, their overall quality is nigh enough to original KATAURI creatures.

It's just hurts me, when somebody compares them and funds out equal significance beetwen mine and RSE creatures.

P.S. sory for my eng, in any case.

Krzysiek 03-01-2012 04:10 PM

Quote:

Originally Posted by zini4_tha_grunt (Post 395601)
No, we will not add these creatures.
Total quality of these creatures can't satisfy my slice assessment.
I was adding new creatures more than a year. Each one has token about a month of my life. So I guess, their overall quality is nigh enough to original KATAURI creatures.

It's just hurts me, when somebody compares them and funds out equal significance beetwen mine and RSE creatures.

P.S. sory for my eng, in any case.

I'm sorry, I didn't want to hurt you.
I didn't play in Red Sands. I read about RSE and I saw creatures screens, I liked them. Red Sands Extreme does not interest me. I wanted only to test creatures. I wanted to try them and alone to estimate.
Hard, but in the end more it doesn't mean better.
If I didn't value your work over Red Sands I would not dedicate many time without no help to translate all mod. I translate it about five months and still I didn't finish.
I apologise for my English, I hope that it will be possible to understand me.

zini4_tha_grunt 03-01-2012 08:03 PM

I got it.

Translating is the hardest part, i know it for sure.
But to be honest, i'm not so much posessed by this game to spend much of my time on it - i've spen already about a couple of years.
The only thing I can do - I can try to pay for translation to pro translaters, I guess.

I will find out tranlation costs and will inform all of u about my decision.

Krzysiek 03-02-2012 08:04 AM

Quote:

Originally Posted by zini4_tha_grunt (Post 395686)
I got it.

Translating is the hardest part, i know it for sure.
But to be honest, i'm not so much posessed by this game to spend much of my time on it - i've spen already about a couple of years.
The only thing I can do - I can try to pay for translation to pro translaters, I guess.

I will find out tranlation costs and will inform all of u about my decision.

Thanks.
I translate Red Sands on Polish language and help is not me already necessary.
It stayed for me little for translating. A translation is a hard work, but effects are delivering considerable satisfaction
On Russian forum my user name is "Mariusz1"

efferd2011 03-02-2012 09:30 PM

Quote:

Originally Posted by Arjuna76 (Post 395501)
I've read that people got crash on different units. I had only problems with orc_saboteur but I resolved it and so I'll share the procedure.

I made a copy "orc_saboteur.atom".
Then I just copied everything from "orc_hunter.atom" to "orc_saboteur.atom" except from the model; I tried the unit and I experienced no crash, obviously :).
Then I added something from the original "orc_saboteur.atom" to the new one and made other check...no crashes.
I managed to recreate the Orc Saboteur adding "posthitmaster", "posthitslave" and all 3 special attacks; I added animation for "evade" and sounds for "evade" and "telein"/"teleout".

In the end I have a fully functional Orc Saboteur, without knowing what was wrong with the original one, the 2 files are almost identical, mine being 6698 characters instead of 6722 of the original, but I've no patience to go through the files and search for differences.

Hope to be helpful for someone.

Dear Arjuna76,

i also tried to fix the Orc Saboteur, follwing your instructions. Unfortunatly, it seems that i am not as capable as your are in programming.

Could you post your fixed "orc_saboteur.atom"? This would be greatly appreciated! ;-)

Fatt_Shade 03-06-2012 03:14 PM

Hello ppl, just one question ?
Did any1 played whole game soloing Asmodan ? I try it and after geting hero lvl 32, Asmo lvl 43 i droped whole idea, it was just to easy. Was wondering how sick can he get, so if any1 did this pls post pic with his stats.

Krzysiek 03-06-2012 08:13 PM

Quote:

Originally Posted by zini4_tha_grunt (Post 395686)
I got it.

Translating is the hardest part, i know it for sure.
But to be honest, i'm not so much posessed by this game to spend much of my time on it - i've spen already about a couple of years.
The only thing I can do - I can try to pay for translation to pro translaters, I guess.

I will find out tranlation costs and will inform all of u about my decision.

I have a question regarding file rus_unit_features:
cpi_griffin2_feat has not Боевой Дух
Does this oversight or it have to be so?
Is difference among Стойкость Разума and Иммунитет к воздействию на разум(cpi_dread_book_feat)?

zini4_tha_grunt 03-07-2012 10:36 PM

No, griffins aint have Боевой Дух feature.
I guess, it's some kind a bug.
Стойкость Разума and Иммунитет к воздействию на разум are totally similar.

Krzysiek 03-08-2012 05:06 PM

Quote:

Originally Posted by zini4_tha_grunt (Post 397284)
No, griffins aint have Боевой Дух feature.
I guess, it's some kind a bug.
Стойкость Разума and Иммунитет к воздействию на разум are totally similar.

If so this all ok. Griffins ain't have Боевой Дух feature.

If I decoded this well it is different interaction:
Иммунитет к воздействию на разум=immunity to the effects on the mind
Стойкость Разума= immunity to the effects on the mind and mind Spells
Is it correct?

zini4_tha_grunt 03-09-2012 09:29 AM

Nope. It's just difference beetwin KB Legend and KB AP.
It's totally similar.

Krzysiek 03-09-2012 01:39 PM

Quote:

Originally Posted by zini4_tha_grunt (Post 397544)
Nope. It's just difference beetwin KB Legend and KB AP.
It's totally similar.

I don't understand, so Иммунитет к воздействию на разум = Стойкость Разума?

zini4_tha_grunt 03-11-2012 09:04 AM

Yep, it does.

Krzysiek 03-11-2012 09:21 PM

Quote:

Originally Posted by zini4_tha_grunt (Post 398054)
Yep, it does.

Thanks.:-P

Krzysiek 03-20-2012 10:10 PM

File rus_unit_features, gate_keeper_header=^def_hint_t0^Хранитель Порталов
What is it "Ударная Телепортация"?
I didn't find such skill or the spell in none of files in folder the "other"

zini4_tha_grunt 03-21-2012 06:11 PM

Quote:

Originally Posted by Krzysiek (Post 401078)
File rus_unit_features, gate_keeper_header=^def_hint_t0^Хранитель Порталов
What is it "Ударная Телепортация"?
I didn't find such skill or the spell in none of files in folder the "other"

This is special attack wuth teleportation for Genom Councils.
I prefer it translated as Striking Teleportation.

Krzysiek 03-22-2012 05:23 AM

Quote:

Originally Posted by zini4_tha_grunt (Post 401406)
This is special attack wuth teleportation for Genom Councils.
I prefer it translated as Striking Teleportation.

Thanks. Is it special ability "Сила Генома"?

Another question:
(Черный Единорог, file rus_unit_features:
blood_for_blood_header=^def_hint_t0^Кровь за кровь
blood_for_blood_hint=^def_hint_t1^Отвечая не эльфам, всегда наносит критический урон.)
My English friend translated this as:
blood_for_blood_hint=^def_hint_t1^When counter-attacking Elves, this troop always does critical damage.
I understood this way:
When counter-attacking creatures different than elves, this troop always does critical damage.
Who is right?

F-kid 03-22-2012 06:01 AM

Can anyone recommend me something to make Asmodeo worth it?

He takes a valuable left hand slot, precious points of mana and leadership and he simply SUCK bad.

I'm trying a no loss impossible mage and I'll start on Bolo soon. My Asmo deals very low damage. His first skill is interesting but the damage is too low, the second skill means sending him to certain death and the third skill I haven't figured out how it works yet, nothing happens when I select the dead creature.

Is it ok to go get rid of him and go on with the game? I liked red sands, but I hate Asmo, I hate him badly for being so demanding and giving nothing in return.

Fatt_Shade 03-22-2012 08:56 AM

I answered same question in Red sands extreme mod tread
Quote:

Asmodeo is sick unit, if you play him 100% solo or great support if you use him allot with you`re army. But if you only use him from time to time, he`s not very interesting.
http://forum.1cpublishing.eu/showthread.php?t=23658 read this tread, many posts on Asmo subject and try to figure what to do with him.
And for -15% lds, it is worth it, because later on certain lvl you can `use` (release) him for price and not wear item, but have him in army all time.

On same subject, did any1 go all Asmo solo, i just wonder how sick can he get (i`we read 52lvl Asmo, with 4kHp . . . ) ? Any pic, or stats info pls.

zini4_tha_grunt 03-22-2012 01:31 PM

Quote:

Originally Posted by Krzysiek (Post 401553)
Thanks. Is it special ability "Сила Генома"?

Another question:
(Черный Единорог, file rus_unit_features:
blood_for_blood_header=^def_hint_t0^Кровь за кровь
blood_for_blood_hint=^def_hint_t1^Отвечая не эльфам, всегда наносит критический урон.)
My English friend translated this as:
blood_for_blood_hint=^def_hint_t1^When counter-attacking Elves, this troop always does critical damage.
I understood this way:
When counter-attacking creatures different than elves, this troop always does critical damage.
Who is right?

Yep, absolutely right.
And this is an old passive ability. It was in game since AP.

zini4_tha_grunt 03-22-2012 01:35 PM

Quote:

Originally Posted by F-kid (Post 401562)
Can anyone recommend me something to make Asmodeo worth it?

He takes a valuable left hand slot, precious points of mana and leadership and he simply SUCK bad.

I'm trying a no loss impossible mage and I'll start on Bolo soon. My Asmo deals very low damage. His first skill is interesting but the damage is too low, the second skill means sending him to certain death and the third skill I haven't figured out how it works yet, nothing happens when I select the dead creature.

Is it ok to go get rid of him and go on with the game? I liked red sands, but I hate Asmo, I hate him badly for being so demanding and giving nothing in return.

Asmadeo can become a real bad-ass in mid game if u treat him right.
In upcoming patch i some kinda modify his expirience gaining system. So he grows faster if hero is more expirienced than Asmadeo.

Anyway thanks for your gratitude.

Krzysiek 03-22-2012 06:52 PM

Quote:

Originally Posted by zini4_tha_grunt (Post 401640)
Yep, absolutely right.
And this is an old passive ability. It was in game since AP.

Yes, but I don't remember about ability "Кровь за кровь" in AP.
Finally, Черный Единорог always does critical damage when fighting with elves or creatures different than elves? (Отвечая не эльфам, всегда наносит критический урон)

zini4_tha_grunt 03-22-2012 08:49 PM

Quote:

Originally Posted by Krzysiek (Post 401833)
Yes, but I don't remember about ability "Кровь за кровь" in AP.
Finally, Черный Единорог always does critical damage when fighting with elves or creatures different than elves? (Отвечая не эльфам, всегда наносит критический урон)

Yes.
And if u don't remember, check out original game to be sure.

Krzysiek 03-23-2012 04:56 AM

Quote:

Originally Posted by zini4_tha_grunt (Post 401884)
Yes.
And if u don't remember, check out original game to be sure.

I asked because I thought that mistake is in translating. Not first and not last.
I checked this and I was right - creatures different than elves. (всем врагам не эльфийской расы наносит критический урон )

Krzysiek 03-24-2012 06:20 PM

to zini4_tha_grunt
I have request if it will not cause too many problem. Could you make the rus_items.lng file from King’s Bounty: Перекрестки миров available to me?

P.S.
Do you know when russian forum will get up?

F-kid 03-26-2012 09:10 AM

Quote:

Originally Posted by zini4_tha_grunt (Post 401642)
Asmadeo can become a real bad-ass in mid game if u treat him right.
In upcoming patch i some kinda modify his expirience gaining system. So he grows faster if hero is more expirienced than Asmadeo.

Anyway thanks for your gratitude.

Thanks man.

I am currently playing two games now:

1 - red sands on my laptop: I started a new game with the main purpose - to level up Asmadeo. I've had about 12 fights so far and killed nearly all units using Asmadeo, but he is still level 1! :evil: I am surely waiting for the patch, something gotta be wrong in my current game.

2 - red sands extreme on my desktop: the new level 5 creatures on this one are so powerful that I even let Asmadeo aside, he was leveling a little bit but still way behind my hero.

I just don't understand, what have I done wrong on the game that I'm trying to level Asmadeo and he is still level 1?

Fatt_Shade 03-26-2012 11:05 AM

@F-kid Do you have same versions of game on both laptop and desktop pc ? If Asmo get exp on desktop in you`re RSE game, he should lvlup on laptop also because in RSE Asmo weren`t changed at all. You had to change something in his files by mistake maybe.
Try new game on laptop just for 4-5 fights to see will he get any exp, also attack low lvl troops with him (he get more exp if you kill 1-2 lvl enemy units, and more so if they are under pugmy/doom/plague spells). If he still dont get any exp my only idea is to latest patch and hope for best. Good luck :-)

Fatt_Shade 03-27-2012 10:34 AM

Prob with leveledup arhmage
 
I noticed this problem before, but now in Red sands mod it`s even more :-(
If you use archmage and get him to higher lvl, and some bonus dmg on stats in battle during battle trance he will get 100% dmg but only from his basic 5-8, not including bonus from lvlup. If you get some archmage_staff (or 2, i tried using 3 with warrior just to check) my archmage had 3x20% bonus dmg from staff and +18% from lvl`s so in battle dmg was 9-14. When i use battle trance he should get +100% dmg from but instead 18-28, i got 14-22, so +(5-8 ) got only his basic dmg without any item/lvlup bonuses.
On other side if you use ogre and get his attack from 47 basic, to 100 with lvlup/frenzy/items and use ogre rage, he`ll get 100% bonus attack from his current, not basic attack.
My question for you ppl is, how to make archmage get same bonus as ogre, based on his actual dmg in game, not basic from archmage.txt Same prob happens if you use some +dmg item (poison dagger/whip of ishara) archmage will get dmg from those items, but in battle trance will get bonus from his basic dmg 5-8 :-(
Try checking in scripts special_attacks.lua file and compare Battle mage, and Ogre rage part of file, to figure out how to give same bonus to archmage as ogre have.

Arjuna76 03-29-2012 04:38 PM

Orc saboteur and my version of KB
 
3 Attachment(s)
Quote:

Originally Posted by efferd2011 (Post 396161)
Dear Arjuna76,

i also tried to fix the Orc Saboteur, follwing your instructions. Unfortunatly, it seems that i am not as capable as your are in programming.

Could you post your fixed "orc_saboteur.atom"? This would be greatly appreciated! ;-)

Sorry for the delay, I wasn't playing or modding KB in these days.
I uploaded my functioning Orc Saboteur and I added a couple of images showing how I'd like KB to be, that's essentially, more difference in unit dimension with some huge powerful one (The archdemon is casting a mass spell while on the air)

Unfortunately this will remain my dream, or my effort to do, at least for the next king's bounty.

PS: I messed with all units stats, so, after downloading my orc saboteur, look for the original one and replace it's defaul stats (cost, leadership, attack ...)!

efferd2011 03-30-2012 07:01 PM

Thanks Arjuna76!

Now this anyoing org who blocks my way will die! :-)

MattCaspermeyer 03-31-2012 02:24 PM

Easy Fix
 
@Fatt_Shade:

As it turns out, it is implemented as Percent of Base in both TL and AP so the developers intended for it to work this way, I guess.

Nonetheless, the change is easy:
  1. Search for special_battle_mage_attack in SPECIAL_ATTACKS.LUA.
  2. Look for the lines that start with Attack.act_apply_dmg... there will be too of them within this function, one for min and one for max. Note that the line goes like this: Attack.act_apply_dmgmin_spell( "magic", 0, power, 0, duration, false ), for min damage.
  3. Change both min and max like this: Attack.act_apply_dmgmin_spell( "magic", 0, 0, power, duration, false ), note how power has essentially swapped with the 0 to the right of it in the original code. Do the same thing to max and save and close and you'll get want you want.

By the way, for most functions that work on a statistic, the order is absolute percent increase, percent of base, and then percent of current. See http://translate.googleusercontent.c...LwAowdEODmh0mw as a reference for the King's Bounty LUA Attack library.

Good luck!:-)

/C\/C\

Quote:

Originally Posted by Fatt_Shade (Post 403299)
I noticed this problem before, but now in Red sands mod it`s even more :-(
If you use archmage and get him to higher lvl, and some bonus dmg on stats in battle during battle trance he will get 100% dmg but only from his basic 5-8, not including bonus from lvlup. If you get some archmage_staff (or 2, i tried using 3 with warrior just to check) my archmage had 3x20% bonus dmg from staff and +18% from lvl`s so in battle dmg was 9-14. When i use battle trance he should get +100% dmg from but instead 18-28, i got 14-22, so +(5-8 ) got only his basic dmg without any item/lvlup bonuses.
On other side if you use ogre and get his attack from 47 basic, to 100 with lvlup/frenzy/items and use ogre rage, he`ll get 100% bonus attack from his current, not basic attack.
My question for you ppl is, how to make archmage get same bonus as ogre, based on his actual dmg in game, not basic from archmage.txt Same prob happens if you use some +dmg item (poison dagger/whip of ishara) archmage will get dmg from those items, but in battle trance will get bonus from his basic dmg 5-8 :-(
Try checking in scripts special_attacks.lua file and compare Battle mage, and Ogre rage part of file, to figure out how to give same bonus to archmage as ogre have.


Fatt_Shade 04-02-2012 07:57 PM

Not so easy fix
 
Not working
Code:

Attack.act_apply_dmgmin_spell( "magic",  0, 0, power, duration, false)
        Attack.act_apply_dmgmax_spell( "magic", 0, 0, power, duration, false)
        Attack.act_apply_par_spell( "defense", 0, 0, -penalty, duration, false)

I try it already when checked ogre`s rage skill. Maybe because mage`s dmg is melee physical, and magic on range , or ... i have on idea. Same problem is with -50% for his defense during battle trance, no matter how much defense unit have 24 basic and stone skin, and magic spring and all bonuses form items, when in trance he`ll lose only 12 (half of his basic) which is wrong i think. If right bonus is 100% on current dmg and crit% , then -50% of current defense should be OK.

MattCaspermeyer 04-03-2012 04:19 AM

Bummer :-(
 
Quote:

Originally Posted by Fatt_Shade (Post 405248)
Not working
Code:

Attack.act_apply_dmgmin_spell( "magic",  0, 0, power, duration, false)
        Attack.act_apply_dmgmax_spell( "magic", 0, 0, power, duration, false)
        Attack.act_apply_par_spell( "defense", 0, 0, -penalty, duration, false)

I try it already when checked ogre`s rage skill. Maybe because mage`s dmg is melee physical, and magic on range , or ... i have on idea. Same problem is with -50% for his defense during battle trance, no matter how much defense unit have 24 basic and stone skin, and magic spring and all bonuses form items, when in trance he`ll lose only 12 (half of his basic) which is wrong i think. If right bonus is 100% on current dmg and crit% , then -50% of current defense should be OK.

Sounds like a bug, you know, I was never really sure why they didn't just use dmg:

So change dmgmin and dmgmax to just one line:

Code:

Attack.act_apply_dmg_spell( "magic",  0, 0, power, duration, false)
See what that does. If that doesn't work, there's another way to do it - look at what I did in my TL HOMM3 Babies mod in ARENA.LUA lines 549 - 574:

Code:

  for i = 1, table.getn( resistances ) do
    local min_damage_current, min_damage_base = Attack.act_get_dmg_min( target, resistances[ i ] )
    if min_damage_base > 0 then
      local max_damage_current, max_damage_base = Attack.act_get_dmg_max( target, resistances[ i ] )
      local min_damage_inc = math.max( math.floor( math.abs( min_damage_base * diff_k ) ), min_stat_inc ) * sign_diff_k
      local max_damage_inc = math.max( math.floor( math.abs( max_damage_base * diff_k ) ), min_stat_inc ) * sign_diff_k
      local new_min_damage = min_damage_current + min_damage_inc
      local new_max_damage = max_damage_current + max_damage_inc
 
      if new_min_damage < 1 then
        new_min_damage = min_damage_current
      end

      if new_max_damage < 1 then
        new_max_damage = max_damage_current
      end

      if new_min_damage ~= min_damage_current then
        Attack.act_apply_dmgmin_spell( resistances[ i ], min_damage_inc, 0, 0, -100, false )
      end
 
      if new_max_damage ~= max_damage_current then
        Attack.act_apply_dmgmax_spell( resistances[ i ], max_damage_inc, 0, 0, -100, false )
      end
    end
  end

Let me explain this code:

Code:

  for i = 1, table.getn( resistances ) do
.
.
.
  end

The for loop just loops through all the damage types (i.e. fire, magic, etc.)

Code:

.
.
.
    local min_damage_current, min_damage_base = Attack.act_get_dmg_min( target, resistances[ i ] )
    if min_damage_base > 0 then
.
.
.
    end

Next I get the current and base damages for that damage type and if the base damage is greater than 0 then I do something if not then there is nothing to do.

Code:

.
.
.
      local max_damage_current, max_damage_base = Attack.act_get_dmg_max( target, resistances[ i ] )
      local min_damage_inc = math.max( math.floor( math.abs( min_damage_base * diff_k ) ), min_stat_inc ) * sign_diff_k
      local max_damage_inc = math.max( math.floor( math.abs( max_damage_base * diff_k ) ), min_stat_inc ) * sign_diff_k
      local new_min_damage = min_damage_current + min_damage_inc
      local new_max_damage = max_damage_current + max_damage_inc
.
.
.

If min_damage_base is > 0 then I go and do some more stuff: 1) I get the max damage current and base to go along with the mins I got earlier and 2) I compute the min and max damage increase based off the difficulty level and pick the max between the min stat increase and the computed increase. The sign_diff_k is used for decreasing stats if you play Easy level. I then compute the new min and max damage.

Code:

.
.
.
      if new_min_damage < 1 then
        new_min_damage = min_damage_current
      end

      if new_max_damage < 1 then
        new_max_damage = max_damage_current
      end
.
.
.

These next two checks are just making sure if the damage is reduced that it doesn't go below 1. I guess I should set those damages to 1 instead of current so that they are at least reduced instead of staying the same.

Code:

.
.
.
      if new_min_damage ~= min_damage_current then
        Attack.act_apply_dmgmin_spell( resistances[ i ], min_damage_inc, 0, 0, -100, false )
      end
 
      if new_max_damage ~= max_damage_current then
        Attack.act_apply_dmgmax_spell( resistances[ i ], max_damage_inc, 0, 0, -100, false )
      end
.
.
.

Lastly, If there is an actual change in the damage, then I go do something, note how I just change the absolute value of the damage. I checked the Ogre's Rage ability and that's how they did their attack. You know, I'm trying to think if I had problems like you're having and then implemented it this way instead. There certainly is a lot of trial and error when making changes like this. You probably don't need to be so thorough for the Archmage, just look in his ATOM and confirm his damage types and work with them directly, no need to cycle through like I did (but this was for all units so that's why I did it the way I did it).

Good luck!:)

/C\/C\

fillyra 04-07-2012 09:27 PM

Oops, I thought I posted this but I hadn't.

I'm going to be moving homes in several weeks and I haven't had time to work on the translation.

I'll be able to continue the translation in around late next month and hopefully have something out by then, but I haven't gotten anything done during March and can't this month because of moving and work so not much progress.

alsakari 04-14-2012 09:01 AM

Hi everyone.I'm new here,and I just installed red sands 1.6 full.exe file,without installing anything else.I'm only at the first island,and everything is in english so far.Does this file include the translation,or do I have to install anything else?
Great work to everyone who translated this great mod from russian,especially fillyra

maoshuai01 04-20-2012 10:14 AM

I just wanna say a word.

zini4_tha_grunt 04-24-2012 08:34 AM

Hie, every1!

New patch is on the way, it's gona be awesome, but...
I need an artist to draw few icons and make simple retexture for few units ^_^

If interested - drop by.

Krzysiek 04-24-2012 03:20 PM

Quote:

Originally Posted by zini4_tha_grunt (Post 413904)
Hie, every1!

New patch is on the way, it's gona be awesome, but...
I need an artist to draw few icons and make simple retexture for few units ^_^

If interested - drop by.

Hello!
From this place I want to thank with all which they worked near creating "red sands".
I finished translating on Polish some 2 weeks ago and as yet testing and doing correction in my translating. Critical error as yet it hasn't.
I found the only small the mistakes graphic (for example the ice thorn - Ледяная Терния) and this, that after choice of new skill the Asmadeo when we choose the option "finish the conversation" conversation is not finish.
I thank once again and I wish persistence near creating new patch.
I enjoy that Russian forum already up.

I have a problem. Dragon's skill from file "rus_!!!exp_pet_hint":
spmi_thr_ball_txt=^int_pet_tH0^Дракончик демонстрирует чудеса магии, призывая шаровую молнию на поле боя. Молния преследует и атакует врагов, нанося урон магией, равный [damage2] общего здоровья отряда. Есть шанс [shoсk] шокировать цель. Зарядов: [charges].[rest][rage]<gen=gen_pet_exp_hint>
In game don't display chance to shock probability, number of charges and turn rest. Only damage is correctly show. How it fix?

When I remove "Есть шанс [shoсk] шокировать цель." with file remaining parameters be displayed correctly. Problem is with parameter [shock].

Krzysiek 05-06-2012 09:30 PM

Hi everybody.
I would like to add to Red Sands creatures from legendary warriors mod. I translated files from localization folder on Polish language and I canceled unwanted changes from the version RSE.
I don't know how to add new creatures to shops and to army for defeating. I know that files responsible for it are in the folder locs, but I don't know how to change them.Whether it is possible to do it with the help notepad? What are numbers responsible by creatures in these files for?

Other question: are there appearing in the English version Crossworlds errors with showing statistics of the pet dragon's ability "lightning_ball "?

How to change the maximum level reached by the pet dragon (> 60) so he can to a maximum develop all his abilities? Is it any mod or does somebody know how to change it?

From above I am thanking for help

Fatt_Shade 05-06-2012 11:15 PM

@Krzysiek
1) first for adding new creatures in mod i cant help you because i tried to add champion from `adventure mod` but failed since you need to copy unit files 4-5 of them, but also need to edit some other files and add text strings so new game include those units in it.
2) lightning ball works from early lvls with no problem, when you get that skill there are no errors in it`s text description. But after lvling it to some point it just start showing skill text without numeric value for dmg/shock/rest/rage but exp gain from skill is correct all time. So it`s bug , but i have idea how to fix it. Open winrar folder game\sessions\addon\loc_ses.kfs find eng_pet.lng file and set
Code:

// ball
lvu_ball_name=^pet_tM^[ball]
lvu_ball_level1_info=^int_pet_levelup_t^[new]Dragon calls lightning, attacking the enemy! <br>[d][kill] [s][dmgMMinNew]-[dmgMMaxNew]% [/s][troop] [shock] [s][shockNew]%[/s].
lvu_ball_attack1_info=^int_pet_levelup_t^[attackCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_attack2_info=^int_pet_levelup_t^[attackCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[addrest]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_attack3_info=^int_pet_levelup_t^[attackCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_attack4_info=^int_pet_levelup_t^[attackCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[addrest]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_paralyse1_info=^int_pet_levelup_t^[shockCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_paralyse2_info=^int_pet_levelup_t^[shockCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[addrest]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_paralyse3_info=^int_pet_levelup_t^[shockCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_paralyse4_info=^int_pet_levelup_t^[shockCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[addrest]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].

So you need to add 1 more attack string, and 1 more paralyse string so lightning ball can take values from those lvl`s. I think this should work. You need to set number ofo lvl`s for each ksill with it`s part in this file. Expl : you cant take more then 5 lvl`s for treasure digging skill, since it`s not explained what would those lvl do in this file.
3) for adding more lvl`s for pet you need couple things - find arena.txt file in config folder of red sands mod and in string :
Code:

exptable=30,60,100,160,230,310,410,530,660,810,980,1170,1380,1610,1860,2140,2440,2770,3120,3500,3910,4350,4820,5320,5850,6410,7010,7640,8310,9010,9750,10530,11350,12200,13100,14040,15020,16040,17110,18220,19380,20580,21830,23130,24480,25880,27330,28840,30400,32010,34070,37000,40000,43000,47000,52000,57000,63000,70000
Add more values for lvl`s above 60, for example add 79000,90000,103000, 118000,135000 . . . and so on. Consider that if you play on hard/impossible values for lvlup pet is 15/30% higher then on normal so for my example 135000 exp(65lvl), you`ll need 185000 exp for 65th lvl on impossible difficulty. Also find adventure mod http://forum.1cpublishing.eu/showthr...=22725&page=11 , and check pet.atom file in it to see how to add more lvl`s for every pet skill. So for lvlup exp values add more numbers in arena.txt, and for skill lvlup find pet.atom file in adventure mod.
Good luck :-)

Krzysiek 05-07-2012 03:36 PM

Thank you very much for answer.
1. Ok, but in that case how they add new creatures to Red Sands Extreme?
I checked all files in folder "config" in RSE and I left changes which didn't disturb me. It stayed only adding creatures to files in folder "locs". Am I right? Who knows how to do it? Somebody after all had to do it in RSE.
2. Is not working, because errors with showing statistics of the pet dragon's ability "lightning_ball" I have already on first pet dragon's lighting ball's level. If i remove in file "pol_!!!exp_pet_hint" parameter "[shoсk]"in desciption "spmi_thr_ball_txt" remaininng parameters is showing ok. Unfortunately, then I don't see shock chance in lighting ball statistics. I have a problem with function [shock]. Other polish fan have similar problem.
For check I used english and russian version of this file and it didn't help.
3. Maximum level reached by the pet dragon is 71, so he can to a maximum develop all his abilities.
I add 11 new levels and it's working. I used for the check code: "shift+~" and write "pet 71".
Everything is ok.:-)

Fatt_Shade 05-07-2012 05:01 PM

1) Well ofc it`s possible to add new units in game send massage to grimeleven or bladeking77 or any other moder who imported some new unit in his/her mod. What i`m sure is that you must add 4 whole files for unit, i`ll example champion from adventure mod :
champion.atom (unit stats and abilities) , champion.png (unit picture) , army_champion.atom (unit model, sound . . . technical things), champion.bma (i have no idea what`s in it) , champion_diff (also no idea what`s it for). But there other files that make unit work in game colision_champion.cms , addon_unit_features.lua (how certain unit special ability works) , eng_units.lng (lists all units and their basic information that are shown when you right click on them in game) , special_attacks.lua (also for unit special abilities) , special_params.txt (lists units that are affected by some item or skill, like inquisitors blade lowering paladin lds etc) , unit_features.lua (explains unit talents and pasive bonuses, like orc adrenaline , or rune mage runic armor, etc) , unit_morale.lua (obviously for unit/race moral bonuses/reductions). So for 1 new units you need 4 new files for that unit, and to change 7 other files to include that unit in future games , and it`s not as simple as copy/paste couple things in locs folder (and why there in first place ???), all unit files start in atom folder, and then scripts folder and so on ...
2) . . . no more ideas :-(
3) i my self made 99 skill lvl`s, but limited pet to 70 so to make some choices what skill to develop in what game , and not getting them all on max I`m glad i helped you at least with this..

Krzysiek 05-07-2012 06:41 PM

1) Everything about you wrote I already did, I singled out 10 folders and proper files from RSE. I little modifying them so that they compatible with Red Sands (I removed modyfication of experience, spells etc. coming from RSE). I used the program winmerge for comparing files and I left only these records which concern new creatures. Everything okay, but analysing the RSE structure I concluded, that in files in the folder locs are determining which creatures, items and in what quantity are available in shops. In RSE in the folder locs you open files debir.embryos and debir_dungeon_1.embryos and you will find them names of new creatures, items etc. What for me from new creatures if not is it possible to buy them and only it is possible to fight with them?
Maybe we must use KB editor to change this files?

P.S.
In RSE mod all creatures are available on Debir. I would like to keep original the setting from Red Sands, and adding the new creatures in suitable stages of game.
Hmm... Azure dragon is not looking good, but Champion is really looking good. Can you place on forum relating champion files which you single out from adventure mod?

Fatt_Shade 05-07-2012 08:12 PM

If you try to add new creatures in already started game it wont work, you have to add all files concerning some unit, and then start new game so it appears in it. Same as for difficulty lvl you can`t change it mid game, you have to start anew.
Try coping all those files you think are needed and start new game, Maelstrom should appear in main castle on Debir island (its made this way in RSE mod) so you`ll know did you succeed. Because all this mixing of files is reason i stop trying to add champion in my RSE.
In my previous post i listed all files i found mentioning champion unit 5 files just for champion, and 7 more that contain something about units in general : champion.atom , champion.png , army_champion.atom , champion.bma , champion_diff , colision_champion.cms , addon_unit_features.lua , eng_units.lng , special_attacks.lua , special_params.txt , unit_features.lua , unit_morale.lua
Other problem with importing champion in RSE or regular red sands, is his special skills battle spirit that gives him bonus att/def with every hit on/against him and in red sands all humans have passive skill battle spirit that give them % for 1 more turn after acting in that battle round. So i had problem finding all battle spirit strings for champion in `adventure mod`, and renaming them so they wouldn`t conflict with battle spirit talent of all humans in `red sands` , all in all to much problems for importing 1 unit ( bladeking77 did great job with creating new units) but had bad luck naming it`s passive talent same as red sands crew so it`s big trouble to add champion in newer mods.
As for azure dragon it`s interesting unit to play, only if you set it possible to resurrect by inquisitor/demonolog like any other unit in game. In original settings it`s completely magic imune but in difference to black dragon (who are possible to revive inquisitior) you cant keep them alive at all :-( and with their magic scales they can be great tanks for mage hero class who concentrate on spell dmg.

Krzysiek 05-08-2012 12:27 PM

Thanks.
I made small test with we new creatures from my singled out files. When I ignore error in time starting game new creatures appeared in game, but it didn't work properly. When I "create" original mod RSE in Red Sands this same error appeared in time starting game too.

Shadan 05-17-2012 10:16 AM

I am playing Red Sands mod 1.6.1 version currently. I have 2 problems, one minor and one major.

1. Minor: Ball of Lightning pet ability description is wrong. I've tried to fix it according to this post from Fatt_Shade:
Quote:

2) lightning ball works from early lvls with no problem, when you get that skill there are no errors in it`s text description. But after lvling it to some point it just start showing skill text without numeric value for dmg/shock/rest/rage but exp gain from skill is correct all time. So it`s bug , but i have idea how to fix it. Open winrar folder game\sessions\addon\loc_ses.kfs find eng_pet.lng file and set
In my version there isn't any .kfs file, I have folders, subfolders and files, and I don't find any eng_pet.lng file. However this is not so important as my major problem.

2. Human spirit doesn't work at all in my game. When it is triggered, there is a message in text box, there is an animation, but my unit doesn't act again in that turn. Has anyone experienced similar problem? Does anyone know how to solve this?

Thanks in advance!

Fatt_Shade 05-17-2012 11:43 AM

@Shadan
1) bad luck with that, but i`m sure you have those files just need to find them :-)
2) try post #63 on this tread , or on this tread #63 post from grimeleven http://forum.1cpublishing.eu/showthr...=25587&page=15
I fixed prob with fighting spirit in my game but i cant remember which was solution, but i`m sure it`s 1 of those 2 ways. Save mentioned files outside you`re game folder and try 1 way if it doesnt work, load original file, and try second post. Should work , good luck :-)

Shadan 05-17-2012 08:11 PM

Thanks, I've tried both and none of them worked. I realized the exact problem: instead of 2nd turn my humans get battle cry buff when battle spirit procs. Description of battle spirit says 2nd turn, but maybe it was too strong ability and in 1.6.1 they changed to battle cry?

Krzysiek 05-18-2012 11:26 AM

Quote:

Originally Posted by Shadan (Post 427013)
Thanks, I've tried both and none of them worked. I realized the exact problem: instead of 2nd turn my humans get battle cry buff when battle spirit procs. Description of battle spirit says 2nd turn, but maybe it was too strong ability and in 1.6.1 they changed to battle cry?

Human Fighting Spirit in Red Sands 1.6.1:
Attacking enemy unit, it can with probability 10% raise on 1 round your initiative about 1. Every bonus or punishment to morale raises or it reduces chance about 1%. Giving deadly hit, unit has raised about 3% probability increase your initiative.

Krzysiek 05-18-2012 12:08 PM

Quote:

Originally Posted by Shadan (Post 426836)
I am playing Red Sands mod 1.6.1 version currently. I have 2 problems, one minor and one major.

1. Minor: Ball of Lightning pet ability description is wrong. I've tried to fix it according to this post from Fatt_Shade:


In my version there isn't any .kfs file, I have folders, subfolders and files, and I don't find any eng_pet.lng file. However this is not so important as my major problem.

2. Human spirit doesn't work at all in my game. When it is triggered, there is a message in text box, there is an animation, but my unit doesn't act again in that turn. Has anyone experienced similar problem? Does anyone know how to solve this?

Thanks in advance!

1.In Red Sands 1.6.1 you can change "lighting ball" description in file eng_!!!exp_pet_hint.
This file you find in C:\ProgramFiles\1Company\.....\sessions\red_sands\ red_sands_ses or other path when you install this mod.
Open red_sands_ses with winrar, open inside archive folder localization\eng\other and you find them file eng_!!!exp_pet_hint.
In polish version I delete [shock] from description:
"spmi_thr_ball_txt=^int_pet_tH0^Your dragon demonstrates the wonders of magic, calling a ball of lightning onto the battlefield. The ball pursues the enemy, hitting it with a third level lightning spell, causing magical damage equal to [damage2] of the overall health of the troop. There is a [shock] chance to shock the target. Charges: [charges]. [rest][rage] <gen=gen_pet_exp_hint>"
and problem disappeared. Unfortunately, then you don't see shock chance in lighting ball statistics.
Other idea:
Ask your English friends to send you file "eng_pet.lng", change what you want and copy them to folder localization\eng\other in Red Sands.

Shadan 05-22-2012 01:59 PM

Thanks Krzysiek!

1. I have installed 1.6.1, but tooltip of human spirit still writes bonus turn not bonus initiative. It is not big problem, since it is officially changed, so tooltip doesn't bother me because I know what should I expect.

2. I found and corrected it, thanks. No shock %, but other numbers are fine.

Krzysiek 05-22-2012 06:36 PM

[QUOTE=Shadan;428296]Thanks Krzysiek!

1. I have installed 1.6.1, but tooltip of human spirit still writes bonus turn not bonus initiative. It is not big problem, since it is officially changed, so tooltip doesn't bother me because I know what should I expect.

if you want to have a correct description you go to ..\sessions\red_sands\red_sands_ses\localization\e ng\other and change description in file "eng_units_features"

Find:
human_morale_hint=^def_hint_t1^When attacking an enemy, unit has a 10% chance to get a second turn. Each bonus or penalty of Morale raises or lowers the chance of 1%. Inflicting a fatal blow, the squad has increased chance of second turn by 3%.<br>Gives 1 AP <br><gen=gen_cur_battle_spirit_bobus>

and change:
human_morale_hint=^def_hint_t1^When attacking an enemy, unit has a 10% chance to raise on 1 round your initiative about 1. Each bonus or penalty of Morale raises or lowers the chance of 1%. Inflicting a fatal blow, the squad has increased chance to increase your initiative by 3%.<br>Gives 1 AP <br><gen=gen_cur_battle_spirit_bobus>

English is not my basic language then you write this according to the own recognition.

liveshiptrader 05-23-2012 01:06 PM

A great mod but the level system seems to be a liability as the enemies are set to be one level higher than my highest level character making it worse than useless and the exp you earn scales incredibly poorly.

Fatt_Shade 05-23-2012 01:30 PM

Enemy are scaled by difficulty lvl, so if it`s to hard try lower ( you didnt say are you playing on normal/hard/impossible).
And when you get highest lvl you`re units will have same bonuses as enemy, only depending how lucky you were in lvlingup and getting useful bonuses. As you play with items,skills,spells,pet dragon, it`s expected to play vs stronger opponents to be at least a bit interesting.
I advertised one great mod for the Legend ( version for AP/CW is in work i think), there enemy heroes have same(or higher bonuses) then you with skills,enemy mage heroes have double/triple spell cast/turn and mana regen 10% of mana pool/turn, warrior heroes lower your units physical resistances, or speed/initiative in first two turn etc. Mana/rage goes to 0 after 15/20 turns , great skills changes, great kid bonuses form wives (2 new wife available). . . Who want to have some fun with old-new version of KB the Legend check this out : http://forum.1cpublishing.eu/showthread.php?t=29080

liveshiptrader 05-23-2012 02:05 PM

The leveling system was suppose to reward players who used the same units but as it stands it makes no difference as the enemies are always roughly the same level as you. I had one unit that was a higher level than the others because it was fast so gained more exp and when I switched it out the enemies levels dropped, so the current level system greatly weakens slower or non attacking units.

Fatt_Shade 05-23-2012 05:14 PM

Leveling system rewards player with old unit with new stats , and units that act more often in enemy lines and fighting for their lives are supposed to lvlup faster then units watching from supporting position (priest wil gian exp for using bless, archmage will gain exp for magic shield, but not as much as knight hitting 4 enemy with circle attack). Same goes for hero and pet dragon, each earn exp depending how hard battles are.
And this system for using all 5 units is much better then old where solo unit blackknight/droids were common, now 5 unit build is better.

liveshiptrader 05-23-2012 07:56 PM

Shade if I where to trade my entire army for a different army the level of the enemies would become lower so there is no reward for using old units.

Unfortunately a 5 army unit is actually weaker unless you micromanage your attacks because the slower attackers will get less exp, if anything it encourages single stack armies or split droids since the droids will get double exp from 2 having 2 actions.

Fatt_Shade 05-23-2012 09:29 PM

Yes droids will get exp faster and lvl up but you will reach cap fast and wont have fun expecting new lvls. I tried this mod when released, and solo maelstrom buiild, and got bored out of my mind halfway through Montero, so i say from my experience solo unit build isn`t as interesting as full army. And even in solo unit build, every lvl is caped with max exp that can be gained in 1 turn, so my maelstorms got exp from 2 retaliations per turn and then lose all exp from rest of attacks, since enemy unit were killed and no exp gained from it. So 2 droid stacks split will actually lose exp per battle, but still get max lvl faster then normal 5 army build. Does this sound OK to you ?
ANd are you sure that enemy unit lose exp lvl`s when you change unit lineup from experienced, to new units ? That weren`t case in 1.3 version that i played.
As for micromanaging 5 unit army, you do realise this is tactical TBS game ? There is no resources (only gold,m and even that isn`t problem 90% of time), no building structures/city , only thing you need to worry about is you`re army and managing it. So if you complain about only thing you need to worry about in game that is made that way, maybe you need to change game genre.
But this is only my opinion, and way of playing. To each it`s own. Have fun.

Fatt_Shade 05-27-2012 08:21 AM

Some time ago i asked for some stats on end game solo asmodean play, but no reply so i decided to try it myself. And run into some weird things :
1) quest mercenaries, i brought 50 bowman, robber and pirate in reserve slots from debir/scralet wind islands, to rusty and go to delivered them to finish quest. But after i finished quest i still had 50 bowman in reserve, and robbers ^ pirates were gone. Bow man were in 5th reserve slot (1 of new, added in this mod), and robber/pirate were located in regular reserve slots. No big problem, just mentioning this little bug.
2) dersu island i took quest pearls for necklace , and found 6 of them. Every game before i find 5/, this time 6/5. Who want to buy pearls ? i`ll make you god price :-D
3) when i pick up fallen star, and try to talk to Aster to update my quest log, and get info to take tools form montero, my game crash :-( I thin i read about this bug before, but cant find it now. Any help ppl ?

fillyra 06-01-2012 06:12 PM

Quote:

Originally Posted by Fatt_Shade (Post 429533)
Some time ago i asked for some stats on end game solo asmodean play, but no reply so i decided to try it myself. And run into some weird things:
1) quest mercenaries, i brought 50 bowman, robber and pirate in reserve slots from debir/scralet wind islands, to rusty and go to delivered them to finish quest. But after i finished quest i still had 50 bowman in reserve, and robbers ^ pirates were gone. Bow man were in 5th reserve slot (1 of new, added in this mod), and robber/pirate were located in regular reserve slots. No big problem, just mentioning this little bug.
2) dersu island i took quest pearls for necklace , and found 6 of them. Every game before i find 5/, this time 6/5. Who want to buy pearls ? i`ll make you god price :-D
3) when i pick up fallen star, and try to talk to Aster to update my quest log, and get info to take tools form montero, my game crash :-( I thin i read about this bug before, but cant find it now. Any help ppl ?


3) This seems to be a really common problem that I suspect might be exclusive to the English Red Sands. It's probably a script or something messing up so first thing I am going to see why this bug is happening.

Fatt_Shade 06-01-2012 07:40 PM

Same problem with new reserve slots as i mentioned with bowmen, it looks like all 3 new slots are bugged for 3, 4 & 5 reserve units. Try out using shield of rekros, first lvlup hero then w8 for dragon to appear in shield and when you see what type of dragon is it place all dragons you have of that type in some of new reserve slots and use shield. You`ll get all dragons from reserve +1 from shield, and still have dragons in reserve slot. It`s pretty sick bug, but only problem is units cant be sold back to shop so this is only good to restock army reserves. But it would be nice to check it out.
And shield of reckros doesn`t generate ice dragons, they appear in it, but when i use shield no ice dragon in army :-(

zini4_tha_grunt 06-22-2012 06:29 AM

Hie every1!
The 1.7 version is on the way and almost done.
We're seeking for a good artist to add new creatures and some items.
Can any1 help?

Zehnpai 07-05-2012 05:21 PM

Quote:

Originally Posted by fillyra (Post 430953)
3) This seems to be a really common problem that I suspect might be exclusive to the English Red Sands. It's probably a script or something messing up so first thing I am going to see why this bug is happening.

Any luck with this one? Stuck on this bug as well. Otherwise love this mod!

es023 07-21-2012 01:43 PM

Broken link
 
Does anyone have a mirror? The download link is broken.

fillyra 07-22-2012 02:08 AM

Quote:

Originally Posted by Zehnpai (Post 441584)
Any luck with this one? Stuck on this bug as well. Otherwise love this mod!

No, not much luck unfortunately. It's certainly a high priority issue, but I should probably be rethinking of how I maintain the english translation first.

Quote:

Originally Posted by es023 (Post 447197)
Does anyone have a mirror? The download link is broken.

Thanks for noticing. A new patch was released, patch 1.7, along with hotfix 1.7.2. http://forum.1csc.ru/index.php?/topi...1%82%D1%87-17/ I will probably need to update the english translation first to be compatible with it first. I can upload a mirror of 1.6 in the meantime.

EDIT: Looks like link was only down while KB site was down.

MattCaspermeyer 07-24-2012 06:34 AM

kingsbounty.ru is down or gone
 
Quote:

Originally Posted by es023 (Post 447197)
Does anyone have a mirror? The download link is broken.

Anybody know what happened to the King's Bounty Russion (kingsbounty.ru) site? It is not accessible, and that's where Red Sands was as well.

Hmmm...

/C\/C\

zini4_tha_grunt 07-24-2012 01:40 PM

Quote:

Originally Posted by MattCaspermeyer (Post 447817)
Anybody know what happened to the King's Bounty Russion (kingsbounty.ru) site? It is not accessible, and that's where Red Sands was as well.

Hmmm...

/C\/C\

It's R.I.P. I guess.
Let's wait until Warrior of the Nort release. After that there maybe a new community centre for KB fans.

MattCaspermeyer 07-24-2012 05:29 PM

LUA Library...
 
Quote:

Originally Posted by zini4_tha_grunt (Post 447875)
It's R.I.P. I guess.
Let's wait until Warrior of the Nort release. After that there maybe a new community centre for KB fans.

That's really sad - I guess there's not enough of us playing to keep it going.

You wouldn't have happened to make a copy of the LUA library reference (http://kingsbounty.ru/docs/scripting/) did you? I've been using the Google translated version to create my mods and may be in a bit of trouble with respect to not having access to the LUA library reference any more with respect to my modding.

Now I wish I made a copy...

/C\/C\

MattCaspermeyer 07-25-2012 03:42 AM

kingsbounty.ru is back up!
 
Okay, looks like they're back up - hooray!

1darklord 07-30-2012 03:30 PM

Hey Guys,

Is it worthwhile playing Red Sands 1.6.1 at the moment, or would it be better to wait for the English translation for 1.7.2?

I've never played any version of Red Sands and don't really want to start with a buggy version if a new improved one is just around the corner. :)

Cheers,

Daniel.

fillyra 08-11-2012 04:49 AM

Quote:

Originally Posted by 1darklord (Post 449333)
Hey Guys,

Is it worthwhile playing Red Sands 1.6.1 at the moment, or would it be better to wait for the English translation for 1.7.2?

I've never played any version of Red Sands and don't really want to start with a buggy version if a new improved one is just around the corner. :)

Cheers,

Daniel.

Egh, sorry, I saw your post a few days ago but failed to reply to it earlier back then. If you can wait for 1.7.2 that would be great, but for the most part 1.6.1 is decently playable as well!

1darklord 08-11-2012 09:09 AM

Ah no probs I decided just to replay the base Crossworlds again, jolly good fun! :)

Cheers,

Daniel.

QNk 08-11-2012 05:39 PM

I don't know if anyone else is having this problem, but I seem to have a problem with certain abilities.

My Problem:

Notably, any ability that doesn't end the casting unit's turn (i.e. paladin's second wind, or witch hunter's magic shackle) will "hang" the game. The animation for the casting unit doesn't play, and the move doesn't "end" correctly. I can repeatedly cast second wind/magic shackle for as long as I have available targets. If I only cast it on one target, the move doesn't end, i.e. I can't exit the casting phase without using autocombat (and that ruins the rest of my paladin's turn). If I cast it on more than one unit, a right click lets me exit casting mode, but the move itself hasn't actually been spent (no reload), even though it has taken effect.

My Setup:

I'm running build 6171 (1.31, I believe) of Crossworlds, from Steam. I don't have this problem in the vanilla game. I'm also running epic loot and a couple interface mods alongside Red Sands, and I've made several changes to skills.txt, hero.txt, arena.lua (personal damage calculation formulae), but I don't think these should matter.

My Attempt at a Solution:

I tried comparing the vanilla paladin.atom to the red_sands atom file. All the original animations were called, and the references for the scripts are identical, so I think it may be the actual scripts themselves that are the problem. I'm not experienced enough to attempt tinkering the scripts themselves (actually, I don't even know where they are), so I'm hoping someone could help me.

Oh, and I also tried the fighting spirit lua fix on page 17, didn't work. =(

Cheers.

kseo 08-20-2012 12:41 PM

Is there a manual for red sands ??
 
Hello,
Is there a manual for red sands ??
Like what was added / changed.
Where to find the red sands ? Iam playing for many houres and cannot find the red sands.

Thx for any reply :)

midoss 08-23-2012 07:48 AM

Red Sands 1.6 links doesn't work plz reuplad thanks

Erithrius 08-29-2012 04:05 AM

Two quick questions:

1) When is 1.7.2 going to be available for download?

2) Is there an alternate link for the current version download? The one on the front page isn't working.

Thanks!

rundat 09-10-2012 02:50 AM

https://rapidshare.com/files/4028990...p_1.6_full.rar

since link for 1.6 is down

efferd2011 09-12-2012 04:04 PM

Thanks for the upload link
 
Thanks rundat!

This helps to skip the time till warrior of the north is realeased!

bacchus1974 09-30-2012 06:47 AM

the version of red sand 1.7.6 is out


when can we download this mod in english version???


thanks

Belcanzor 10-05-2012 12:05 AM

As far I know there is no english version, just some translations.
I made one for 1.4 but is 50% english, 40% spanish and 10% russian :p
Best option download another translations and check every file before overwrite, and for "check" I mean read every one. You need lots time. I give up because googletrans always translate crazy things that are difficult to understand.

choum 10-05-2012 07:24 AM

unit infinite actions bug
 
Hello,

After many battle i now have a bug always on. During fight my units have now infinite actions and charges for their spell.
For exemple griffon can now invoque many times ghost griffon in same turn.
Inquisitors can't user their spells anymore.
Driades can cast sleep spell and invoque many herbs at their turn...
In fact turn of this units finish when they attack, move to max range or defend...
I add to this thay this infinite actions don't win XP and animation play partially only .

Somebody have an idea how i can fix this bug? As i had not it at the beginning of my game i think it would be possible ;)

EDIT: after 5 retrys i found that this bug it triggered when i buy the skill learning. Any idea ?

EDIT2: solved, the file skills.txt had missing arguments in learning skills :) Sorry for disturb

Thanks to all ;)

Belcanzor 10-05-2012 11:50 PM

This can be:
- a vanilla bug
- a Red Sand original
- a translated Red Sand
I suggest you check the Russian forum for vanilla bugs and finally you can check the translated file for that item.
I did this MANY times but dont remember what file is what right now.
Good luck.

Elizabe55th 10-06-2012 06:26 AM

I dont know russian so can help with it, but good luck with it ppl.
http://www.qmku.info/0.jpghttp://www.qmku.info/7.jpghttp://www.qmku.info/8.jpghttp://www.qmku.info/9.jpghttp://www.ymeu.info/test5.jpg

Belcanzor 10-06-2012 06:36 PM

fillyra: Still work on this? Want help?
I translate all the "eng_chat", "eng_quest" and "other" in old versions, I can do some files and you do others. I star again because dont know how many changes these guys do.

ikbenrichard 01-04-2013 11:49 AM

This thread seems dead but gonna try it anyways:

Want to play crossworlds again but this time with this mod.
However how do i see if this mod is installed correctly?
I cant seem to see any indication by quest of otherwise that the mod is working.

I did exactly what the readme suggested.

gempepaine 01-06-2013 10:49 PM

2 Attachment(s)
If you installed the mod correctly ,then all you need to do now is to change the campaign you are playing , from main screen. It should be the last on the list that will appear.

ikbenrichard 01-07-2013 04:47 PM

Quote:

Originally Posted by gempepaine (Post 492270)
If you installed the mod correctly ,then all you need to do now is to change the campaign you are playing , from main screen. It should be the last on the list that will appear.

thank you for your reaction!
I do see it now. i just installed it at the wrong place.

i now only wonder when a translated version will arrive for v1.77.

Belcanzor 01-12-2013 02:51 AM

I can translate the mod (again) to english.
-Problems: I m using googletrans and manually correct every line. Is a pain.
-There are lots lines to translate, some are VERY important for the game, like clues. A single error and youre stuck and cannot advance in a quest.
-I already did some but to spanish. Need to start again.
I suggest help in this project but look like nobody cares.

ikbenrichard 01-12-2013 09:09 AM

Quote:

Originally Posted by Belcanzor (Post 493141)
I can translate the mod (again) to english.
-Problems: I m using googletrans and manually correct every line. Is a pain.
-There are lots lines to translate, some are VERY important for the game, like clues. A single error and youre stuck and cannot advance in a quest.
-I already did some but to spanish. Need to start again.
I suggest help in this project but look like nobody cares.

guess translating is a huge time effort only a certain kind of people can do.
Have to be honest, iam to old for that stuff ;)
Thnx though for answering.

Belcanzor 01-12-2013 06:02 PM

Maybe my english is not good enough :p
I m on the job, but takes long time, mostly because my PC and my GPU overheat, today temp. here is 35 Celsius.
I not begin translation months ago because these guy shoot a update every time I m at 50% of the last version :D
Right now I m with the 1.7.7
And check every week for a possible 1.7.8
I translate the mod, thats a sure thing, but not sure about the time.
PD. I m old too, if 44 means old.

ikbenrichard 01-12-2013 06:23 PM

Quote:

Originally Posted by Belcanzor (Post 493288)
Maybe my english is not good enough :p
I m on the job, but takes long time, mostly because my PC and my GPU overheat, today temp. here is 35 Celsius.
I not begin translation months ago because these guy shoot a update every time I m at 50% of the last version :D
Right now I m with the 1.7.7
And check every week for a possible 1.7.8
I translate the mod, thats a sure thing, but not sure about the time.
PD. I m old too, if 44 means old.

44 is a bit older then i am (36). so i guess you just love translating then ;)
35 celsius, wow here it is like 1 degrees celsius. Living around spain arent you?

Anyways good to hear you are working on 1.7.7 !!

Belcanzor 01-12-2013 08:31 PM

Quote:

Originally Posted by ikbenrichard (Post 493291)
44 is a bit older then i am (36). so i guess you just love translating then ;)
35 celsius, wow here it is like 1 degrees celsius. Living around spain arent you?

Anyways good to hear you are working on 1.7.7 !!

Summer is in the south part of the world. If I understand right, you believe the climate is hot here because you think I live around spain. Is winter ALL above Ecuador line. I live in Argentina (south America) and speak spanish.
I m playing again red sand, and is all your fault :DD

For now I did that:
-Install Red Sand 1.7
-Install patch 1.7.6
-Install patch 1.7.7
-In (your disk)\???\King’s Bounty Crossworlds\sessions\red_sands uncompress "localization" and put into (your disk)\???\King’s Bounty Crossworlds\sessions\red_sands\locations\rus
-Uncompress red_sands_translated_1_6_1_10.zip into "rus" too
your end with a rus directory with eng_chat, eng_quest, other (with a mixed of files), rus_chat and rus_quest.
I add 2 more mods of my taste to(your disk)\???\King’s Bounty Crossworlds\sessions\red_sands\mods, you must make "mods" dir manually.
The extra mods I install are: mod_a12_eng_camera01.kfs, for camera and Reserve Extended.kfs for a bigger reserve slot, like 5 units. (maybe the last one is a bit cheat)
Now I play and translate if needed. Is slow but more fun than translate everything (200+ text files)
I cannot play too much time before my GPU touch 100 C
Edit: I have problems with eng_chat_1678298796_0793097219.lng, I remeber I solve that in 1.4 but I erase all the old work :p
The item is linked to a unknown archive. Item name Patent Officer or something like that.
Someone can help?

ikbenrichard 01-13-2013 09:24 AM

Quote:

Originally Posted by Belcanzor (Post 493324)
Summer is in the south part of the world. If I understand right, you believe the climate is hot here because you think I live around spain. Is winter ALL above Ecuador line. I live in Argentina (south America) and speak spanish.
I m playing again red sand, and is all your fault :DD

For now I did that:
-Install Red Sand 1.7
-Install patch 1.7.6
-Install patch 1.7.7
-In (your disk)\???\King’s Bounty Crossworlds\sessions\red_sands uncompress "localization" and put into (your disk)\???\King’s Bounty Crossworlds\sessions\red_sands\locations\rus
-Uncompress red_sands_translated_1_6_1_10.zip into "rus" too
your end with a rus directory with eng_chat, eng_quest, other (with a mixed of files), rus_chat and rus_quest.
I add 2 more mods of my taste to(your disk)\???\King’s Bounty Crossworlds\sessions\red_sands\mods, you must make "mods" dir manually.
The extra mods I install are: mod_a12_eng_camera01.kfs, for camera and Reserve Extended.kfs for a bigger reserve slot, like 5 units. (maybe the last one is a bit cheat)
Now I play and translate if needed. Is slow but more fun than translate everything (200+ text files)
I cannot play too much time before my GPU touch 100 C
Edit: I have problems with eng_chat_1678298796_0793097219.lng, I remeber I solve that in 1.4 but I erase all the old work :p
The item is linked to a unknown archive. Item name Patent Officer or something like that.
Someone can help?

Ah, Argentina, nice and warm.
Sorry i made you a new addiction :D
But then again the game is even worse then cocain :P

about your CPU, i guess you dont have money for a new one?
Try to remove the cooler, remove the cooling pasta, add a new pasta in a THIN layer (cost 4dollars) and replace CPU.

Or enter BIOS and lower the speed by 10%.

Or add an extra fan at the side of the CPU.

Belcanzor 01-13-2013 02:59 PM

Right now the GPU is the most heat. I already burn 2 video cards. Cheap ones. This last one revive after the oven trick, the other just dont react.
I m not sure how to drop the GPU heat, already have a extra fan in GPU, the house is even more warm than the outside, with 33 C outside feel "fresh" right now. Anyway thanks for the recommendations. And yes, no moniez here :P
Problem solved with weird errors. The new critter in 1.7.7 mess the table. All fine now but 50% critters text in Russian.
Maybe is not a good idea use the translation 1.6 for begin, but is a good work and is a pity waste that.
I need a better way than copy/paste every word on google. At first I paste entire lines but google trans change some words if you do that.
Progress 15%, I m about to end Debir area and the only problem are just a few lines in Russian text that are not really important.
Edit: I must apology in advance for my translation errors. Some sentences have no sense to me, remember my native lang is spanish.
Some files like rus_atoms_info.lng have few changes, I compare files and add these changes manually. I post an example of one of the weird google trans:
Конечно, если гномы среди ассасинов вообще обычны=Of course, if the dwarves are common even among the Assassins
20% done.
There are MANY diferences between rus_items and eng_items, not in the description, in the position inside archive. Maybe I better dont touch that.

ikbenrichard 01-14-2013 09:00 AM

Quote:

Originally Posted by Belcanzor (Post 493481)
Right now the GPU is the most heat. I already burn 2 video cards. Cheap ones. This last one revive after the oven trick, the other just dont react.
I m not sure how to drop the GPU heat, already have a extra fan in GPU, the house is even more warm than the outside, with 33 C outside feel "fresh" right now. Anyway thanks for the recommendations. And yes, no moniez here :P
Problem solved with weird errors. The new critter in 1.7.7 mess the table. All fine now but 50% critters text in Russian.
Maybe is not a good idea use the translation 1.6 for begin, but is a good work and is a pity waste that.
I need a better way than copy/paste every word on google. At first I paste entire lines but google trans change some words if you do that.
Progress 15%, I m about to end Debir area and the only problem are just a few lines in Russian text that are not really important.
Edit: I must apology in advance for my translation errors. Some sentences have no sense to me, remember my native lang is spanish.
Some files like rus_atoms_info.lng have few changes, I compare files and add these changes manually. I post an example of one of the weird google trans:
Конечно, если гномы среди ассасинов вообще обычны=Of course, if the dwarves are common even among the Assassins
20% done.
There are MANY diferences between rus_items and eng_items, not in the description, in the position inside archive. Maybe I better dont touch that.

I tried translating too and indeed its a weird one.
I get this:

Of course, if the gnomes of the Assassins actually usually.


To be honest, i prefer to play rather putting time to translate stuff.

Belcanzor 01-14-2013 08:49 PM

Well, I advance quickly.
Yesterday loss all the work. Not sure where I made a mess, start again 2 files.
Today nearly end one of the big ones, units_features, I add few extra words to the descriptions.
I can upload today a "alpha" version if someone really want that.
Need 1 or 2 weeks for the entire work. Certain dialogs in chat files have errors and need a careful check.
I take the freedom of change certain skill names for a more accurate description, that and the extra hints maybe are not welcome. A feedback is necessary.
Thats all for now.
Edit: HELP!
Demonстрирует искусное обращаение с луком. Все союзные существа, вооруженные луками, получают в бою +5 к Атаке и +5 Крита
All google results are ludicrous.

ikbenrichard 01-15-2013 08:00 AM

Quote:

Originally Posted by Belcanzor (Post 494304)
Edit: HELP!
Demonстрирует искусное обращаение с луком. Все союзные существа, вооруженные луками, получают в бою +5 к Атаке и +5 Крита
All google results are ludicrous.

The demonbow:
All allies using an arrow attack are getting an +5 attack bonus.

something like that.

alsakari 01-15-2013 10:57 PM

Quote:

Originally Posted by Belcanzor (Post 494304)
Well, I advance quickly.
Yesterday loss all the work. Not sure where I made a mess, start again 2 files.
Today nearly end one of the big ones, units_features, I add few extra words to the descriptions.
I can upload today a "alpha" version if someone really want that.
Need 1 or 2 weeks for the entire work. Certain dialogs in chat files have errors and need a careful check.
I take the freedom of change certain skill names for a more accurate description, that and the extra hints maybe are not welcome. A feedback is necessary.
Thats all for now.
Edit: HELP!
Demonстрирует искусное обращаение с луком. Все союзные существа, вооруженные луками, получают в бою +5 к Атаке и +5 Крита
All google results are ludicrous.

Extremely good work man!I Know translating can be tiresome,but it's a shame not to play this excellent mod.I hope anyone who speaks russian can give you a hand.

Belcanzor 01-16-2013 01:00 AM

Today I work few hours on this. A client call (finally!) and keep me busy.
Still in the same file: eng_units_features.lng
Is a pain. I explain: There is a new unit, a Avenger elf or something like that. This unit is not in the version 1.6
The problem: new unit (cpi_elf3_feat) as Avenger skill. Avenger is a synonymous of other words like Retaliate, Vengeful and in a weird way, Furious and Enraged.
At the beginning of my work I try (a wrong move) to change certain words to be more accurate. The result: start again because some words are the same.
And now I find Hunter and Beast Hunter. I made many mistakes and need to compare carefully to know who is who. One translation say (Beast Hunter=Tutsan)
I can play few min. to check the changes, because the overheat.
In Thursday climate are more benevolent and temp. drop to 25 (south wind). Meanwhile is hot here.
Edit: a bit more fresh now.
Well, learning for my errors I understand that I loss lots time translating something that is already well done by Fillyra,
if I just think before begin I can just ADD the extra units and abilities the mod as in ver.1.7.7.
I only need COMPARE archives, is a lot more fast than start all again. I m at 60% of rus_units_features.lng, 3 days on this. And I just need to add few lines to Fillyra work :p
For not feel too stupid I just revise is work and add few hints where is important, like change "good physical resistance" for "20% physical resistance".
And still need to do ALL the chat files :p
The new units are some super elf called Avenger, a Gorguana, and extra skill for Polar Bear. Thats as far I know.
Edit2:
If someone that understand some Russian can help:
После смерти за их душой являются Силы Тьмы, а то, что осталоcь от тела, превращается в Злогн

ikbenrichard 01-17-2013 05:41 PM

Quote:

Originally Posted by Belcanzor (Post 494446)
If someone that understand some Russian can help:
После смерти за их душой являются Силы Тьмы, а то, что осталоcь от тела, превращается в Злогн

After death their souls are forced into darkness and the dead body turns into a Zlogn.

The best i could make of it.


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