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-   -   Army of Darkness (http://forum.fulqrumpublishing.com/showthread.php?t=5532)

Keneth 12-08-2008 03:53 PM

Interface mod is included with KBMaster afaik except last time I checked it was only in Russian.

Lestas 12-08-2008 04:23 PM

Plz..post here llanguage file for interface mod :)

Keneth 12-08-2008 04:41 PM

You can find the mod here, no point in reposting the files. :)

Gatts 12-08-2008 04:51 PM

I play this MOD for longer time now - and still no issues

Here are mods I am using (:
KBMaster_base_1.0_for_1.7.kfs
mod_16_eng_fix_mirabella.kfs
mod_164_anim_spirit.kfs
mod_164_camera.kfs
mod_165_acceleratedmanaregen.kfs [ nice cheat - I could not play without it so fast]
mod_164_eng_interface.kfs
mod_17_master_114_armyofdark.kfs

All works perfect - old saves, creating new game...

Also I have double-checked all my MODs and they do not contain any of these:
arena.lua
logic_hero.lua
itextures.dat
items.txt
ignorecp.txt
hero.txt

(but I could miss them so my research may not be 100% accurate)

I still didn't try removing the AoD MOD and check all the possible damage that is stated in the readme - as I can't stop playing it and don't want risk game reinstall just for my curiosity, but if you want Lestas, I may test it :)

Gatts 12-08-2008 05:02 PM

Sad sad... I loaded different save (I am searching in my database for most strong hereos who may buy as much changeable units as possible)... but this time I didn't get my book of death... bug? (to change my units into army of dead units - I have alchemists in my army right now)

after ALT + TAB it works :) funny.

But from other bucket:

When autocombat is selected - the AI can't really handle the new skills (even as I thought they should work in the same way... most of them )

AI moves my AoD units as if they would not have skills - still I know that AI used the alchemyst and dryad skills pretty well (before the poor creatures were Necromancizied)

Keneth 12-08-2008 06:23 PM

I'd say that's because there's no specific AI scripted for the new units.

Lestas 12-08-2008 08:20 PM

Yup...I had no time to script their AI. Especially for Bomb-o-Rams :)

Lestas 12-09-2008 07:02 AM

Quote:

Originally Posted by Gatts (Post 61262)
Also I could try AoD after all - perfect perfect... gives mine "Undead commander" skill new meaning.

Rina as your wife is also helpfull ;) It's hard for me to chose from Xeona (x2 weapons) and Rina (+1initiative/speed to undead) when playing AoD units :)

Gatts 12-09-2008 07:12 AM

Quote:

Originally Posted by Lestas (Post 61361)
Rina as your wife is also helpfull ;) It's hard for me to chose from Xeona (x2 weapons) and Rina (+1initiative/speed to undead) when playing AoD units :)

Tell me about this dilemma - I so have it too...

But well - do we not talk / read/ write in MOD Forum? - > Do you believe this could be modded as well? (item slots of wives) or this is hard coded in .exe ?

Also there are too few UNDEAD supporting artefacts... and it is so rare to find them all (or at least some of them), on the other hand, if the game would not be that random - one wuold easily stick to one tactics and won't be forced to try different ones... but after I played it 10x - I somehow feel I don't need the "exploration" part of the game, but the "focus on my taste - UNDEAD " part...

The ones of you who played HOMM 3 WOG - do surely know that the WOG setup could make the game totally unballanced (even if the intend of the MOD was the oposite - balance) - and that was the real fun.... [well, for singleplayer... for multiplayer had WOG too many bugs]

Keneth 12-09-2008 10:15 AM

You can easily change the item slots as well as abilities of wives. Technically the slots belong to you, wives are just items that define how the slots are allocated.

($installdir\sessions\base\ses.kfs:wifes.txt)


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