![]() |
Army of Darkness
Hi all :) I'm developing a mod that adds new artifact and units to the game. These units can be transfromed from usual ones by using so called "Forbidden Book". So here's the list:
Now you can download the mod from this forum. http://img160.imageshack.us/img160/459/aodmodru8.jpg KBMaster (by NyRe) which is required for Army of Darkness mod is also uploaded here. English version of the Interface mod is included. http://img178.imageshack.us/img178/3317/aodmodgf9.jpg |
It will be great if you translate it (will be glad to help). By the way, this mod is for version 1.7?
|
yup, this mod is made for KB 1.7
|
o gosh, it looks GREAT!
if it would work, I would play it even untranslated... The only thing that could possibly beat this MOD would be "HOMM"-ilize KB - so you would own your own castle (where you would choose type of castle) - so player (me...) would be able to hire undead army from the beginning. (I was thinking to create half-way mod of changing the type of creatures in Mark's castle - but still it won't be mine castle - no feel of "home") Great job Lestas! EDIT: I would love to have Selletons instead of thorns summoned... they may not be human, but even plants live (or create even "undead/evil" version of thorns... ) |
Deathchill Thorns are frozen lifeless beings summoned by Ice Nymphs. And they can summon skeletons from the dead bodies (just like usual thorns summon thorns). I think that icy thorns suit Ice Nymphs much more then rotten ones.
|
Quote:
|
Umm...*shy* the only thing in the list I didn't finish at this moment is Nymp's summon. So their icon look the same as usual "Summon Thorns". I'll finish 'em this night. The translation would be ready (with couple of mistakes :D ) this night too.
|
Post the language files and we'll fix them, there's a lot of us here with a good knowledge of English. :)
|
Some of us may even translate it into Swiss or Balkan secret/hidden languages
|
Code:
mod_army_of_dark_name=Army of Darkness w8ing for your edit :) |
I must say you did a good job with the translations, I've noticed a few spelling errors and some of it could use a bit of grammatical touch-up (punctuation and word order in some places). Other than that there are some artistic considerations of note, for instance renaming Darks into something else, for instance Darklings, Terrors, Wraiths or something in that manner, and maybe Spiritists into Ritualists or Summoners. Also, I don't know what Zlogns are but it sounds funny and the name doesn't really "roll off the tongue" (like schlong or something). :mrgreen:
I'll give it a more thorough look later when I find the time if someone doesn't beat me to it. :) |
Darklings if U wish. Zlogns are....umm...quest items in Ellinia (elven land) those dark purple thingies. You can feed 'em to a small funny animal (quest-item)....they are called Zlogns in Russian :)
btw the icy thorns are almost ready...i'm trying to apply a specular map to the model...it's the only reason of delay |
Oh, I had a feeling it was that, I think they're called Evilins in English.
|
Sadly there's no way to add spec_mask to a model for now. So the icy thorn is far from perfect. But it's ready :) Now...compressing textures and voila
|
can u make one for the 1,6,5 version
i can't play with the 1,7 plz dude |
ummm...1.6.5 wasn't released in Russia ^_^ we have 1.6.4-->1.7
So I'll request a few files from someone on this forum to get a look at them. Probably 1.6.5 (Atari version) is the same that 1.7.0 (Nobilis version) in its scripting part. If it's true then you'll be able to use mod for v1.7. If not...I'll make it for both for 1.7 and 1.6.5 4 modders: this mod uses KBMaster (credits to NyRe). A compatibility mod that allows to use multiple mods with files replacement (arena.lua, spells.lua etc.) so...I'll describe it later. |
1.6.5 and 1.7 should be the same
|
Finally finished v1.2.1 of my mod :) Now it's time to sleep a bit. Still waiting for someone's edit ;)
|
I tried my best - but stil I feel that
1.) you did pretty well 2.) I did not always knew what exactly you are describing so I could mis-understood your original though Code:
“Using hidden ways of the world Darks can cross 3-4 hexes in a moment” |
Code:
mod_army_of_dark_name=Army of Darkness |
By "features names" do you mean if the original KB names are intact with the ENG KB version - or if your new names are fine / making sense?
Sorry, I am little bit confused now... |
I mean...original features names. I don't have english features list yet. ^_^
btw...english .lng files are started with "eng_"? |
Ok, for the original feature names - I am not sure I know them so well from memory, I have ENG manual - which is sadly Google-translated (so the names do not coorespond with the original ENG game)
I don't have the game installed now...(but maybe I will install it at work - it's worth the risk of being cought by boss muahahaha) so even for your "file" questions I'll need to install it first.... |
File Name : KBMaster_1.0_base_for_1.7.zip
File Size : 290KB Download link : http://www.driveway.com/l4e5s4h9x9 File Name : mod_17_master_114_armyofdark.zip File Size : 1321KB Download link : http://www.driveway.com/i6f1k7o3v0 plz someone dl 'em and reply here if it works in english version. Also i ask you to check features names and write the correct ones here (if the mod works ;) ) |
Quote:
BTW - here is example of one LNG file: "eng_battle.lng" |
Code:
mod_army_of_dark_name=Army of Darkness |
Have you tested it? :)
|
I see I was already beaten to the punch so I'm just going to make some minor edits to the last version (by Nike-It).
Code:
mod_army_of_dark_name=Army of Darkness |
ty Keneth. I'll upload the new version in a few minutes :)
|
Cool but let me know Dark Way does first so I can see if it needs fixing, that way you won't have to upload it twice. Also, I'm interested in whether or not the troops you lose when converting count as losses.
Good work otherwise, I'll try it out if I get the chance. :) |
Dark way...umm...
You can select a hex which is 3-4 hexes far from the Darkling. And he will move to this hex in a straight direction through any obstacles (btw they move trough the Shadow Dimension so the troops he pass through are not targetable until their turn) |
File Name : KBMaster_1.0_base_for_1.7.zip
File Size : 291KB Download link : http://www.driveway.com/s2m7g2u4q4 File Name : mod_17_master_114_armyofdark.zip File Size : 1321KB Download link : http://www.driveway.com/h8m8w2e7a5 __________________________________________________ ________ You can download these fixed files. Checked 'em at home :) My version of .exe doesn't support "eng" language pack, so i could test everything only outside of the battle. Please note here if you'll find any bugs, mistakes and so on. Or you can email me at znttskn@gmail.com (type "AoD" in the topic) |
Oh, so it's basically a teleport (or a shadow step if you will, actually Shadow Step might be a better name even :P ). Is this an ability they can use or do they always move like this?
Also, do you need any help explaining how KBMaster mod works? It's simple enough but there are no english instructions included and people are likely gonna want to know. :) Oh and it looks like the KBMaster mod includes the Russian version of the interface mod, it should probably be repackaged with the English version. |
It's an ability. You can check it early in game. Just as you can afford yourself 2 Archmages :)
KBMaster...umm..a bit later |
Any experience / knowledge if this MOD works on existing saves (so one can check it without playing the game from beginning...)
|
It should work with any saves. The Forsaken Book should appear in ur inventory in 5-10 seconds after you load the game (it is linked with mana regeneration cycle and rage decrease out of battle).
|
Cool! Just another big PLUS and HURRAH to developers and you of cours - even such advanced MOD and it works on existing saves - really RARE!
some MODs work after you move from one to second map ... but 5 seconds sounds even better :) |
Hrm, maybe you should include a condition (for instance lvl1 of Dark Commander skill) for the book to appear, otherwise it doesn't make a lot of sense. :mrgreen:
Also here's the last language fix: Code:
special_darkway_name=Shadow Step Code:
special_darkway_name=Way of Darkness |
Interesting idea. But I have some more complex ideas on this mod. So the book should be available at the very early stage of the game. These units need much more leadership than their non-dark versions.
v1.7 tested http://img229.imageshack.us/img229/5...4001vv5.th.png |
Well if you knew how to spawn troops on a map you could spawn a book (like the one for the quest in the dragon caves) which would give you the item once you defeated it. Or you could place it for sale in the cemetary if you know how to edit vendors. There's lots of ways to make the mod fit better in the game assuming you have the knowledge to pull it off. :mrgreen:
|
It won't be available if you'll start from your non-modded save (if it'll be available only from vendors).
|
That's true but you said you had some complex ideas for your mod and you wanted it available very early in the game. Hence starting a new game would come as a matter of course at that point. Or you could make a second check in a script (like lvl >= 5) that would spawn the book for those who are already in the middle of the game. Just venting ideas here of course, I get excited when I see new mods in development. ;)
|
I don't think that there are many people who should use the Forsaken Book so early in the game. Not everyone wants to have an undead fellow in their army when the least ones are humans :)
|
Well - I am personally huge fan of undead - and most all games I travelled around the first maps just to get zombies/skellies/ ghosts and when lucky even vamps - if possible before any fight... but for your Mod - I will surely use old saves just to enjoy it fully (I can't wait)
|
Thanks
And please post your thoughts on balancing the mod. |
boy oh boy! have not used it yet but looks awesome. Will restart the game (I have finished it 2 times already). Thanks a lot for the work and the effort - much appreciated
|
2 Attachment(s)
Now you can download the mod from this forum.
http://img178.imageshack.us/img178/6347/aodmodnw0.jpg KBMaster (by NyRe) which is required for Army of Darkness mod is also uploaded here. English version of the Interface mod is included. http://img178.imageshack.us/img178/3317/aodmodgf9.jpg |
Now it works - HAPPY HAPPY - I can download it after all!
Thank you Lestas |
If u have any mods that modify arena.lua, spells.lua or smth else from the original game...it's trongly recommended to remove them. Or to ask the author to convert them for compatibility mod.
|
Quote:
Also I could try AoD after all - perfect perfect... gives mine "Undead commander" skill new meaning. |
Interface mod is included with KBMaster afaik except last time I checked it was only in Russian.
|
Plz..post here llanguage file for interface mod :)
|
You can find the mod here, no point in reposting the files. :)
|
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 :) |
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) |
I'd say that's because there's no specific AI scripted for the new units.
|
Yup...I had no time to script their AI. Especially for Bomb-o-Rams :)
|
Quote:
|
Quote:
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] |
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) |
So...the AI for AoD units is 99% complete. There also should be a new artifact (Arena Ring) ;)
|
Lestas, no need for marketing, we are totally eager to put our hand (download threads) on your new work... just post it please... you already won us as "customers"
|
The version I have uploaded here is not neccessary to download. It fixes some minor bugs and adds AI to AoD units. It also adds an Arena Ring (test item which can be used to test battles against AoD. It would be changed and improved in the next release). There is also a newer version of KBMaster (english interface mod is included).
Don't have enough time to finish the mod. Oh...almost forgot to ask :) Any ideas on a unit named Commander? (his skills) He would have these features and skills (~40-50% done): * enemy only * only 1 creature in a stack * immune to mid spells, plague and many other effects * can see invisible enemies * lots of hitpoints * iron hand (troops allied to Commander gain +1 initiative while he is alive) * speed 2 * attacks 3 stacks at once (like cerberus) * reinforcements flag (sets a mark on a free cell to summon reinforcements next round) * siege fire (marks a cell which would be attacked by an AoE attack next round) * commander (can give various commands to a wide variety of troops allied to Commander. For example: order to build a gremlin tower [Dwarf miners] or order to rush through enemy ranks [Horsemen] etc.) so...any more ideas? |
Lestas, you wrote you don't have spare time anymore, but anyway:
Did you know that the new army units avatars contain color that KB considers as "background" color? (making it "invisible" - so you can see through this color... I don't know what color exactly it is... usually it is violet.. but... if you look on avatar of Adept of Darkness - his "silhouette" - one pixel wide, is "invisible" so you can see the land beneath the MENU. |
1 Attachment(s)
oh...I'll check it today. But there were no changes in textures :( maybe it's 'cause of the new version of the KBM.
btw...here's a new upcoming unit. A Giant champion called Taus Clasan :grin: |
Quote:
What about make the commander skills optional? (like when starting new RPG game - you create your character - you have only 10 skill points but 35 skills... ) So it will get back to KB tL the so missing "Character creation" part. I am sure you know HoMM 3: WOG, there may be missing the "clickable" leveling, but each race had it's own commander - so you could chose the one that most fits your strategy (fast huge damage dealing shooter, or mega armored humongous HP tank) So you could complete huge list of possible "skills" - some of them player may choose from beginning, by choosing specific skills, you may lose other skills (so the commander will become unique...) mage lovers can make the commander as spell supporter or mana replenisher, warriors as hp/def/att increaser... (or vice versa- what you miss, you will find in your commander, warrior can use him as spell caster, mage as real tank) BTW: I like the giant champion picture :) |
Hehe...Comander unit is only for enemies (see the list).
btw...try to change this giant's name I mean..play with the letters in his name... ;) |
So what's his specialty? Exploding presents? Summon raindeer? :P
|
lol, Taus Clasan - Claus Santa :D , maybe make a Grinch that lowers his morale :D (enemy only)
|
He's 99% ready, but i'll upload this mod when Aiven would finish his part.. (not later than December 24th)
|
Patiently waiting for this mod :)
|
http://img178.imageshack.us/img178/6347/aodmodnw0.jpg
Known issue: summoned chest give you double message window (can't be fixed at this moment....thinking about soltuion). |
Quote:
Hi!. Does this mod works on v.16b7 English version. Thanks! |
Update the game and you won't have to worry about it?
|
sux: "duplicate label hash found: cpn_dryad"
??? anyway to get rid of this annoying message everytime i open the game? |
Looks like a file collision to me.
|
Quote:
No other mods installed. |
problem with santa
When is apearing this santa, when is trying to jump game crash, something is wrong... Can somebody fix this?
|
I'll ask the devs of this mod to solve this issue.
|
Fight with undead
When fighting with undead which are under the siege of the castle firstly I have met archers army and some of them join my army, then I have to fight with 4 armies of undead to break the orinoko siege, without mod is no problem, but with the mod, the problem is that there are only 3 armies not 4, so the quest cannot be done. Maybe somebody would do something with this problem?
Regards |
Hi, did any of you manage to use the Taus Clasan army during battle? The game will unexpectedly terminate upon reaching Taus's turn...
|
Quote:
|
When anybody would do something with this Santa Claus, the mod will crash the game, so if You want to play this game don't instal this mod, because the mod is not working properly.
Regards |
Quote:
|
I have installed the KBmaster, and mods was working properly, with some small problems, but when was appeared the santa, and when he jumped, game have crashed. I don't know any other version of KBMaster then those attached to the Army of darkness Mod. Have you played with this mod? Have you met taus clasant?
Regards, Michał |
grettings
i used the AoD mod and it worked great on transforming all of the transformable units but when i get into combat with anything as soon as the Demolishers turn comes game crash. so i moved my demolishers to my reservs and used the giant taus clasant as soon as he took one cell game crashed again so i moved the taus clasant to reserve and used my dark adepts they atked as normal but if a retaliation attack occured game crashed. so can some one help me please ? |
All times are GMT. The time now is 05:55 AM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.