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Mods Armored Princess mods |
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#1
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HOMM3 Tomes for AP Mini-Expansion Alpha now Available for Download!
I'm pleased to announce the first alpha release of the Heroes of Might and Magic 3 Tomes mod / micro / mini expansion for Armored Princess!
Note that this mod is in the first stage of its alpha development and as such there are no real changes to the game, yet. In fact, this first release is very meager, but does fix a couple of key game bugs / errors:
Installation:
I'm still playing The Legend and any ideas that come from the AP / CW development may be rolled into my HOMM3 babies mod. Feel free to post here with respect to bug fixes, etc. that you'd like me to fix, as this topic is going to be for the first stage of the alpha development process and as such, I want to fix bugs and errata in the game files before I start adding new content (and new bugs). Also, since I'm going to try to release frequent updates, the files changed from update to update should be small and therefore if you are interested in learning how to mod, then this will be perfect for you since the file set will be small and you can ask questions about how the changes were made, etc.. Thanks for participating in the alpha development of this mod! /C\/C\ P.S. By the way, click here for the forum topic for the CW alpha. Last edited by MattCaspermeyer; 07-05-2012 at 02:36 PM. Reason: Added link for CW Alpha |
#2
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HOMM3 Tomes for AP Alpha 2012-07-10 Now Available!
Just another minor update.
This has to do with the fact that Droids are golems and so the Paladin Prayer would not work on them because of this. Now it has been changed such that the Paladin Prayer works on golems as well and so now the description for the skill is accurate. More details: Files affected:
/C\/C\ |
#3
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HOMM3 Tomes for AP Alpha 2012-10-07 Now Available!
The mod has transitioned to the second stage of the alpha development phase.
I'm starting to add new features to my mod for the game. I've been having a problem where I can't use the LUA debugger to debug the AP LUA files (I can debug the CW LUA files), so it has been slow going. I'm not sure why I can't, but if anyone has some insight, please let me know. I've worked on making a common set of files between my AP and CW files to make modding both expansions easier. As it stands now, I'm working on two mods simultaneously and it is literally taking twice as long. I'm hoping with this change, that I'll be able to progress more rapidly between modding both games. I've also included both the EN and ENG versions of the LNG files in the same archive to make the installation process easier as well as to make future different language variants easier to implement (if you'd like to volunteer to translate to a particular language in the future just let me know). There are now just 2 KFS files to extract to your mods folder and so it should be easier to install / uninstall the mod now. Here is the list of changes: Alpha Stage 2 Changes: Version: Alpha 2012-10-07 ------------------------- Improvement:
Note that the maximum rebirth leadership of your hero (when you lose a battle) is specified by the "releadmax" parameter in the "difficulty_k" section of LOGIX.TXT. Thanks for trying out my mod and providing feedback! Here are some screenshot examples of possible starting Hero screens for the Warrior, Paladin, and Mage as well as the Mage's starting spellbook. The download link for the mod is below the pictures. /C\/C\ Last edited by MattCaspermeyer; 11-06-2012 at 01:43 AM. Reason: Clarified cap changes per Sir Whisker's comments... |
#4
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Just some quick feedback:
I started five different games of each character. Only two games received an equippable item (hiking dress, shield). No characters started with powerful seeds/eggs, but all started with some lower-level such items. Roughly 1/3 to 1/2 of the games started with powerful creatures - vampires, ent, knights, royal griffin, etc. Spells varied widely - one paladin started with three spells and no scrolls, the other four each had four to six spells, plus a number of scrolls. I really like the random armies. Starting with some level 4 units can give a player a faster start on Debir, without using the standard strategies of going for a Call Colossus scroll or picking up the Emerald Dragon in Rusty Anchor. I also like the random spells and items. Based on my limited tests, the items are useful, but no overpowering - a good balance for a random element. Thanks for your work on this - definitely looking forward to the next iteration. |
#5
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FYI, I stumbled across an interesting situation with your mod. If your hero is defeated, the game restarts her in Debir with her starting army. Because your mod randomizes the starting troops, she restarts with a random selection equal to her current leadership, with all five slots filled.
Not sure if this is really a problem or not. One could theoretically lose dozens of battles to recruit a large number of troops, keeping the best three in the castle. But the large number of options makes it difficult to spawn the same type of troop. Still, it was quite a surprise when I accidentally bumped into a stack I couldn't defeat and respawned with a much larger army. |
#6
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I don't think it will be a problem...
Very good point, but I don't think it'll be a problem.
I have a parameter in LOGIC.TXT (releadmax in the difficulty_k section) that specifies the max leadership allowed for rebirth based on difficulty level. Here are the current values per difficulty level: 1. Easy = 10,000 2. Normal = 5,000 3. Hard = 2,000 4. Impossible = 1,000 These values are easily changeable, but I think those are good first cut values (I could also (roughly) halve them, which I've heavily considered). By the way, as an aside when it comes to my modding (if you haven't realized this already) I do my best to put limits on a feature that I implement, if it's possible, and add knobs to turn to adjust that feature accordingly. The deal is, though, that even though the maximum Leadership is higher than it was originally, there was nothing preventing you from doing this in the original game and since you always got the same army, it was in fact much easier to do even though you got fewer troops. You could easily set up a place where you can travel to rapidly, die, pop your rebirth troops into the Debir castle and then run to any enemy stack and die again to repeat and build your forces. The only thing negatively affected is your score if you do this, but if you don't care about that then you can use this strategy. Now, with all the variability that you've mentioned, it will take much more effort to garner an army with a consistent set of units. Just take the unit list and the number of slots and you can get a good idea of what the probability of getting a certain unit type is. Here are the number of units available for each class: 1. Warrior: 73 (66 if playing on impossible due to all the level 5's (except Ogres) being over 1000 Leadership) 2. Paladin: 42 (36) 3. Mage: 48 (41) The Warrior has the most unit choices and the Paladin the least so the Paladin would be easiest. Here is the chance of getting a particular unit for the Paladin: 1/42 + 1/41 + 1/40 + 1/39 + 1/38 = 100/799 ~ 1/8 (1/36 + 1/35 + 1/34 + 1/33 + 1/32 = 85/577 ~ 1/7 on impossible). So playing with the Paladin, you have about a 1 in 8 chance of getting 1 of the armies you'd like to grow (or 1 in 7 chance on impossible) with each successive death. However, if you'd like to get the same 5 units to grow, your chances now are (note that probabilities are now products instead of sums): 5/42 * 4/41 * 3/40 * 2/39 * 1/38 = 120/102,080,160 = 1/850,668 ~ 0 (5/36 * 4/35 * 3/34 * 2/33 * 1/32 = 120/452,339,040 = 1/376,992 ~ 0 on impossible) with each successive death. These are very low odds for getting all 5 troops (and they drop even more for Mages and Warriors). While I think it may be possible to grow 1 or maybe even 2 troops with successive deaths if you have a lot of patience I think trying to build an army of the same 3, 4, or 5 this way is going to be a lesson in futility. So I'm pretty sure this is going to be okay, but thanks for pointing this out! /C\/C\ |
#7
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Quote:
Besides, if someone really wants to use certain troops, there's already a mod allowing all troops on Debir. |
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