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Mods King's Bounty: Crossworlds Mods

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  #1  
Old 07-04-2012, 11:42 PM
MattCaspermeyer MattCaspermeyer is offline
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Default HOMM3 Tomes for CW 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 Crossworlds!

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:
  • Fixed Ball of Lightning text description error.
  • The Paladin Prayer ability now heals plants and mechnical units per its description.
    • If you think golems (they are not mentioned explicitly, but Cyclopses are golems) should be healed as well let me know and I'll think about this change for the second stage of the alpha development cycle.
The following files were changed by this update:
  • mod_homm3_tomes_cw.kfs
    • TEMPLATES.LNG - fixed "shock" template for pet templates as it was misspelled and in a different language set
    • ADDON_SPECIAL_ATTACKS.LUA - removed "plant" and "mech" from act_feature test
  • mod_homm3_tomes_cw_en(g)_lng.kfs
    • EN(G)_!!!EXP_PET_HINT.LNG - ensured that template name is "shock" and not some other character set that looks like it.
That's it! I know, it is very small, but this is the first seed, and plus this mod could actually serve as an official patch from the developers!

Installation:
  1. If you do not have a mods folder under AP_DIR\sessions\orcs\ then create a "mods" folder such that the path to the patch is AP_DIR\sessions\orcs\mods. Note that AP_DIR is the Armored Princess folder, on my system it is: C:\Program Files (x86)\1C\King's Bounty. Armored Princess
  2. Extract all *.KFS files specified below to the folder specified above:
    1. mod_homm3_tomes_cw.kfs
    2. Either ( depending on your localization file set ( note that * means mod_homm3_tomes_cw ) ):
      1. *_eng_lng.kfs ***OR***
      2. *_en_lng.kfs
  3. As this is stage 1 of the alpha phase, there are only game bug fixes, no new content and therefore you should be able to continue your game as is without issue.
By the way, here is my plan regarding the development of this mod (all phases are open to anyone who wants to download the mod and try it):
  1. Alpha Phase
    1. Stage 1:
      1. Fix bugs in the game before making any changes.
      2. To the developers: the intent is that this could be incorporated into your official patch system.
    1. Stage 2:
      1. Add new game content.
      2. Work with testers to fix any bugs.
      3. Change game mechanics that will most likely require a restart.
  2. Beta Phase:
    1. Continue to add new game content as ideas germinate.
    2. Try best not to affect game mechanics such that a restart is required.
  3. Release Phase - all issues / ideas have been implemented with no plans of further updates save bug fixes.
To conduct the first part of it, I'm playing Crossworlds right now to fix issues with both Armored Princess and Crossworlds. This also refreshes my memory as towards game play, etc. since I've been playing The Legend for so long.

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 for for the forum topic for the AP Alpha.

If you download this file, you must extract TEMPLATES.LNG (inside mod_homm3_tomes_cw.kfs) to your Orcs\mods folder!

A newer update is available below...
Attached Files
File Type: zip mod_homm3_tomes_cw_Valpha2012-07-04.zip (27.8 KB, 35 views)

Last edited by MattCaspermeyer; 07-21-2012 at 07:03 AM. Reason: Added information about TEMPLATES.LNG
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  #2  
Old 07-11-2012, 05:51 AM
MattCaspermeyer MattCaspermeyer is offline
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Default HOMM3 Tomes for CW 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:
  • mod_homm3_tomes_ap.kfs
    • ADDON_SPECIAL_ATTACKS.LUA - removed "golem" from act_feature test
Please download this update below...
If you download this file, you must extract TEMPLATES.LNG (inside mod_homm3_tomes_cw.kfs) to your Orcs\mods folder!

A newer update is available below...
Attached Files
File Type: zip mod_homm3_tomes_cw_Valpha2012-07-10.zip (28.5 KB, 9 views)

Last edited by MattCaspermeyer; 07-21-2012 at 07:02 AM. Reason: Added information about TEMPLATES.LNG
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  #3  
Old 07-11-2012, 06:54 PM
axelle axelle is offline
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some screenshots would be nice
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  #4  
Old 07-13-2012, 06:54 AM
MattCaspermeyer MattCaspermeyer is offline
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Default What would you like to see?

What would you like to see?

There's really not much to show, yet - I could post a screenie of the Ball of Lightning now working if you want to see it, but that's about it. I can't really show you the Paladin's Prayer working on plants because that is hard to capture...

So here's a screenie showing that the Ball of Lightning descriptions now work...

/C\/C\
Attached Images
File Type: jpg Ball of Lightning.jpg (120.3 KB, 56 views)

Last edited by MattCaspermeyer; 09-02-2012 at 05:02 PM. Reason: Uploaded a better picture...
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  #5  
Old 07-13-2012, 07:00 AM
MattCaspermeyer MattCaspermeyer is offline
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Default TEMPLATES.LNG Must be Extracted from KFS...

I've run into a problem with Crosswolrds and TEMPLATES.LNG inside the KFS file. It seems like it is not reading the file inside of the KFS archive right now for some strange reason that I can't figure out yet.

I don't have this problem with The Legend or Armored Princess, just Crossworlds.

So if you've downloaded my alpha version (either version) of the mod, please extract TEMPLATES.LNG into your Orcs\mods folder (it is inside mod_homm3_tomes_cw.kfs). In the next update, I'll simply have this file by itself in the release so that you can extract it (along with the KFS's) into the mods folder.

I'm not sure why this doesn't work in Crossworlds; if anyone has some insight please let me know - thanks!

/C\/C\

P.S. The screenshot in the previous post was taken with TEMPLATES.LNG extracted to the mods folder.
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  #6  
Old 07-13-2012, 04:09 PM
axelle axelle is offline
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use http://imgur.com/ to post screenshots, much easier.

like this:

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  #7  
Old 08-19-2012, 06:45 AM
MattCaspermeyer MattCaspermeyer is offline
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Default HOMM3 Tomes for CW Alpha 2012-08-18 Now Available!

The next update of the H3T mod is available!

Here is the list of changes:

Version: Alpha 2012-08-18
-------------------------
  1. Bug Fix (to original game):
    1. Ice Orb unit features fixed - the features are supposed to be Ice, Ball, and Magic Immunity (the error was missing the comma between Ice & Ball).
  2. Improvement:
    1. Goblin Shamans and Blood Shamans Magic damage undone and returned to Astral.
      1. Goblin Shamans:
        1. Throw Attack damage type returned to Astral.
        2. Astral Attack returned (was Magic Attack from previous release).
        3. Astral Attack damage is now 2-4 (was 2-3 from previous release).
      2. Blood Shamans:
        1. Spirit Rage damage type returned to Astral (was Magic in previous release).
        2. Spirit Rage damage reduced from 7-15 to 6-14 (just a minor attenuation).
    2. Gizmo AI updated:
      1. Gizmo now decides whether to attack or heal based on your power compared to your enemy's. For example, if your power is 25% and the enemy's 75%, there is a 75% chance Gizmo attacks the enemy and a 25% chance it heals your troops. Ally / enemy power is updated when Gizmo's turn takes place.
      2. Gizmo uses a scoring system to determine which ally needs healing / dispelling / more action points.
      3. Gizmo uses a scoring system to determine which enemy needs attack / fewer action points (the latter isn't used much since Gizmo initiative is so low, but will come into play in the future when Gizmo gets initiative bonuses).
      4. The scoring of either ally or enemy is based on whether Gizmo can get to that hex location on this turn or not. The unit with the highest score is the one selected by Gizmo.
Files affected:
  • mod_homm3_tomes_cw.kfs
    • *.ATOM
      • GIZMO.ATOM - "scripted" ability now references "h3_gizmo_attack" for its script attack function
      • GOBLIN_SHAMAN.ATOM
        • Returned "throw" damage type to astral
        • Returned "badabum" damage type to astral
        • Changed "badabum" damage to 2-4
      • ORC_HUNTER.ATOM - "veterinar" ability now references "h3_hunter_veterinar_calccells" for script calccells function
      • PALADIN.ATOM - "prayer" ability now references "h3_special_prayer" as its script attack function
      • SHAMAN_BLOOD.ATOM - returned "bs_spirit_rage" damage type to astral
    • *.LUA - All new content (if possible) will be implemented in "H3_" files that harbor the same functions without that prefix
      • H3_NEW_SPELLS.LUA - implements the Hero's Gizmo spell cast function "h3_lina_gizmo"
      • H3_ORC_HUNTER.LUA - implements the changes to the Orc Hunter's script calccels function "h3_hunter_veterinar_calccells"
      • H3_SPECIAL_ATTACKS.LUA - implements the changes to the Paladin's script attack function "h3_special_prayer"
      • H3_SPIRIT_LINA.LUA - implements Gizmo's script attack function "h3_gizmo_attack"
    • *.TXT
      • SPELLS_SPIRIT.TXT - "spell_gizmo" now references "h3_lina_gizmo" for its script attack function
  • mod_homm3_tomes_cw_en(g)_lng.kfs
    • EN(G)_ORCS_RAGE.LNG - file removed from archive (i.e. reversion to original)
    • EN(G)_UNITS_FEATURES.LNG - fixed cpi_orb_feat to properly delimit the Ice Orb features (note that this file is part of the AP base file set and CW does not use its own version)
As you can see, I'm still toying around with the Goblin and Blood Shaman damage. I returned their damage to Astral since I didn't realize in CW that there are quite a few units that do Astral damage. Because of this, I decided to leave the damage type alone, but plan to make resistance all spells / skills / abilities apply to Astral Damage type as well. Previously, Astral Damage was special and used by certain skills / spells / abilities to bypass resistance. Now Astral Damage / Resistance is an integral part of the game, and so those skills that previously relied on zero resistance (Ghost Armor comes to mind) will have to be re-examined.

For Gizmo, I think this AI will end up working better than what I implemented in my H3B mod. Let me know how this works - it should be significantly better than the stock AI. Also, I probably won't do any more Gizmo changes until Alpha Stage 2 (i.e. Resurrection; variable charges, initiative, and action points; dispell enemy spells, etc.).

Also, with respect to the files changed, you can see that I'm going to attempt to implement all my updates and new content in "h3_*.LUA files, where the * corresponds with the file that the unmodified function is located in - this is so that I change as few as the original CW LUA files as possible since there are issues with them that I posted here: http://forum.1cpublishing.eu/showpos...50&postcount=7. Also, this will make updating or using my mod with other mods or expansion packs (i.e. WOTN) easier. You'll note that most of the LUA file changes were just moving the changes from the original LUA files to there "h3_" counterparts.

By the way, I just finished by CW game and will be noting some observations in my other forum topic...

Thanks for trying out my mod and please provide comments!

/C\/C\

The mod can be downloaded here:
Attached Files
File Type: zip mod_homm3_tomes_cw_Valpha2012-08-18.zip (58.3 KB, 16 views)

Last edited by MattCaspermeyer; 08-21-2012 at 02:29 AM. Reason: Added File List Changes and Explanation
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  #8  
Old 08-19-2012, 01:57 PM
Sir Whiskers Sir Whiskers is offline
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Quote:
Originally Posted by MattCaspermeyer View Post
...but plan to make resistance all spells / skills / abilities apply to Astral Damage type as well.
Good approach, IMO. I remember being rather surprised (and disappointed) when certain items gave no Astral resistance, despite their description. Astral attacks have a useful role in the game, so I appreciate that you didn't go the other way and try to remove them.


Quote:
Originally Posted by MattCaspermeyer View Post
For Gizmo, I think this AI will end up working better than what I implemented in my H3B mod. Let me know how this works - it should be significantly better than the stock AI. Also, I probably won't do any more Gizmo changes until Alpha Stage 2 (i.e. Resurrection; variable charges, initiative, and action points; dispell enemy spells, etc).
As someone who uses Gizmo primarily for healing Level 5 units, how does your mod impact that strategy? In stock CW I find that Gizmo rarely heals my units, unless it has no choice (no enemy in range). It was very frustrating to have Gizmo kill off a few nearby zombies, rather than heal my black dragons for several hundred hit points.
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  #9  
Old 08-19-2012, 08:30 PM
Fatt_Shade Fatt_Shade is offline
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On Gizmo subject i must say that it worked great in HoMM3 babies mod for KB-tL, AI for it was improvement on old version. But it could get a bit out of hand if upgraded to max 90 rage cost / 1750-5000dmg / 3000heal / act as 3rd lvl dispell / 9 speed and initiative / 3 rest / 150 exp. Since in AP/CW Gizmo is spell. I hope you rebalance it some, but keep it useful with your changes from tLegend.
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  #10  
Old 08-19-2012, 08:58 PM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation Excellent Point!

Quote:
Originally Posted by Fatt_Shade View Post
On Gizmo subject i must say that it worked great in HoMM3 babies mod for KB-tL, AI for it was improvement on old version. But it could get a bit out of hand if upgraded to max 90 rage cost / 1750-5000dmg / 3000heal / act as 3rd lvl dispell / 9 speed and initiative / 3 rest / 150 exp. Since in AP/CW Gizmo is spell. I hope you rebalance it some, but keep it useful with your changes from tLegend.
Excellent point!

This is going to be the "fun" part of the Gizmo development down the road, but don't worry, I'll carefully implement spell Gizmo versus rage ability Gizmo from TL and I'll make changes based on feedback, too!

/C\/C\
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