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Mods King's Bounty: Crossworlds Mods

 
 
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Old 03-10-2011, 09:19 AM
Fatt_Shade Fatt_Shade is offline
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Quote:
Originally Posted by Zechnophobe View Post
So, Fatt_Shade, I'm probably just misunderstanding. But you keep saying there isn't 'just more'. I don't have the Mod installed so you have more information than I do.

All the changes are listed above, each one shows skills being enhanced, and none show them getting weaker. Can you please explain what penalties exist that offset these bonus'?
Yes skills are enhanced, but to degree +1Att/Def/Int early game of 1%2 lvl of Heroism, Resistance, Linguistic and cost same as before. It grows linearly=balanced. You get some more rage/mana/scrolls (read below for that balance). And for getting weaker skills there is skill distribution in respective tree`s - to get Bloodthirst you need 7 other skills, for Resurrection you need 6, and for High magic only 4.
As for after battles bonus rewards all except runes were obsolete for me, finished game with 30 mana wells, 300 crystals, and with 50 mana/rage potions. i used only runes and them after 40th lvl, cause didnt know what to take any more. Didn`t used rune mages, so bonus for their talents wasn`t in question ( i had Princess, Darkness, Undead and Insanity sets so realy didn`t know which combo to pick

Quote:
Originally Posted by Jah View Post
That's my whole point. The game is currently pretty well balanced in that warriors are stronger in the early game, while mages become more powerful in the late game. If you're going to give warriors some extra bonuses in the mid-/late game, then in order to maintain balance, you need to either give them penalties in the early game, or give mages a similar boost for low levels. Otherwise you're just making warriors stronger in relation to mages, which is not what I would call "balancing".
I played Mage impos with this mode so i`ll tell you form that example : for bonus rage/mana from Anger/Magic skills they are evenly distributed you get more mana scrolls for Mage, then rage for Warrior. So it`s really easier for Mage early then before (for achieving medals) , and Warrior get some bonus later in game with +6Att from Bloodthirst. It`s not as strenghtning Warrior, as is helping Mage early, both classes get some bonus.
Extra runes helps out all classes, no difference there.

As for making higher score then other players without this mode it`s not possible. You cant finish game in less then 7 days, with all quests, and 60+ lvl cause it doesn`t affects exp gain, or traveling time. So you cant get more points in the end=no cheating. This mode only give you easier way to no loss if you really want that 0 casualties on high score screen. I`m defending this mode because finished game with both Warrior and Mage impossible/no loss in original game, with preety much same early mid game (royal thorns trackers for sumoning frenzy, inquisitor archmage for suporting until Rusty and hope for some dragons, from Verona 90% players go paladins/rune mage phantom tactics, or go with boring 2 repair droid 1 guard-those arent units, they are kitchen appliances . . . pretty much generic). Now i tried this to have some fun and different unit tactics : girl power with Fauns and Ents, full Orc army for adrenalin frenzy, dwarf army with alchemist set-got it with Warrior and it`s hilarious, hordes or droids rolling across battlefield . . . for demons there are no bonuses except +1morale, but they are still bitches to resurrect.
To sum it up who dont like changes - dont use this mode, if you wnat to try different things with some units you havent used before, go for it.

On different note, i found where to change unit talent for rune mages and in sessions/orcs/orcs.rar runemage.lng file, and it scared me. Does that needs to be done for any unit that have active talent ? Holy s..t !!!
If yes, i`m dropping my idea for bonus from runes, to other units.

Edit : I found 2 more errors,.
1) In neatness skill same as Anger remove 100 , 200, 300 from skill.txt this way Mechanic get 100% bonus from lvling that skill. Instead curent numbers leave only 10, 20, 30 so he`ll receive 10/20/30% in mechanics sumoning as in original.
2) Other is problem with onslaught and getting adrenaline distributed to Orc troops, it`s not working. I have only 1 orc unit , and 3 lvl onslaught so it should get 30 adrenaline, but i`m not getting any on start of battle. How to fix this ?

I think i found problem with Onslaught. If some1 can try to find sesion\orcs\orcs.kfc\skills.lua
in that file there is string :

function skill_rush(name,level)
local bonus = skill_power(name,2,level-1)
if level >1 then bonus=bonus-skill_power(name,2,level-2) end
local cur_rage=Logic.hero_lu_item("rage","limit")
Logic.hero_lu_item("rage","limit",cur_rage+bonus)
return true
end

which define bonus initiative, and rage from that skill, but i`m missing part local_bonus2 . . . for defining adrenaline distribution to orc troops in army. Pls copy other part of string and send it to me by PM. I`m not rly good with moding, but i think that should fix it. In eng_skills.lng i found description for functioning of this skill, but in skills.lua that part is missing.
Thx in advance ppl

Last edited by Fatt_Shade; 03-12-2011 at 07:03 PM.
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