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  #121  
Old 12-29-2011, 03:52 PM
ShuiMienLung ShuiMienLung is offline
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Quote:
Originally Posted by Fatt_Shade View Post
@ShuiMienLung
It`s nice idea, but not really possible in this mod. Matt changed mana/rage inflow here so at round 20 all mana/rage is 0 no matter how much mana spring you use it just wont give you anything in return when enemy hit that unit, or making any amount of dmg wont give you new rage after 20th turn. So what you accumulated up until then, has to be enough. It makes sense, the longer battle is your/enemy troops are more tired and less angry (rage) so it`s great feature of this mod.
Okay... that's a HUGE change. (Although I also understand the reasoning behind it.) I've been following the thread, but have not requested the Mod. I'll wait for the open release, since this sounds like a huge one.

Does Lina's "charger" ability still work in this case, though? Reaper's "rage drain"?
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  #122  
Old 12-29-2011, 07:31 PM
Fatt_Shade Fatt_Shade is offline
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@ShuiMienLung Grab it while it`s still fresh I recommend this mod to all KB fans, it`s really interesting, with lots new ideas.
As for chargers/rage drain it works after 20(25turn for hero fights) but wont give you any rage so what rage you accumulated up until that turn that`s amount you`ll have to manage with. Same goes for mana, after 20/25 turn no more mana regen, no matter what items/skills you have. You`r hero and his army gets tired after that and just stop gaining mana/rage
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  #123  
Old 12-30-2011, 12:17 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Thanks for finding these errors!

Quote:
Originally Posted by Fatt_Shade View Post
Come on Matt , you added new wives with bunch of kids, and you say adding 1 item in Tibold inventory would be problem Adding item in game is no prob, only copy from AP/CW items.txt en_items.lua and image, how to add it in Tibolds shopping choice is prob.
That's what I mean! Tibold's inventory is the tricky part...

Quote:
Originally Posted by Fatt_Shade View Post
Found miss in xeona children :
kid_ignatius you gave +2 attack imps 2 times.
kid_fiur you gave all melee 20% bonus dmg, and then +20% more to all units. Is this planed or ...?
kid_ignisa same as for fiur +10% melee dmg, and +20% for all units.
kid_demeer sp_spell_defense=count,10 , sp_spell_attack=count,10 What does this do?
Imps - fixed!
Fiur - Melee Damage: +20%, +1 Fire; All Units Fire Damage: +20%, Resist All: +5%. This is ok.
Ignissa: Melee Damage: +10%; Ranged Unit Attack: +20%; All Units Fire Damage: +20%, Resist All: +5%. This is ok.
Deemer: in SPELLS.TXT, sp_spell_attack are attack spells where there is a parameter of attack=1; sp_spell_defense are defense spells where there is a parameter of defense=1.

Attack spells are (this is also in the kid's description if you get them): Healing (for damage to Undead), Magic Pole Axe, Dragon Slayer (adds to the damage of your units against Dragons), Phoenix (does damage), Demon Slayer (same as Dragon Slayer), Lightning, Holy Rain (for damage to Undead), Precision (adds to unit damage), Berserker (adds to unit damage), Pain Mirror, Trap, Ghost Sword, Geyser, Fire Arrow, Poison Skull, Greasy Mist, Hell Breath (adds to unit damage), Ice Snake, Fire Ball, Evil Book (same as Phoenix), Kamikaze, Fire Rain, and Armageddon.

Defense spells are (in kid's description): Stone Skin, Phoenix (since it defends), Divine Armor, Magic Spring (since it adds to unit defense), and Evil Book (same as Phoenix).

Note that stuff in () are just my comment for why they are that type of spell and don't appear in the kid's description (just the spell names do).

Quote:
Originally Posted by Fatt_Shade View Post
gerda children :
kid_ordwald +1 initiative , 2 times mistake or you planed +2 initiative ?
Should be +1 init, +1 speed. Copy, paste, but forget to change keyword - whoops! This is now fixed!

Quote:
Originally Posted by Fatt_Shade View Post
neoka children :
kid_monere kid_pasis same as for xeona`s fiur/ignisa +10% dmg, then +20% more magic dmg. Planed or ...
Monere: Melee Damage: +10%; +1 Speed; All Unit Magic Damage: +20%, Magic Resistance: +20%. This is ok.
Pasis: Melee Damage: +10%; Ranged Unit Attack: +20%; All Unit Magic Damage: +20%, Magic Resistance: +20%. This is ok.

Quote:
Originally Posted by Fatt_Shade View Post
eng_homm3_babies_neoka in itm_kid_mephala_hint text string change [armorer2] to [armor2] , because game freezes when mephala is born with current settings.
Great catch - armor2 is the correct value - fixed!

We got keep an eye out for these as I fixed Josephine (for her, mysticism was misspelled) in the update I sent you on the 28th! Unfortunately, these are hard to find unless the game freezes or you are a very, very good proof reader! By the way, if the game freezes when cursoring over an item, then there is an error in the template (i.e. a misspelling in this case) for the item's language file.

Quote:
Originally Posted by Fatt_Shade View Post
eng_homm3_babies_orcelyn :
kid_gretchyn you wrote [goblin1] and [goblin21] error ?
kid_jabarkas [orc1] and [orc21] also error ?
These are okay, because they refer to Goblins level 1 (goblin1) and Furious Goblins Level 1 (goblin2 is Furious Goblin and then level 1 = goblin21). Same for orc1 (Orcs, level 1) and orc21 (Veteran Orcs, level 1).

Thanks for checking these, though, as errors here will cause the game to lockup. I checked all "generator codes" by copying them to an existing child and making sure they worked and looked good in the game; however, if I mistyped the name than that is a problem. I'm usually pretty good with copying and pasting the names (because of this very problem), but every once in a while, I have to type it in if it is too much trouble to search for a baby with the same or similar bonus or it is new.

These fixes will go into the next update - thanks!

/C\/C\
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  #124  
Old 12-30-2011, 12:22 AM
MattCaspermeyer MattCaspermeyer is offline
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Cool Temporary Unit Leadership Not Check Fixed!

Quote:
Originally Posted by Fatt_Shade View Post
It took me 60 turns, but when i saw that summoned units doesnt effect lds cap i decided to see how far will it go. Got bored around 60-65 turn, still hilarious summon for 800k lds and over 1 milion dmg , and . But as said warrior would get even higher numbers since his starting lds is highter. Same thing happen with illusion on ghosts on 3rd lvl it lasts 5 turns with high enough int and kid_charna. When they go over lds limit you still keep control on them.
Okay, this issue with respect to temporary summons was quite tricky to fix (the game's built-in Leadership checking code does not check temporary units!) as trying to use the existing Out of Control function would not work (it simply would return them to your control as I think it has a bug in that it doesn't check if temporary units are over the Leadership limit).

I had to create a new function that deals with temporary units going over the Leadership limit, but it seems to work okay. This was very tricky to implement!

This will go into the next update...

/C\/C\
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  #125  
Old 12-30-2011, 04:46 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Almost gave up on this!

Quote:
Originally Posted by Fatt_Shade View Post
Also had couple ideas, so what you ppl think about this ?
Priest have 26 hp, and heal 2x10hpm but cant cast it on undead as dmg.Heal spell can be used as dmg for undead, so why not priest healing ability?
I would lower it to 5 heal (when you lead more then 90 priests you dont have unit that can be healed for that much hp 90priest*10heal), and reload 2 so it wouldn`t be used 2 times in row then gift and imba dmg to undead. Thought`s ? ( i got this idea in just finished game i had 1400 priests, and who need 14000 hp healing ? so i thought to make them a bit more useful in fights against undead).
I almost gave up on this one!

I had everything working, but the hint. As it turns out (I had a similar problem when implementing the Thorn's Gift of Life) certain abilities' hints are hard coded in the game.

The fact that it is called "cure" means that it has a built-in hint generator and it cannot be overriden! This was giving me fits all day today! So I called it "cure2" so I could use a custom hint - whew!

Screenies of the implementation are below.

Damage might be a little low, but we'll see how it goes - base heal is 2 and then priests do 2x damage to undead so base damage is 4. In your example, their Heal would be 2800 and then damage to undead would be 5600. If you had your Healer skill at level 3, you'd get an additional +30%, which would be 3640 healing and 7280 damage. That seems pretty reasonable for right now. Note that if the total cure value isn't consumed when healing then a charge isn't used - we'll have to see how that goes. I didn't put a reload value, but it may be a good idea to give them one. Also with respect to charges, it might be better to just let it consume a charge but give them a few more charges. Hmmm...

/C\/C\
Attached Images
File Type: jpg Priest Updated Healing Ability.jpg (162.9 KB, 4 views)
File Type: jpg Priest Updated Healing Ability 2.jpg (794.7 KB, 4 views)
File Type: jpg Priest Updated Healing Ability 3.jpg (390.2 KB, 4 views)
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  #126  
Old 12-30-2011, 04:49 AM
MattCaspermeyer MattCaspermeyer is offline
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Cool New Giant Feature - Thump!

Okay, here's a screenie of the new Giant Thump feature.

The idea behind this is that the Giant is able to knock out opponents (most likely so that it can take them back to its lair and eat them - especially EGD's)

Highly experimental, it'll be provided in the next update...

/C\/C\
Attached Images
File Type: jpg Giant New Thump Feature.jpg (198.5 KB, 7 views)
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  #127  
Old 12-30-2011, 08:14 AM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation To Do List...

Here's a list of things I'm currently working on, thinking about implementing, or simply dreaming about implementing...
  • Change Undead Resurrection to Necro Call. Done!
  • Check ArchDemon Amalgamation ability from human player's viewpoint. Fixed minor issue - done!
  • Check Priest's new Healing (cure2) from AI viewpoint and make sure AI can use it properly. Done!
  • Go through Fatt_Shade's item upgrades.
  • Check Giant's new Thump from human player's viewpoint.
  • Check Ogre's new Clobber from human player's viewpoint.
  • I tried enabling Thorn's Gift of Life when they are cast on a corpse, but I felt it made resurrecting plants too easy. Still under consideration though if I drop resurrection value. Parked for now - the way it works is okay!
  • I experimented a bit with Necromancy skill and Undead ability bonuses; I've done the following:
    • Neromancers can now resurrect Undead with their Raise Undead ability if you have the Necromancy skill
    • Necromancer Raise Undead power is improved by the Necromancy skill
    • Ghost Cry damage is increased by the Necromancy skill
    • Doing the other Undead abilities is more difficult because the damage is computed internally, but I may still be able to give the ability a bonus by adding a "hack" to compute the damage when done, but I think for now I'm not going to do this because the only other ability I was thinking about doing would be the Bone Dragon Poison Cloud and it seems the implementation would be a a bit kludgy. I may just look at the damage done and increase it to be more in line with the other Dragon's if warranted.
  • I'm still brainstorming (Veteran) Orc abilities...
  • Go through and experiment with some of Fatt_Shade's other comments.
  • Tolerance level 2 no longer gives +1 Morale all as the bonus has been partially shifted to Diplomacy.
  • Diplomacy - now also increases morale of races:
    • Level 1: Dwarf Morale: +1
    • Level 2: Dwarf and Elf Morale: +1
    • Level 3: Dwarf, Elf, and Orc Morale: +1
  • Keeper of Light - now also acts similar to Dark Commander except for troops of the light:
    • Level 1: All Elves, Dwarves, Humans except Robbers, and Griffins: Defense: +2
    • Level 2: Same group: Defense: +4, Speed: +1
    • Level 3: Same group: Defense: +8, Speed and Initiative: +1
  • Trade - could aid Dwarves, aren't Dwarves greedy? Just a thought...
  • Learning now also adds to the critical hit of the hero's troops: +5, +15, +30%
  • Shaman Dancing Axes - I think I'm going to leave this be for now...
  • Shaman Healing Totem - look into other bonuses possibly...
  • Phoenix Resurrection - transfers its life to another unit's (any troop) and dies. If it has another life, then you can still resurrect it and use the ability again on same or another troop and then that will kill the Phoenix for good.
  • Gerda's Ordwald's HOMM3 skills are unknown, so I may change his Dwarf bonus to an Offensive bonus so that Gerda will have 1 baby with Offense! I'll keep his +1 init and +1 speed, though.
  • Baby upgrades?! Not sure how to implement, but the idea is that maybe after X battles, you can upgrade a baby to the next level (i.e. Rina baby from 6 to 7 (so it'll have bonuses like a Feanora baby)), by fighting the baby's keepers (just like upgradeable items).
  • Wife upgrades?! Same as above, but with wives after Y battles.
  • This is probably not doable, but experience system for babies that would allow you to select new skills for your babies after they level up! This would be similar to how it worked in HOMM3!
Thoughts?

/C\/C\

Last edited by MattCaspermeyer; 01-08-2012 at 05:45 PM. Reason: Updated status of some tasks...
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  #128  
Old 12-30-2011, 09:53 AM
Fatt_Shade Fatt_Shade is offline
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Nice work on priest changed healing, but i dont think there is need to set it so it wont consume charge if not healed unit by full amount because with gift lvl 1 it`s easy rechargeable and in early game when you dont have lots of priests it will mostly use their heal to max.

Any plan to change order on gift of life for plants, so it wont consume your plan to resurrect summoned ?

Diplomacy/trade/trophy . . .yes i agree that this skills are among least useful, but have no idea how to improve them. You thought to buff up dwarfes not bad, but what did you think to do with them ? Simple stats improvement (att/def/speed/initiative...) or ?

Shaman dancing axes works great, so why would you make totems resurrect also ? 1 res skill per race is enough, if totems also revived units it would be to much, maybe set them to cure units(remove plague, pugmy, sheep etc). Or totems resurrect, and axes stun/shock targeted unit ?

Upgrading kids - nice idea, but every upgrade only part of their bonus not all of them, same for wives (also could you try making some code to set this to real life: upgrading girlfriend/wife to better model after some time together ).
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  #129  
Old 12-30-2011, 06:32 PM
MattCaspermeyer MattCaspermeyer is offline
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Lightbulb Brainstorming Diplomacy, Trade, and Keeper of Light...

Quote:
Originally Posted by Fatt_Shade View Post
Nice work on priest changed healing, but i dont think there is need to set it so it wont consume charge if not healed unit by full amount because with gift lvl 1 it`s easy rechargeable and in early game when you dont have lots of priests it will mostly use their heal to max.
Okay - I think you're right here. I'll make it consume a charge no matter what. I think I'll give them a reload time so that they can use it every other turn if they wish. I might give them 1 more charge for a total of 3, still thinking about that one...

Quote:
Originally Posted by Fatt_Shade View Post
Any plan to change order on gift of life for plants, so it wont consume your plan to resurrect summoned ?
I did a little experiment to see if I knew how to do it and I can. I tried it out a little bit and it seemed too easy to resurrect your plants.

Let me clarify this a little bit - only Thorns and Thorn Warriors that use their Sowing on a corpse are allowed to endow the new Thorn with their Gift of Life enabled.

Dryads, (Ancient) Ents, and Royal Thorns were not affected. Like I mentioned previously, using corpses controls use so I won't change it for these troops otherwise it would be too easy to res all your plants.

I'm going to park this idea for a while and let it sit as I've had no issues myself with the way it works now, but at least I know how to do it if it is warranted to be changed based on additional feedback...

Quote:
Originally Posted by Fatt_Shade View Post
Diplomacy/trade/trophy . . .yes i agree that this skills are among least useful, but have no idea how to improve them. You thought to buff up dwarfes not bad, but what did you think to do with them ? Simple stats improvement (att/def/speed/initiative...) or ?
Not sure, just brainstorming ideas. For Diplomacy, I'm considering another -5% Leadership Requirement for each race, since more of them would be interested if your relations were better, but with all the other Leadership Reduction bonuses, I might have to do just 2% (but then that hardly seems worth it). So what stats would improve due to better relations? Morale? That might be interesting to do that for each race: Level 1: Dwarf Morale +1, Level 2: Elf Morale +1, Level 3 Orc Morale +1. That might be intersting...

For Keeper of Light, I was thinking of making it sort of like the counterpart to Dark Commander, perhaps. So it might have similar bonuses except for good troops. As a start, Good troops would be all Elves. Who else? Are Dwarves considered good or neutral? I think humans would be neutral, except for maybe Priests and Inquisitors. Need to think of good unit list...

For Trade, I'm not sure about that one. Would any units benefit from trade? Cheaper unit costs would be neat! Can I implement that? Don't know how, but sounds like a cool idea! Other ideas? Cheaper items...

You know to go along a bit with your idea to have Tibold recharge special items, would be to simply make some items more expensive! But I guess that's too easy to do, so I'll think about how to implement the Tibold idea more...

Quote:
Originally Posted by Fatt_Shade View Post
Shaman dancing axes works great, so why would you make totems resurrect also ? 1 res skill per race is enough, if totems also revived units it would be to much, maybe set them to cure units(remove plague, pugmy, sheep etc). Or totems resurrect, and axes stun/shock targeted unit ?
Good point, it just seems like they should do more. I've considered removing penalties - will have to look into how to implement as that would at least be a good thing for them...

Quote:
Originally Posted by Fatt_Shade View Post
Upgrading kids - nice idea, but every upgrade only part of their bonus not all of them, same for wives (also could you try making some code to set this to real life: upgrading girlfriend/wife to better model after some time together ).
I'll put that in the "dreaming" category!

/C\/C\
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  #130  
Old 12-31-2011, 01:13 AM
Fatt_Shade Fatt_Shade is offline
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Yea i agree with you on gift of life point, since it only works that way for simple thorns. No need to change it.

For trade/trophy check - http://forum.1cpublishing.eu/showthread.php?t=16919
The rider had interesting idea to give some bonuses after battle depending what skills you have on what lvl. blood potion for warrior bloodlust skill/mana potions for mage high magic skill. In arena.lua find this string if (Game.Random(1,100) <= tonumber(Logic.hero_lu_skill("alchemist"))*5) then , and check file from that point.

Totems, how about this ; ice totem slows enemy and dmg on end of turn, so why not make healing totem give initiative/deff/res or any other bonus to ally units in AoE ? With healing it should be enough for passive bonus every turn.

As for upgrading wives (seriously now , how is Triggers upgrading work in AP/CW for his higher crit% for archer units ? You get that bonus after battles with him as companion, so it possible to get that mechanics for wives also. And exp system for kids, i`m not sure that would be doable. How to assign exp after battles, or share part of your own exp with your kids? And then you pick what bonus you want to upgrade when kid lvlup ... to complicated i think

I`m off for new year, c ya in couple of days ppl Happy New Year, have fun
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