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  #1  
Old 04-12-2012, 12:12 AM
Zepdog Zepdog is offline
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Thanks Matt, but I already got divorced and married the Frog (lol). Once I get 40 battles with her I will move on too (I usually buy as many objects that can be leveled up and also units so the impact on my money is at the least amount lost possible.

The RT may make this too easy. I am on impossible and after a night of sleeping I realized in a dream (funny that) that I could actually get a reserve of RTs. I have 5 in my army (with a max leadership for and now I have 68 in reserve. Every battle I get around 3 extra and just put them into reserve. If you are saying that I can do this with the Ents and Anc. Ents, then this will be wild indeed.

Thanks for the info though. Maybe if I have the problem later with another wife I will change something but it really isn't that much of a problem since I go through wives like they are going out of style. (lol) I can't wait to see the 2 new girls or where they are located.
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  #2  
Old 04-12-2012, 12:28 AM
Fatt_Shade Fatt_Shade is offline
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Hm . . . already had 4 kids with Rina, and switch to Feanora, and leadership only for 5 royal thorns, somewhere around 1800. You`re still early in game, and trust me later normal enemy battle wont be problem but fighting against enemy heroes now that`s interesting Matt made it so they can lower some resistances -(30 50) to physical, or magic toy all your units, or if high intellect they have double cast like mage class and so on. You will have fun with this playthrough, enjoy
As for new wives : Orcelyn is orc girl in Hazerham castle in western islands and you can marry her after you free dwarf prince (quest peace pact from king Mark to dwarf king i think), Diana is fairy behind Elven capital and you can marry her after you finish frozen spring quest.
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  #3  
Old 04-12-2012, 03:15 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile You're telling me!

Quote:
Originally Posted by Zepdog View Post
Thanks Matt, but I already got divorced and married the Frog (lol). Once I get 40 battles with her I will move on too (I usually buy as many objects that can be leveled up and also units so the impact on my money is at the least amount lost possible.
I have to this to cover as many babies as possible! I actually go around at the start of the game and do as many quests as possible without fighting anyone so that I can maximize the number of battles for baby generation so that I can test as many babies as possible!

Plus it is fun to see all the variants!

Quote:
Originally Posted by Zepdog View Post
The RT may make this too easy. I am on impossible and after a night of sleeping I realized in a dream (funny that) that I could actually get a reserve of RTs. I have 5 in my army (with a max leadership for and now I have 68 in reserve. Every battle I get around 3 extra and just put them into reserve. If you are saying that I can do this with the Ents and Anc. Ents, then this will be wild indeed.
As Fatt_Shade eluded to, you'll find that plants, in general, are great early, but are tougher later because of the propensity for them to get burned. Still, though, they are awesome against the Undead and it is fun to play them since typically no one plays plants. Too bad you can't sell the extras for money!

Quote:
Originally Posted by Zepdog View Post
Thanks for the info though. Maybe if I have the problem later with another wife I will change something but it really isn't that much of a problem since I go through wives like they are going out of style. (lol) I can't wait to see the 2 new girls or where they are located.
I'll do my best to track down these errors - like I mentioned previously, I just fixed a batch that used the "scouting" template generator and I'll have to see what Thant used.

By the way, as I've been working on my AP and CW version of the mod ideas keep popping into my head about ideas to add not only to my TL version, but AP and CW as well.

Here are some recent thoughts...
  • Royal Thorn - Give them a charge to Entangle any unit (this would work just like the Ent / Ancient Ent Entangle except that it is cast on a unit instead a side effect of an attack).
  • Entangle - Change it so that it doesn't work on plants.
  • Have Drahha (or whatever the Blue Dragon's name is) sell "Sapphire Blue Dragons" after you do something special like complete the Demon's Ultrax quest or Skarrs' maybe. Sapphire Blue Dragons would have an icy breath that damages and freezes targets (similar to the Red / Black Dragon breathe fire except with ice) and then maybe a special like the Red Dragon's Fire Breath (probably Ice Breath) that lays ice shards and damages and freezes targets in its path. I think there is something similar in Red Sands or the upcoming WOTN. Not sure how doable this would be with respect to having Drahha sell stuff, but it is a fun idea to think about.
  • Red Dragons - Name change to Ruby Red Dragon
  • Black Dragons - Name change to Obsidian Black Dragon
  • These two changes above go with the Emerald Green Dragon naming convention and note that I used that naming convention above for the "Blue" Dragon.
  • Emerald Green Dragons - when they use their mana ability, if they are not controlled by a hero then they drain your hero's mana.
  • In AP / CW I'm probably going to have Frenzy generate rage per turn just like the Mage's Concentration skill and so I'll probably roll this back into this mod. The values will probably be +1, +3, and +6 rage per turn and then affected by the mana / rage gain modifier per round.
Okay those are the current thoughts that come to mind...

/C\/C\
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  #4  
Old 05-15-2012, 07:43 AM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation Quick Update...

Just a quick update as I haven't had much time to work on modding recently, but am hoping to get back to doing more of it this week.

I've fixed the "armorer" babies and have implemented the below.

I'm still debugging the changes, but will try to provide an update soon...

/C\/C\

Quote:
Originally Posted by MattCaspermeyer View Post
Here are some recent thoughts...
  • Royal Thorn - Give them a charge to Entangle any unit (this would work just like the Ent / Ancient Ent Entangle except that it is cast on a unit instead a side effect of an attack).
  • Entangle - Change it so that it doesn't work on plants.

/C\/C\
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  #5  
Old 05-16-2012, 01:15 PM
Fatt_Shade Fatt_Shade is offline
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Hello Mat
After some time i returned to finish my mage game with your latest patch, but i run in some problems in undead lands.y time enemy necromancer is on turn, or enemy undead hero try to cast spell i drop from game I`m guessing it`s something to do with necromancy spell cast on hex 2 corpses are. I noticed that there are no problems when corpses are any unit higher then 2lvl, only prob is when cast spell on skeleton/skeleton archer.
This got impossible to deal with in karador battle and his triple spell cast with lots of corpses around. When he cast doom/plague/evil book there are no problems, only when some corpse is in arena.
Also i`m not sure why but every time dark crystal is acting and there are no corpses on ground hourglass pointer appear and it lasts forever, it just stand there until reload battle. And i cant finish battle before this problem happen, because either karador gets bugged and drop game with some spell, or dark crystal bug indefinitely wait time
Here`s save file if you manage to figure out what is problem.

On other note, any date for HoMM3_babies for AP/CW ?
Attached Files
File Type: zip Karador problem.zip (1.36 MB, 1 views)
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  #6  
Old 05-17-2012, 04:20 AM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation Thanks, will look into it...

Thanks for the save game - I'll look into it and post back here if I have any questions on duplicating the problem...

I know that I did a lot of debugging with this to make sure it worked, so you must have found another problem I didn't notice.

Unfortunately, I don't have any info on my AP/CW mod right now as I haven't had a chance to work on it the past month, but I'm almost done with my home remodeling project (just in time as the Phoenix heat is here!) and so should be able to make some progress on this as well as the AP / CW mod during the next few weeks / months...

/C\/C\

Quote:
Originally Posted by Fatt_Shade View Post
Hello Mat
After some time i returned to finish my mage game with your latest patch, but i run in some problems in undead lands.y time enemy necromancer is on turn, or enemy undead hero try to cast spell i drop from game I`m guessing it`s something to do with necromancy spell cast on hex 2 corpses are. I noticed that there are no problems when corpses are any unit higher then 2lvl, only prob is when cast spell on skeleton/skeleton archer.
This got impossible to deal with in karador battle and his triple spell cast with lots of corpses around. When he cast doom/plague/evil book there are no problems, only when some corpse is in arena.
Also i`m not sure why but every time dark crystal is acting and there are no corpses on ground hourglass pointer appear and it lasts forever, it just stand there until reload battle. And i cant finish battle before this problem happen, because either karador gets bugged and drop game with some spell, or dark crystal bug indefinitely wait time
Here`s save file if you manage to figure out what is problem.

On other note, any date for HoMM3_babies for AP/CW ?
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  #7  
Old 05-17-2012, 08:02 AM
MattCaspermeyer MattCaspermeyer is offline
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Question Having trouble repeating the problem...

Quote:
Originally Posted by Fatt_Shade View Post
Hello Mat
After some time i returned to finish my mage game with your latest patch, but i run in some problems in undead lands.y time enemy necromancer is on turn, or enemy undead hero try to cast spell i drop from game I`m guessing it`s something to do with necromancy spell cast on hex 2 corpses are. I noticed that there are no problems when corpses are any unit higher then 2lvl, only prob is when cast spell on skeleton/skeleton archer.
Can you provide me a save where you are fighting a Necromancer stack with level 1 Undead units? I'll try to look into this problem more specifically...

Quote:
Originally Posted by Fatt_Shade View Post
This got impossible to deal with in karador battle and his triple spell cast with lots of corpses around. When he cast doom/plague/evil book there are no problems, only when some corpse is in arena.
Is the problem with Karador the same as the Necromancers (i.e. only level 1 Undead units)?

Quote:
Originally Posted by Fatt_Shade View Post
Also i`m not sure why but every time dark crystal is acting and there are no corpses on ground hourglass pointer appear and it lasts forever, it just stand there until reload battle.
So if you don't do anything on the first turn (i.e. just defend) and have no one die, then the Dark Crystal will get stuck on its turn? What is supposed to happen if there are no corpses is that the Dark Crystal will summon a new Undead unit in front of its hex. If that hex is occupied then it will summon a new Undead unit around one of your units and then around one of its own units if all the hexes around your units are occupied.

Quote:
Originally Posted by Fatt_Shade View Post
And i cant finish battle before this problem happen, because either karador gets bugged and drop game with some spell, or dark crystal bug indefinitely wait time
Here`s save file if you manage to figure out what is problem.
I loaded your save game and on the first turn, the Dark Crystal summoned an Undead unit. On successive turns, there was always a corpse, but I couldn't get it to crash when using Animate Dead on any of the units on the battlefield. I may not have been able to get Karador to use his Necro Call spell so I'll try to look into this some more.

I then reloaded your save game and tried another approach where I tried to not kill any units (i.e. make corpses) and I think I went 3 or 4 turns before someone died, but each turn, the Dark Crystal summoned a new unit. Once someone died, the Dark Crystal was able to use its Animate Dead ability to resurrect corpses. I couldn't get Karador to use his Necro Call on a Level 1 unit, so I'm not sure if there is no problem there.

Hmmm... I'll see if I can continue to debug this, but so far it seems to be working on my version - I'm using V1.7 (build 35.234) and the Gamer's Gate version just in case that makes any difference. I can't remember if there is any difference between any of the file sets in specific versions, but just in case, here is the information for my (un-modded) ses.kfs file:

Date: 07/08/2010 10:01 PM (this might be my install date so the date may not matter)
Size: 6,365,376 bytes

I'm about ready to go through the Cemetary with my new Mage game, I'll keep an eye out for what is going on there. Also even though you said that you have the latest version, it might make sense to re-download the latest version and re-extract it again to be sure something didn't get corrupted somehow.

I know that when I was working on this portion of the code, that I was getting a crash to desktop when the Necromancer tried to use its Animate Dead ability as well as heroes using Necro Call.

It seems like you're having problems that are reminiscent with an older version so just double check.

Also, I had that error with the Unicorns where if it was cast on them it would crash to the desktop. I fixed all these problems (at least I think I did) and haven't had any problems since, but need to play through with my current game just to make sure.

Here are the dates and sizes of the KFS files that I'm using to double check:

mod_homm3_babies.kfs - 04/08/2012 12:27 AM / 428,928 bytes
mod_homm3_babies_eng_lng.kfs - 01/13/2012 2:23 AM / 146,700 bytes (you're probably not using this, but en_)
mod_homm3_babies_en_lng.kfs - 01/13/2012 2:25 AM / 146,646 bytes (you're probably using this one)
mod_homm3_portraits.kfs - 01/12/2012 11:22 PM / 1,662,384 bytes
mod_tougher_eheroes.kfs - 12/27/2011 11:41 PMP / 67,822 bytes

These comprise the V2012-04-08 beta.

If you can post a save game with steps on how to make it crash, I can follow those steps and check it on my end and then I'll be able to debug it.

If I can't get Karador to cast Necro Call, I'll just modify his hero file so he only casts Necro Call and try that out.

Hopefully we can get this figured out!



/C\/C\
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  #8  
Old 05-17-2012, 03:43 PM
Fatt_Shade Fatt_Shade is offline
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I managed to fix this, but have no idea what was problem. I updated again lates mod version, and now it works fine.

On other note : in skills.txt what is 3rd parameter in rune stone skill ?
Code:
      3 {
        deps=1
        runes=0,15,0
        trade=
        pars=+15,+6,+30
      }
+15 =bonus runes you get when lvlup skill, +6 =hero defense , +30 =???

Last edited by Fatt_Shade; 05-17-2012 at 06:19 PM.
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  #9  
Old 05-17-2012, 10:20 PM
MattCaspermeyer MattCaspermeyer is offline
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Default Whew! Glad it now works! :-)

Glad it is now working for you - was starting to drive me crazy!

The third parameter for Rune Stone is for it to give the proper number of runes when you get the skill.

So parameter 1 is for showing you how many runes you'll get, but parameter 3 is for actually giving you the right amount since the way the SKILLS.LUA worked is that it would only give you the difference between the current and previous level. Parameter 2 is for the defense increase.

So for level 1: +5, +1, +5 you get 5 Might and Magic Runes for 5 Mind Runes.
For level 2: +10, +3, +15 you get 10 Might and Magic Runes for 10 Mind Runes, but in order for it to work properly you have to specifiy +15 since it takes the difference between +15 and +5.
For level 3: +15, +6, +30 the same as above, it is +30 less +15 so +15 Might and Magic for 15 Mind Runes.

I actually had this wrong when implemented the first time (i.e. I just had +10, +3) and I only got 5 Might and Magic Runes when I went to the second level and that's when I discovered the above and added the third parameter.

Hope that explains it - I guess I decided to do it this way for some reason, but can't remember why at the moment...

/C\/C\

Quote:
Originally Posted by Fatt_Shade View Post
I managed to fix this, but have no idea what was problem. I updated again lates mod version, and now it works fine.

On other note : in skills.txt what is 3rd parameter in rune stone skill ?
Code:
      3 {
        deps=1
        runes=0,15,0
        trade=
        pars=+15,+6,+30
      }
+15 =bonus runes you get when lvlup skill, +6 =hero defense , +30 =???
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