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#21
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By "features names" do you mean if the original KB names are intact with the ENG KB version - or if your new names are fine / making sense?
Sorry, I am little bit confused now...
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WOK pan? You sure mean WOG... Equilibrium? You sure mean Equlibris... |
#22
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I mean...original features names. I don't have english features list yet. ^_^
btw...english .lng files are started with "eng_"? |
#23
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Ok, for the original feature names - I am not sure I know them so well from memory, I have ENG manual - which is sadly Google-translated (so the names do not coorespond with the original ENG game)
I don't have the game installed now...(but maybe I will install it at work - it's worth the risk of being cought by boss muahahaha) so even for your "file" questions I'll need to install it first....
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WOK pan? You sure mean WOG... Equilibrium? You sure mean Equlibris... Last edited by Gatts; 12-04-2008 at 08:23 AM. |
#24
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File Name : KBMaster_1.0_base_for_1.7.zip
File Size : 290KB Download link : http://www.driveway.com/l4e5s4h9x9 File Name : mod_17_master_114_armyofdark.zip File Size : 1321KB Download link : http://www.driveway.com/i6f1k7o3v0 plz someone dl 'em and reply here if it works in english version. Also i ask you to check features names and write the correct ones here (if the mod works ![]() |
#25
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![]() Quote:
BTW - here is example of one LNG file: "eng_battle.lng"
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WOK pan? You sure mean WOG... Equilibrium? You sure mean Equlibris... |
#26
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mod_army_of_dark_name=Army of Darkness mod_army_of_dark_author=Lestas, Ayven itm_death_manual_name=^?^Forsaken Book itm_death_manual_taken=^?^ itm_death_manual_minfo=^?^ itm_death_manual_mhint=^?^ itm_death_manual_info=^?^By using this book you can reveal all secrets and mysteries of the underworld. But the price is your soul. Only the strongest ones can survive the ritual of Darkness. itm_death_manual_hint=^?^Ancient book of forbidden knowledge.<br><br>[sys]Usage:<br>[d]transforms Archmages into Adepts of Darkness [u](you must have Archmages in your army)<br>[d]transforms Alchemists into Demolishers[u](you must have Alchemists in your army).<br>[d]transforms Orc Shamans into Ritualists[u](you must have Shamans in your army)<br>[d]transforms Dryads into Ice Nymphs [u](you must have Dryads in your Army)<br>[d]Transforms one kind of units per use cpn_driad=Ice Nymph cpsn_driad=Ice Nymphs cpn_dwarfrost=Frost Needles cpn_darkmage=Adept of Darkness cpsn_darkmage=Adepts of Darkness cpn_dark=Darkling cpsn_dark=Darklings cpn_evilgenius=Demolisher cpsn_evilgenius=Demolishers cpn_kamikaze_ram=Bomb-o-Ram cpsn_kamikaze_ram=Bomb-o-Rams cpn_spiritist=Ritualist cpsn_spiritist=Ritualists cpn_hint_dwarfrost=Frost Needles globstr_1972821248=Do you want to teach your troops, giving their souls to Darkness?<br><br>(Usually only half of the troops survive the Initiation Ritual) soulmaster_header=^def_hint_t0^Soul Lord soulmaster_hint=^def_hint_t1^Killing an enemy they split their souls and bodies turning their corpses into Evilins. Adepts can use Evilins in their dark rituals. resurrect_header=^def_hint_t0^Sold the Soul resurrect_hint=^def_hint_t1^Their souls are taken by Darkness when they die and their bodies would turn to Evilins. dark_header=^def_hint_t0^Darkborn dark_hint=^def_hint_t1^Born by Darkness, Darks are immune to poisons and astral, but they are vulnerable to fire and light. Their defense drops to 1 in daytime, bright sun will cause deadly damage.<br>Killing enemy troops, Darks will born a Evilin. ev_kamikaze_header=^def_hint_t0^Walking bomb ev_kamikaze_hint=^def_hint_t1^Dies after landing its attack. If Bomb-o-Ram stops near an enemy unit it explodes inflicting damage to all nearby creatures. ev_mechanical_header=^def_hint_t0^Mechanical ev_mechanical_hint=^def_hint_t1^Can move only in a straight direction. Ignores traps. Immune to magic and Mind, Plague and some other effects. ev_darkchild_header=^def_hint_t0^Spawn of Darkness ev_darkchild_hint=^def_hint_t1^Mechanism using the power of Evilin. After its destruction an Evilin will be left at the battlefield. spirit_master_header=^def_hint_t0^Spirit master spirit_master_hint=^def_hint_t1^Attacks by a spiritual energy. Creatures non-immune to mind attacks driven by the evil spirits will step away from the place they are standing. special_blast_bulb_name=Explosive Fluid special_blast_bulb_head=^special_tC^[Bad] special_blast_bulb_hint=^special_t^Inflicts 16-27 fire damage to target and nearby units with burning effects. special_dark_bulb_name=Death Water special_dark_bulb_head=^special_tC^[Bad] special_dark_bulb_hint=^special_t^ Inflicts 10-30 astral damage to target and nearby units causing poison. special_summon_ram_name=Create a Bomb-o-Ram special_summon_ram_head=^special_tC^[Good] special_summon_ram_hint=^special_t^Creates a few kamikaze rams. special_shiva_song_name=Song of Shiva special_shiva_song_head=^special_tC^[Bad] special_shiva_song_hint=^special_t^Inflicts 1-2 damage to all enemies with freezes effect. Allied troops have only 50% chance to be frozen. special_ice_jail_name=Ice Prison special_ice_jail_head=^special_tC^[Bad] special_ice_jail_hint=^special_t^Inflicts 8-11 physical damage to target, surrounding him with ice needles. Freezes fiery creatures. special_fire_disaster_name=Fire Disaster special_fire_disaster_head=^special_tC^[Bad] special_fire_disaster_hint=^special_t^Inflicts 16-27 fire damage to target and nearby units. special_lightning_barrier_name=Lightning Barrier special_lightning_barrier_head=^special_tC^[Good] special_lightning_barrier_hint=^special_t^Inflicts 25-30 magical damage to all creatures around selected ally unit possibly shocking them. cpi_driad_feat=Undead, Soaring, No retaliation, Beauty, Charm, Sold the Soul. cpi_spiritist_feat=Undead, Spirit Master, Sold the Soul. cpi_evilgenius_feat=Undead, Acid Cannon, No melee penalty, Sold the Soul. cpi_kamikaze_ram_feat=Walking bomb, Mechanical, Spawn of Darkness. cpi_darkmage_feat=Undead, Magic Protection, Vampirism, Soul Lord, Sold the Soul. cpi_darkwarrior_feat=Undead, Phantom, Vampirism, Insane, Darkborn. special_zlogn_name=Dark Ritual special_zlogn_head=^special_tC^[Good] special_zlogn_hint=^special_t^Sacrifices a corpse of living being to Darkness. Summoning Evilin a piece of pure Darkness.<br><br><color=222,194,94>Using on Evilins:</color><br>Summons Darks, the almost invincible warriors of Darkness, but with weakness to Light. sw_zlogn=There are no Evilins or corpses to start the Ritual. special_decay_name=Dark Reign special_decay_head=^special_tC^[Bad] special_decay_small=^special_t^Defense is lowered to 1. special_decay_hint=^special_t^Adept uses Dark Magic to make enemy more vulnerable for attacks of the Army of Darkness. Target's defense becomes equal 1.<br><br><color=222,194,94>Using on ally Adept:</color><br>Selected Adept will consume all the Evilins on the battlefield, empowering his magic. No charges will be used, each consumed Evilin will give an addititonal charge. special_dark_name=Dark Star special_dark_head=^special_tC^[Bad] special_sham_dark_hint=^special_t^Adept strikes enemy with a star of pure evil inflicting <color=255,255,255><gen=gen_star_dmg></color> astral damage. The power of star doubles with each collected Evilin.<br>Each use of the strengthened Star will burn one of the collected Evilins.<br><color=222,194,94>Evilins collected: [d]<gen=gen_zlogn_count>.<br><br><color=222,194,94>Using on Evilins:</color><br>Explodes target Evilin inflicting <color=255,255,255><gen=gen_star_dmg></color> damage. effect_zlogn_name=Evilin effect_zlogn_head=^special_tC^[Good] effect_zlogn_small=^special_t^Evilins collected: <gen=gen_zlogn_count>. special_darkway_name=Dark Way special_darkway_head=^special_tC^[Good] special_darkway_hint=^special_t^Using hidden ways of Dark World, Darklings can pass 3-4 hexes at once. |
#27
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Have you tested it?
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#28
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I see I was already beaten to the punch so I'm just going to make some minor edits to the last version (by Nike-It).
Code:
mod_army_of_dark_name=Army of Darkness mod_army_of_dark_author=Lestas, Ayven itm_death_manual_name=^?^Forsaken Book itm_death_manual_taken=^?^ itm_death_manual_minfo=^?^ itm_death_manual_mhint=^?^ itm_death_manual_info=^?^By using this book you can reveal the darkest secrets and mysteries of the Underworld but the price of doing so is your soul. Only the strongest can survive the Ritual of Darkness. itm_death_manual_hint=^?^Ancient book of forbidden knowledge.<br><br>[sys]Usage:<br>[d]transforms Archmages into Adepts of Darkness [u](you must have Archmages in your army)<br>[d]transforms Alchemists into Demolishers[u](you must have Alchemists in your army).<br>[d]transforms Orc Shamans into Ritualists[u](you must have Shamans in your army)<br>[d]transforms Dryads into Ice Nymphs [u](you must have Dryads in your Army)<br>[d]Transforms one kind of units per use cpn_driad=Ice Nymph cpsn_driad=Ice Nymphs cpn_dwarfrost=Frost Needles cpn_darkmage=Adept of Darkness cpsn_darkmage=Adepts of Darkness cpn_dark=Darkling cpsn_dark=Darklings cpn_evilgenius=Demolisher cpsn_evilgenius=Demolishers cpn_kamikaze_ram=Bomb-o-Ram cpsn_kamikaze_ram=Bomb-o-Rams cpn_spiritist=Ritualist cpsn_spiritist=Ritualists cpn_hint_dwarfrost=Frost Needles globstr_1972821248=Do you want to instruct your troops in the ways of Darkness, forsaking their souls for eternity?<br><br>(Usually only half of the troops survive the Initiation Ritual) soulmaster_header=^def_hint_t0^Soul Lord soulmaster_hint=^def_hint_t1^Killing an enemy, they tear their souls from their bodies, turning their corpses into Evilins. Adepts can use Evilins in their dark rituals. resurrect_header=^def_hint_t0^Sold the Soul resurrect_hint=^def_hint_t1^When they die, their souls are taken by Darkness and their bodies turned to Evilins. dark_header=^def_hint_t0^Darkborn dark_hint=^def_hint_t1^Born from Darkness, Darklings are immune to poison and astral damage but are vulnerable to fire and daylight. Their defense drops to 1 during daytime and bright sunlight will cause their bodies to crumble.<br>Their foul touch will give birth to an Evilin each time they slay an enemy troop. ev_kamikaze_header=^def_hint_t0^Walking bomb ev_kamikaze_hint=^def_hint_t1^Dies after landing its attack. If Bomb-o-Ram stops next to an enemy unit, it explodes, inflicting damage to all nearby creatures. ev_mechanical_header=^def_hint_t0^Mechanical ev_mechanical_hint=^def_hint_t1^Can move only in a straight line, ignores traps, and is immune to magic, mind-affecting, plague, and several other effects. ev_darkchild_header=^def_hint_t0^Dark Creation ev_darkchild_hint=^def_hint_t1^A mechanism using the power of Evilins. After its destruction an Evilin will be left on the battlefield. spirit_master_header=^def_hint_t0^Spirit master spirit_master_hint=^def_hint_t1^Attacks by using dark spiritual energy. Creatures not immune to mind-affecting attacks are driven away from the place they were standing by the evil spirits. special_blast_bulb_name=Explosive Liquid special_blast_bulb_head=^special_tC^[Bad] special_blast_bulb_hint=^special_t^Inflicts 16-27 fire damage to target troop and all nearby units, setting them on fire. special_dark_bulb_name=Unholy Water special_dark_bulb_head=^special_tC^[Bad] special_dark_bulb_hint=^special_t^Deals 10-30 astral damage and inflicts poison on target troop and all nearby units. special_summon_ram_name=Create a Bomb-o-Ram special_summon_ram_head=^special_tC^[Good] special_summon_ram_hint=^special_t^Creates a few kamikaze rams. special_shiva_song_name=Song of Shiva special_shiva_song_head=^special_tC^[Bad] special_shiva_song_hint=^special_t^Inflicts 1-2 cold damage and freezes all troops in the area of effect. Allied troops only have a 50% chance to be frozen. special_ice_jail_name=Ice Prison special_ice_jail_head=^special_tC^[Bad] special_ice_jail_hint=^special_t^Inflicts 8-11 physical damage to target troop, surrounding them with ice needles. Freezes fiery creatures. special_fire_disaster_name=Blazing Cataclysm special_fire_disaster_head=^special_tC^[Bad] special_fire_disaster_hint=^special_t^Inflicts 16-27 fire damage to target troop and all nearby units. special_lightning_barrier_name=Lightning Barrier special_lightning_barrier_head=^special_tC^[Good] special_lightning_barrier_hint=^special_t^Surrounds a friendly troop with an electric barrier, inflicting 25-30 magic damage to all surrounding troops with a chance of shocking them. cpi_driad_feat=Undead, Soaring, No retaliation, Beauty, Charm, Sold the Soul. cpi_spiritist_feat=Undead, Spirit Master, Sold the Soul. cpi_evilgenius_feat=Undead, Acid Cannon, No melee penalty, Sold the Soul. cpi_kamikaze_ram_feat=Walking bomb, Mechanical, Dark Creation. cpi_darkmage_feat=Undead, Magic Protection, Vampirism, Soul Lord, Sold the Soul. cpi_darkwarrior_feat=Undead, Phantom, Vampirism, Insane, Darkborn. special_zlogn_name=Dark Ritual special_zlogn_head=^special_tC^[Good] special_zlogn_hint=^special_t^Sacrifices a corpse of a living being to Darkness, creating an Evilin, a batch of pure dead energy, in its place.<br><br><color=222,194,94>Using on Evilins:</color><br>Summons Darklings, the dreadful warriors of Darkness whose only great weakness is daylight. sw_zlogn=There are no Evilins or corpses to start the Ritual. special_decay_name=Dark Reign special_decay_head=^special_tC^[Bad] special_decay_small=^special_t^Enemy Defense is lowered to 1. special_decay_hint=^special_t^The Adept uses Dark Magic to make enemies more vulnerable to attacks of the Army of Darkness. Target's defense is reduced to 1.<br><br><color=222,194,94>Using on allied Adept:</color><br>Target Adept will consume all the Evilins on the battlefield, empowering his spellcasting abilities. Each consumed Evilin will provide an addititonal charge. special_dark_name=Dark Blast special_dark_head=^special_tC^[Bad] special_sham_dark_hint=^special_t^Adept strikes an enemy target with a blast of pure evil energy, inflicting <color=255,255,255><gen=gen_star_dmg></color> astral damage. The power of the blast doubles with each collected Evilin.<br>Each use of the strengthened blast will consume one of the Evilins.<br><color=222,194,94>Evilins collected: [d]<gen=gen_zlogn_count>.<br><br><color=222,194,94>Using on Evilins:</color><br>Explodes target Evilin inflicting <color=255,255,255><gen=gen_star_dmg></color> damage. effect_zlogn_name=Evilin effect_zlogn_head=^special_tC^[Good] effect_zlogn_small=^special_t^Evilins collected: <gen=gen_zlogn_count>. special_darkway_name=Dark Way special_darkway_head=^special_tC^[Good] special_darkway_hint=^special_t^Using hidden ways of Dark World, Darklings can pass 3-4 hexes at once. ![]() |
#29
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ty Keneth. I'll upload the new version in a few minutes
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#30
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Cool but let me know Dark Way does first so I can see if it needs fixing, that way you won't have to upload it twice. Also, I'm interested in whether or not the troops you lose when converting count as losses.
Good work otherwise, I'll try it out if I get the chance. ![]() |
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