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  #11  
Old 10-09-2009, 05:46 PM
loreangelicus loreangelicus is offline
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Bucazaurus, sorry to inform you, but after 80+ turns in one of the battles I fought, the Chargers started coming out as invisible again...

I created a "mods" folder and copied the two *.atom files to:

C:\Program Files\1C Company\King's Bounty\data\mods

I really want to get this glitch fixed as Chargers are the only way of killing off an all-dragon enemy group. Any way I could help debug this? I am a decent programmer, and would be willing to help if you could direct me to the correct links on how to create mods and how to understand KBTL's codes.

Please start by explaining what codes you changed in the two *.atom files, and why.
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  #12  
Old 10-09-2009, 08:52 PM
Kings Bounty Hunter Kings Bounty Hunter is offline
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Quote:
Originally Posted by bucazaurus View Post
I never encounter the problem you describe so i don't know the answer.Delete the "enhanced spirit mod" and see if it solves the problem.
It did mate, only compatible with 1.62b7 or whatever it is
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  #13  
Old 10-10-2009, 04:49 AM
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bucazaurus bucazaurus is offline
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Kings Bounty Hunter i am really gald you solved the problem.Good job.

loreangelicus i did some long battles after using the charger fix (one of them was against Karador and took over 145 turns) and never again had the problems with chargers. I can show you what i did.
This is the original file for energo_mana.atom

main {
class=pawn
apass=0
nodimming=true
model=polyemit.bma
spawnscale=0.6
}
editor {
align=grid/0/0/0.1/0.1
spawnangle=0:1:360
angle=0:1:360
spawnscale=0.6
scale=0.1:2
}
arena_params {
hitpoint=5
takedmg=0
defense=3
realdeath=1
attacks=
resistances {
physical=1
poison=1
magic=1
fire=1
}
script_data {
ap=1
}
}
animations {
appear=polyemit_energo_appear.bsa/fr:60:120
idle=polyemit_energo_idle.bsa/fr:25:50
disappear=polyemit_energo_disappear.bsa/fr:25:50
death=polyemit_energo_disappear.bsa/fr:25:50
}
scripts {
idle=default_idle
pl_bonus=enbox_bonus
subturn_modificators=enbox_modificators
}
attachments {
0 {
particle {
trans=0.1/0/0/0/-0/0/1.5
file=energo_mana.ptb
}
slot=0
}
0 {
particle {
trans=0.1/0/0/0/-0/0/1.5
file=energo_mana.ptb
}
particle {
trans=0/-0/0/1.10000002
animation=idle
file=energo_mana_ball.ptb
}
particle {
trans=0/-0/0/3
animation=appear
file=energo_mana.ptb
}
particle {
trans=0/-0/0/3
animation=disappear
file=energo_mana.ptb
}
slot=2
}
0 {
particle {
trans=0.1/0/0/0/-0/0/1.5
file=energo_mana.ptb
}
slot=1
}
0 {
particle {
trans=0.1/0/0/0/-0/0/1.5
file=energo_mana.ptb
}
slot=3
}
0 {
particle {
trans=0.1/0/0/0/-0/0/1.5
file=energo_mana.ptb
}
slot=4
}
0 {
particle {
trans=0.1/0/0/0/-0/0/1.5
file=energo_mana.ptb
}
slot=5
}
0 {
particle {
trans=0.1/0/0/0/-0/0/1.5
file=energo_mana.ptb
}
slot=6
}
0 {
particle {
trans=0.1/0/0/0/-0/0/1.5
file=energo_mana.ptb
}
slot=7
}
0 {
particle {
trans=0.1/0/0/0/-0/0/1.5
file=energo_mana.ptb
}
slot=8
}
1 {
particle {
trans=0/0.1/0/0/-0/0/1.20000005
animation=idle
file=energo_mball_shadow.ptb
}
particle {
trans=0/1.25/0/0/-0/0/1.5
animation=appear
frame=55/80
restart=true
file=energo_mana_accum.ptb
}
particle {
trans=0/1.25/0/0/-0/0/1.10000002
animation=disappear
frame=0/10
restart=true
file=energo_mana_exhaust.ptb
}
particle {
trans=0/2/0/0/-0/0/0.60000002
animation=appear
frame=22/55
file=energo_mana_beam.ptb
}

}
1 {
sound {
animation=appear
frame=0.01
file=energo_mana_appear
fadetime=60
}
sound {
animation=disappear
frame=0.01
file=energo_mana_disappear
fadetime=60
}
}
}

All i did was to simply delete the part highlighted in red ,since it seems those lines are responsible for the chargers disappearance.

PS : I forgot to mention. I did the same thing to energo_rage.atom file .

Last edited by bucazaurus; 10-10-2009 at 04:53 AM.
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  #14  
Old 10-10-2009, 01:21 PM
loreangelicus loreangelicus is offline
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My copy is a digital download from Gamer's Gate, patched to version 1.7 since that is what the said site has for the game.

No good on the mod, I even tried to remove the following codes from just the mana file:

animations {
appear=polyemit_energo_appear.bsa/fr:60:120
idle=polyemit_energo_idle.bsa/fr:25:50
disappear=polyemit_energo_disappear.bsa/fr:25:50
death=polyemit_energo_disappear.bsa/fr:25:50
}
.
.
.
slot=0
}
0 {
particle {
trans=0.1/0/0/0/-0/0/1.5
file=energo_mana.ptb
}
particle {
trans=0/-0/0/1.10000002
animation=idle
file=energo_mana_ball.ptb
}
particle {
trans=0/-0/0/3
animation=appear
file=energo_mana.ptb
}
particle {
trans=0/-0/0/3
animation=disappear
file=energo_mana.ptb
}

I did this so that I could see if the mods are working for my version at all, see if I could "break" the animation for the mana balls and still keep the rage balls intact. No luck, both balls showed up fine in the initial casting (which I'm sure would eventually become invisible for long battles).

Anyways, my battle tactics are getting pretty good in that I rarely get into battles that require more than 40 turns. The only problematic battles would be an all-dragon enemy, so if the Chargers start turning invisible on those battles I would need to blindly hunt for them, making those battles even longer...
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  #15  
Old 10-10-2009, 05:03 PM
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bucazaurus bucazaurus is offline
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I did a test game going beyond turn 200 to check if the problem persist but everything worked fine . (200 turns was reported to be the longest battle made in KB.)
I attached 2 screenshoots with turn 207 and 208 and you can see both mana and rage balls are visible here. So i really don't know what to say.
Attached Images
File Type: jpg turn 207.JPG (330.8 KB, 12 views)
File Type: jpg turn 208.JPG (327.3 KB, 13 views)
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  #16  
Old 10-10-2009, 07:12 PM
Kings Bounty Hunter Kings Bounty Hunter is offline
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You guys have to much time ha ha 40 and 200 turns!

I try to win in less thatn 5 turns at the moment
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  #17  
Old 10-10-2009, 07:43 PM
loreangelicus loreangelicus is offline
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Quote:
Originally Posted by bucazaurus View Post
I did a test game going beyond turn 200 to check if the problem persist but everything worked fine . (200 turns was reported to be the longest battle made in KB.)
I attached 2 screenshoots with turn 207 and 208 and you can see both mana and rage balls are visible here. So i really don't know what to say.
It's ok, I'm sure your mod works, but maybe it only works for a particular version, or a particular patch. I did start encountering the problem at around turn 80+ instead of the usual turn 45+, so I'm actually keeping your mods in the mods folder, just in case it's helping out somewhat.

Quote:
Originally Posted by Kings Bounty Hunter View Post
You guys have to much time ha ha 40 and 200 turns!

I try to win in less thatn 5 turns at the moment
Hehe... I'm using the paladin, so no double-cast for me. I'm also doing a no-casualties/Day 7 run, so regenerating mana after battle is not an option.

I'm also trying to see if I could finish the game with all of my rage spirits at level 30, so I try as much as possible to end battles with max rage as well, in preparation for the next battle.

Last edited by loreangelicus; 10-10-2009 at 07:47 PM.
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