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  #1  
Old 01-14-2012, 08:32 AM
saroumana saroumana is offline
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Quote:
Originally Posted by MattCaspermeyer View Post
Well, then I think Fatt_Shade's comment applies - save that hero for later. You're going to find hero's that are too hard (especially if you're trying to do no loss) so it is best to move on and come back to them when you're more powerful.
Ok i'll try. I still think this spell is more powerfull than other though.

Quote:
This is an interesting thought - I don't mind the race penalties for right now, but it is something to consider...
Racial penalties is a good idea for the game, specially at begining, but having a possibility to cancel this is also welcome. Mixting race is too discouraged.

Quote:
Not sure what you mean here - a new unit? Or a new ability for an existing unit?
Yeah my fault (i'm atrociously bad in english). I mean a new ability. Priest, inquisitor and druid have only 2 ability. And i the warrior tree a skill upgrade archer/guard ability. I found priest and druid to be weak and not very interesting unit. I don't love inquisitor too, i use them only because they can res.

Quote:
Unfortunately, I actually tried to do that and the Undead simply ignore morale - except in cemetaries! So I'm not sure how the Undead morale code works, but I know it ignores all +morale stuff for units.
I'll check this.

Quote:
Well, I'm trying to avoid adding the expansion units - I'd love to have Royal Griffins, but I figured if I'm going to add units from the other expansions, I might as well just mod that expansion. Also, I wish I could add other unit upgrades than Priest to Inquisitor, but it seems the game was either hard-coded to only allow that single upgrade or I haven't figured out how they did it yet. I did look, though, for quite a while and didn't find anywhere where it was done in the LUA scripts...

I know that you can use the Crosswords code to do it, but I wanted to use the upgrade button that the Priests get. So I decided, to leave it be.
Mod armored princess would be great. Expansion have add some cool concept. Ok may be we shouldn't grab everything, but some of them.

Quote:
Well, once again, this is probably a reason to mod that expansion - I could probably pull all the items from those expansions into The Legend, but it just wouldn't seem right.
I'm pretty sure we have all king bounty title, so it shouldn't be a problem.

For paladin tree idea :

- Why not moving healer skill into the paladin tree ?

- Power of light : overpower light spell.
* Heal : heal additionnal ally unit
* Res : res more
* Divine armore : last longer
* Circle of light : increase radius
* Magic source :increase mana gain.

- disable morale of living item (i hate them )

Quote:
One is for English version with ENG*.LNG and the other for English version with EN*.LNG - this handles both variants as Erkilmarl's version uses the EN*.LNG and I think yours and mine use ENG*.LNG (and I think saroumana is also using EN*.LNG variant).

/C\/C\
I can't make it work in french, but i can use both english file with my version.



Humm i found a bug. I fight undead into a cemetery.No hero with them. This is their characteristic

-GHOST
attack 83
defense 40 (protected at 95% for physical,poison,magic)
initiative 12
speed 12
health 124
dommage 12-24

- Dark knight
attack 116
defense 77 (protected at 92% for physical, 95% poison)
initiative 9
speed 6
health 496
dommage 40-52
Rising anger at 9 after one hit.

-Skeleton archer
attack 14
defense 6 (protected at 11% fire / 95% poison)
initiative 12
speed 6
health 24
dommage 4-7


edit : Ok it affect also other enemy unit (not mine). Their speed is increased, their health and dammage too (less than undead though). I must admit i can't win any battle now.

Last edited by saroumana; 01-14-2012 at 09:02 AM.
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  #2  
Old 01-14-2012, 11:14 AM
Fatt_Shade Fatt_Shade is offline
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Hm . . . only thing i found about High magic usage spell book in battle is in arena.lua file :
-- Âűńřŕ˙ ěŕăč˙ (íŕ÷ŕëî)
local t = skill_power2( "hi_magic", 1 )
Logic.hero_lu_var( "double_book_charges", t )

if t > 0 then t = 2 else t = 1 end

Logic.hero_lu_var( "book_times", t + book_extra_times )
Do you have any idea how to make this work for rage spirits ???

First changing skill.txt and skills.lua to add double_rage_spirit_charges in anger skill 1,2,3 times in battle ( i think this would be fair since you moved most defense bonuses from might skill tree to mind). Then add in arena.lua similar part like for high_magic just for rage spirits and connect this with it`s reference in skills.* files . . . i have no idea will tihs work, i try in my game and cant make reference for chest double use, because i cant find how it`s made for spell book double cast.

As for making it fair for paladin, how about changing warrior/ paladin lds gain when lvlup ? Warrior is for fight and rage (skirmish/gerila type of combat, fast and hard attack on enemy army), paladin is charismatic and army like him, so he should lead bigger army then warrior. So warrior have elite fighters filled with rage that allow him to use rage spirits twice per turn, and paladin can lead more troops. What do you think ?

Also in skills.txt, higher magic in pars=1,100%,+1,+10 for 1st lvl. What is this 100% used for ? I can find it in skill.lua or eng_skill.lua any reference to this parametar

Last edited by Fatt_Shade; 01-14-2012 at 01:26 PM.
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  #3  
Old 01-16-2012, 10:05 AM
Fatt_Shade Fatt_Shade is offline
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Hey Matt in your latest update i found a bit of problem :
in every item upgrade/suppress battle all towers have 200 HP, no matter what item, or what lvl it is.
Also new function that gives enemy units stats depending of location (longer you play, enemy get stronger) is a bit much. I found cannoners with 13 initiative and 40 att/def and they weren`t even with enemy hero, just normal enemy stack in Taron mines (cannoners just example, all enemy units had +80-100% stats, it`s to much ).
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  #4  
Old 01-16-2012, 06:16 PM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation I'll looking into these...

Quote:
Originally Posted by Fatt_Shade View Post
Hey Matt in your latest update i found a bit of problem :
in every item upgrade/suppress battle all towers have 200 HP, no matter what item, or what lvl it is.
Hmmm... didn't change this part of the code to my knowledge, but possibly another change must have somehow affected it.

I'll look into it.

Quote:
Originally Posted by Fatt_Shade View Post
Also new function that gives enemy units stats depending of location (longer you play, enemy get stronger) is a bit much. I found cannoners with 13 initiative and 40 att/def and they weren`t even with enemy hero, just normal enemy stack in Taron mines (cannoners just example, all enemy units had +80-100% stats, it`s to much ).
Hmmm... either I implemented it wrong or the bonus is too high. The difficulty bonus + the map difficulty bonus should be between 125 to 150% (before I implemented this it was a flat 125%) for impossible and less for other difficulty levels. I know I checked the value in the hint and it was correct, but I didn't check the unit values so maybe I made an error where it actually applied the bonus. I'll look into this some more and get both of these fixed...

Thanks!

/C\/C\
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  #5  
Old 01-17-2012, 05:24 AM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation Fixed Critical Error in latest update

Okay - these issues are now fixed in the latest update!

Thanks for pointing this out to me - I'll do a better job in the future to make sure I debug new features fully.

Quote:
Originally Posted by Fatt_Shade View Post
Also new function that gives enemy units stats depending of location (longer you play, enemy get stronger) is a bit much. I found cannoners with 13 initiative and 40 att/def and they weren`t even with enemy hero, just normal enemy stack in Taron mines (cannoners just example, all enemy units had +80-100% stats, it`s to much ).
Quote:
Originally Posted by saroumana View Post
Humm i found a bug. I fight undead into a cemetery.No hero with them. This is their characteristic

-GHOST
attack 83
defense 40 (protected at 95% for physical,poison,magic)
initiative 12
speed 12
health 124
dommage 12-24

- Dark knight
attack 116
defense 77 (protected at 92% for physical, 95% poison)
initiative 9
speed 6
health 496
dommage 40-52
Rising anger at 9 after one hit.

-Skeleton archer
attack 14
defense 6 (protected at 11% fire / 95% poison)
initiative 12
speed 6
health 24
dommage 4-7


edit : Ok it affect also other enemy unit (not mine). Their speed is increased, their health and dammage too (less than undead though). I must admit i can't win any battle now.
This next issue is okay because the item levels are most likely low - I tried it out with higher level items and it worked as intended... I'll check some more items though to make sure that it is not a problem...

By the way, the only item I've found so far is Steel Boots -> Spiked Boots. The leadership of the Tower's allies were such that the Tower Health would only be 173, but it is clipped at 200. I'm sure there are other items that are low level like the Steel Boots upgrade, but they are probably limited to the level 1 items as a guess...

Quote:
Originally Posted by Fatt_Shade View Post
Hey Matt in your latest update i found a bit of problem :
in every item upgrade/suppress battle all towers have 200 HP, no matter what item, or what lvl it is.

Last edited by MattCaspermeyer; 01-17-2012 at 05:34 AM. Reason: Added item where Tower health is 200
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  #6  
Old 01-20-2012, 01:53 PM
Fatt_Shade Fatt_Shade is offline
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About towers i try to upgrade archemage staff and had 5 towers with 200hp, and i`m sure that 5th lvl items should have a bit stronger towers
I dont know what caused problem with towers in item battles, but i returned arena_tower and arena_tower_1 files form your previous mod version and it works OK as before.
Other things you changed work with no problems, gj with update
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  #7  
Old 01-20-2012, 04:27 PM
MattCaspermeyer MattCaspermeyer is offline
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Question Hmmm... strange...

Wow this is strange... I just tried it with the Archmage Staff and their health is 4400!

So, maybe there is an issue with file versions or something in the archives...

What is interesting is you simply reverted the ATOMs and it worked so I'll check there first.

We'll get to the bottom of this!

/C\/C\

Quote:
Originally Posted by Fatt_Shade View Post
About towers i try to upgrade archemage staff and had 5 towers with 200hp, and i`m sure that 5th lvl items should have a bit stronger towers
I dont know what caused problem with towers in item battles, but i returned arena_tower and arena_tower_1 files form your previous mod version and it works OK as before.
Other things you changed work with no problems, gj with update
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  #8  
Old 02-26-2012, 08:43 PM
Fatt_Shade Fatt_Shade is offline
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Great news about getting this for AP/CW finally I was swamped with work lately, but hope to see soon alpha version of mod, and try to help bug proofing it.
Aside from getting bunch new items in game - tomes (kids form the Legend), spells, stronger heroes which worked great in previous mod, what did you plan to do regarding medals/pet dragon in AP/CW ? That part is different from original tL.
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  #9  
Old 01-16-2012, 06:29 PM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation Big whoops!

Quote:
Originally Posted by saroumana View Post
-GHOST
attack 83
defense 40 (protected at 95% for physical,poison,magic)
initiative 12
speed 12
health 124
dommage 12-24

- Dark knight
attack 116
defense 77 (protected at 92% for physical, 95% poison)
initiative 9
speed 6
health 496
dommage 40-52
Rising anger at 9 after one hit.

-Skeleton archer
attack 14
defense 6 (protected at 11% fire / 95% poison)
initiative 12
speed 6
health 24
dommage 4-7


edit : Ok it affect also other enemy unit (not mine). Their speed is increased, their health and dammage too (less than undead though). I must admit i can't win any battle now.
This is the same problem as Fatt_Shade reported above - I checked the implementation of the bonus and I messed it up!

Sorry! Will fix ASAP...

Thanks for reporting this!

/C\/C\
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