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Mods King's Bounty: Crossworlds Mods

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  #1  
Old 04-24-2012, 03:20 PM
Krzysiek Krzysiek is offline
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Quote:
Originally Posted by zini4_tha_grunt View Post
Hie, every1!

New patch is on the way, it's gona be awesome, but...
I need an artist to draw few icons and make simple retexture for few units ^_^

If interested - drop by.
Hello!
From this place I want to thank with all which they worked near creating "red sands".
I finished translating on Polish some 2 weeks ago and as yet testing and doing correction in my translating. Critical error as yet it hasn't.
I found the only small the mistakes graphic (for example the ice thorn - Ледяная Терния) and this, that after choice of new skill the Asmadeo when we choose the option "finish the conversation" conversation is not finish.
I thank once again and I wish persistence near creating new patch.
I enjoy that Russian forum already up.

I have a problem. Dragon's skill from file "rus_!!!exp_pet_hint":
spmi_thr_ball_txt=^int_pet_tH0^Дракончик демонстрирует чудеса магии, призывая шаровую молнию на поле боя. Молния преследует и атакует врагов, нанося урон магией, равный [damage2] общего здоровья отряда. Есть шанс [shoсk] шокировать цель. Зарядов: [charges].[rest][rage]<gen=gen_pet_exp_hint>
In game don't display chance to shock probability, number of charges and turn rest. Only damage is correctly show. How it fix?

When I remove "Есть шанс [shoсk] шокировать цель." with file remaining parameters be displayed correctly. Problem is with parameter [shock].

Last edited by Krzysiek; 04-28-2012 at 01:01 PM.
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  #2  
Old 05-06-2012, 09:30 PM
Krzysiek Krzysiek is offline
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Hi everybody.
I would like to add to Red Sands creatures from legendary warriors mod. I translated files from localization folder on Polish language and I canceled unwanted changes from the version RSE.
I don't know how to add new creatures to shops and to army for defeating. I know that files responsible for it are in the folder locs, but I don't know how to change them.Whether it is possible to do it with the help notepad? What are numbers responsible by creatures in these files for?

Other question: are there appearing in the English version Crossworlds errors with showing statistics of the pet dragon's ability "lightning_ball "?

How to change the maximum level reached by the pet dragon (> 60) so he can to a maximum develop all his abilities? Is it any mod or does somebody know how to change it?

From above I am thanking for help
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  #3  
Old 05-06-2012, 11:15 PM
Fatt_Shade Fatt_Shade is offline
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@Krzysiek
1) first for adding new creatures in mod i cant help you because i tried to add champion from `adventure mod` but failed since you need to copy unit files 4-5 of them, but also need to edit some other files and add text strings so new game include those units in it.
2) lightning ball works from early lvls with no problem, when you get that skill there are no errors in it`s text description. But after lvling it to some point it just start showing skill text without numeric value for dmg/shock/rest/rage but exp gain from skill is correct all time. So it`s bug , but i have idea how to fix it. Open winrar folder game\sessions\addon\loc_ses.kfs find eng_pet.lng file and set
Code:
// ball
lvu_ball_name=^pet_tM^[ball]
lvu_ball_level1_info=^int_pet_levelup_t^[new]Dragon calls lightning, attacking the enemy! <br>[d][kill] [s][dmgMMinNew]-[dmgMMaxNew]% [/s][troop] [shock] [s][shockNew]%[/s].
lvu_ball_attack1_info=^int_pet_levelup_t^[attackCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_attack2_info=^int_pet_levelup_t^[attackCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[addrest]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_attack3_info=^int_pet_levelup_t^[attackCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_attack4_info=^int_pet_levelup_t^[attackCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[addrest]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_paralyse1_info=^int_pet_levelup_t^[shockCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_paralyse2_info=^int_pet_levelup_t^[shockCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[addrest]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
lvu_ball_paralyse3_info=^int_pet_levelup_t^[shockCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld]. 
lvu_ball_paralyse4_info=^int_pet_levelup_t^[shockCap][kill] [dmgMMinNew]-[dmgMMaxNew]%. [shock] [shockNew]%. [rage] [rageNew]^[addrest]^[kill] [dmgMMinOld]-[dmgMMaxOld]%. [shock] [shockOld]%. [rage] [rageOld].
So you need to add 1 more attack string, and 1 more paralyse string so lightning ball can take values from those lvl`s. I think this should work. You need to set number ofo lvl`s for each ksill with it`s part in this file. Expl : you cant take more then 5 lvl`s for treasure digging skill, since it`s not explained what would those lvl do in this file.
3) for adding more lvl`s for pet you need couple things - find arena.txt file in config folder of red sands mod and in string :
Code:
exptable=30,60,100,160,230,310,410,530,660,810,980,1170,1380,1610,1860,2140,2440,2770,3120,3500,3910,4350,4820,5320,5850,6410,7010,7640,8310,9010,9750,10530,11350,12200,13100,14040,15020,16040,17110,18220,19380,20580,21830,23130,24480,25880,27330,28840,30400,32010,34070,37000,40000,43000,47000,52000,57000,63000,70000
Add more values for lvl`s above 60, for example add 79000,90000,103000, 118000,135000 . . . and so on. Consider that if you play on hard/impossible values for lvlup pet is 15/30% higher then on normal so for my example 135000 exp(65lvl), you`ll need 185000 exp for 65th lvl on impossible difficulty. Also find adventure mod http://forum.1cpublishing.eu/showthr...=22725&page=11 , and check pet.atom file in it to see how to add more lvl`s for every pet skill. So for lvlup exp values add more numbers in arena.txt, and for skill lvlup find pet.atom file in adventure mod.
Good luck

Last edited by Fatt_Shade; 05-06-2012 at 11:26 PM.
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  #4  
Old 05-07-2012, 03:36 PM
Krzysiek Krzysiek is offline
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Thank you very much for answer.
1. Ok, but in that case how they add new creatures to Red Sands Extreme?
I checked all files in folder "config" in RSE and I left changes which didn't disturb me. It stayed only adding creatures to files in folder "locs". Am I right? Who knows how to do it? Somebody after all had to do it in RSE.
2. Is not working, because errors with showing statistics of the pet dragon's ability "lightning_ball" I have already on first pet dragon's lighting ball's level. If i remove in file "pol_!!!exp_pet_hint" parameter "[shoсk]"in desciption "spmi_thr_ball_txt" remaininng parameters is showing ok. Unfortunately, then I don't see shock chance in lighting ball statistics. I have a problem with function [shock]. Other polish fan have similar problem.
For check I used english and russian version of this file and it didn't help.
3. Maximum level reached by the pet dragon is 71, so he can to a maximum develop all his abilities.
I add 11 new levels and it's working. I used for the check code: "shift+~" and write "pet 71".
Everything is ok.
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  #5  
Old 05-07-2012, 05:01 PM
Fatt_Shade Fatt_Shade is offline
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1) Well ofc it`s possible to add new units in game send massage to grimeleven or bladeking77 or any other moder who imported some new unit in his/her mod. What i`m sure is that you must add 4 whole files for unit, i`ll example champion from adventure mod :
champion.atom (unit stats and abilities) , champion.png (unit picture) , army_champion.atom (unit model, sound . . . technical things), champion.bma (i have no idea what`s in it) , champion_diff (also no idea what`s it for). But there other files that make unit work in game colision_champion.cms , addon_unit_features.lua (how certain unit special ability works) , eng_units.lng (lists all units and their basic information that are shown when you right click on them in game) , special_attacks.lua (also for unit special abilities) , special_params.txt (lists units that are affected by some item or skill, like inquisitors blade lowering paladin lds etc) , unit_features.lua (explains unit talents and pasive bonuses, like orc adrenaline , or rune mage runic armor, etc) , unit_morale.lua (obviously for unit/race moral bonuses/reductions). So for 1 new units you need 4 new files for that unit, and to change 7 other files to include that unit in future games , and it`s not as simple as copy/paste couple things in locs folder (and why there in first place ???), all unit files start in atom folder, and then scripts folder and so on ...
2) . . . no more ideas
3) i my self made 99 skill lvl`s, but limited pet to 70 so to make some choices what skill to develop in what game , and not getting them all on max I`m glad i helped you at least with this..
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  #6  
Old 05-07-2012, 06:41 PM
Krzysiek Krzysiek is offline
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1) Everything about you wrote I already did, I singled out 10 folders and proper files from RSE. I little modifying them so that they compatible with Red Sands (I removed modyfication of experience, spells etc. coming from RSE). I used the program winmerge for comparing files and I left only these records which concern new creatures. Everything okay, but analysing the RSE structure I concluded, that in files in the folder locs are determining which creatures, items and in what quantity are available in shops. In RSE in the folder locs you open files debir.embryos and debir_dungeon_1.embryos and you will find them names of new creatures, items etc. What for me from new creatures if not is it possible to buy them and only it is possible to fight with them?
Maybe we must use KB editor to change this files?

P.S.
In RSE mod all creatures are available on Debir. I would like to keep original the setting from Red Sands, and adding the new creatures in suitable stages of game.
Hmm... Azure dragon is not looking good, but Champion is really looking good. Can you place on forum relating champion files which you single out from adventure mod?

Last edited by Krzysiek; 05-07-2012 at 07:15 PM.
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  #7  
Old 05-07-2012, 08:12 PM
Fatt_Shade Fatt_Shade is offline
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If you try to add new creatures in already started game it wont work, you have to add all files concerning some unit, and then start new game so it appears in it. Same as for difficulty lvl you can`t change it mid game, you have to start anew.
Try coping all those files you think are needed and start new game, Maelstrom should appear in main castle on Debir island (its made this way in RSE mod) so you`ll know did you succeed. Because all this mixing of files is reason i stop trying to add champion in my RSE.
In my previous post i listed all files i found mentioning champion unit 5 files just for champion, and 7 more that contain something about units in general : champion.atom , champion.png , army_champion.atom , champion.bma , champion_diff , colision_champion.cms , addon_unit_features.lua , eng_units.lng , special_attacks.lua , special_params.txt , unit_features.lua , unit_morale.lua
Other problem with importing champion in RSE or regular red sands, is his special skills battle spirit that gives him bonus att/def with every hit on/against him and in red sands all humans have passive skill battle spirit that give them % for 1 more turn after acting in that battle round. So i had problem finding all battle spirit strings for champion in `adventure mod`, and renaming them so they wouldn`t conflict with battle spirit talent of all humans in `red sands` , all in all to much problems for importing 1 unit ( bladeking77 did great job with creating new units) but had bad luck naming it`s passive talent same as red sands crew so it`s big trouble to add champion in newer mods.
As for azure dragon it`s interesting unit to play, only if you set it possible to resurrect by inquisitor/demonolog like any other unit in game. In original settings it`s completely magic imune but in difference to black dragon (who are possible to revive inquisitior) you cant keep them alive at all and with their magic scales they can be great tanks for mage hero class who concentrate on spell dmg.
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