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Mods Armored Princess mods |
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#1
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HOMM3 Tomes for AP Mini-Expansion Alpha now Available for Download!
I'm pleased to announce the first alpha release of the Heroes of Might and Magic 3 Tomes mod / micro / mini expansion for Armored Princess!
Note that this mod is in the first stage of its alpha development and as such there are no real changes to the game, yet. In fact, this first release is very meager, but does fix a couple of key game bugs / errors:
Installation:
I'm still playing The Legend and any ideas that come from the AP / CW development may be rolled into my HOMM3 babies mod. Feel free to post here with respect to bug fixes, etc. that you'd like me to fix, as this topic is going to be for the first stage of the alpha development process and as such, I want to fix bugs and errata in the game files before I start adding new content (and new bugs). Also, since I'm going to try to release frequent updates, the files changed from update to update should be small and therefore if you are interested in learning how to mod, then this will be perfect for you since the file set will be small and you can ask questions about how the changes were made, etc.. Thanks for participating in the alpha development of this mod! /C\/C\ P.S. By the way, click here for the forum topic for the CW alpha. Last edited by MattCaspermeyer; 07-05-2012 at 03:36 PM. Reason: Added link for CW Alpha |
#2
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HOMM3 Tomes for AP Alpha 2012-07-10 Now Available!
Just another minor update.
This has to do with the fact that Droids are golems and so the Paladin Prayer would not work on them because of this. Now it has been changed such that the Paladin Prayer works on golems as well and so now the description for the skill is accurate. More details: Files affected:
/C\/C\ |
#3
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HOMM3 Tomes for AP Alpha 2012-10-07 Now Available!
The mod has transitioned to the second stage of the alpha development phase.
I'm starting to add new features to my mod for the game. I've been having a problem where I can't use the LUA debugger to debug the AP LUA files (I can debug the CW LUA files), so it has been slow going. I'm not sure why I can't, but if anyone has some insight, please let me know. I've worked on making a common set of files between my AP and CW files to make modding both expansions easier. As it stands now, I'm working on two mods simultaneously and it is literally taking twice as long. I'm hoping with this change, that I'll be able to progress more rapidly between modding both games. I've also included both the EN and ENG versions of the LNG files in the same archive to make the installation process easier as well as to make future different language variants easier to implement (if you'd like to volunteer to translate to a particular language in the future just let me know). There are now just 2 KFS files to extract to your mods folder and so it should be easier to install / uninstall the mod now. Here is the list of changes: Alpha Stage 2 Changes: Version: Alpha 2012-10-07 ------------------------- Improvement:
Note that the maximum rebirth leadership of your hero (when you lose a battle) is specified by the "releadmax" parameter in the "difficulty_k" section of LOGIX.TXT. Thanks for trying out my mod and providing feedback! Here are some screenshot examples of possible starting Hero screens for the Warrior, Paladin, and Mage as well as the Mage's starting spellbook. The download link for the mod is below the pictures. /C\/C\ Last edited by MattCaspermeyer; 11-06-2012 at 02:43 AM. Reason: Clarified cap changes per Sir Whisker's comments... |
#4
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Just some quick feedback:
I started five different games of each character. Only two games received an equippable item (hiking dress, shield). No characters started with powerful seeds/eggs, but all started with some lower-level such items. Roughly 1/3 to 1/2 of the games started with powerful creatures - vampires, ent, knights, royal griffin, etc. Spells varied widely - one paladin started with three spells and no scrolls, the other four each had four to six spells, plus a number of scrolls. I really like the random armies. Starting with some level 4 units can give a player a faster start on Debir, without using the standard strategies of going for a Call Colossus scroll or picking up the Emerald Dragon in Rusty Anchor. I also like the random spells and items. Based on my limited tests, the items are useful, but no overpowering - a good balance for a random element. Thanks for your work on this - definitely looking forward to the next iteration. |
#5
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FYI, I stumbled across an interesting situation with your mod. If your hero is defeated, the game restarts her in Debir with her starting army. Because your mod randomizes the starting troops, she restarts with a random selection equal to her current leadership, with all five slots filled.
Not sure if this is really a problem or not. One could theoretically lose dozens of battles to recruit a large number of troops, keeping the best three in the castle. But the large number of options makes it difficult to spawn the same type of troop. Still, it was quite a surprise when I accidentally bumped into a stack I couldn't defeat and respawned with a much larger army. |
#6
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I don't think it will be a problem...
Very good point, but I don't think it'll be a problem.
I have a parameter in LOGIC.TXT (releadmax in the difficulty_k section) that specifies the max leadership allowed for rebirth based on difficulty level. Here are the current values per difficulty level: 1. Easy = 10,000 2. Normal = 5,000 3. Hard = 2,000 4. Impossible = 1,000 These values are easily changeable, but I think those are good first cut values (I could also (roughly) halve them, which I've heavily considered). By the way, as an aside when it comes to my modding (if you haven't realized this already) I do my best to put limits on a feature that I implement, if it's possible, and add knobs to turn to adjust that feature accordingly. The deal is, though, that even though the maximum Leadership is higher than it was originally, there was nothing preventing you from doing this in the original game and since you always got the same army, it was in fact much easier to do even though you got fewer troops. You could easily set up a place where you can travel to rapidly, die, pop your rebirth troops into the Debir castle and then run to any enemy stack and die again to repeat and build your forces. The only thing negatively affected is your score if you do this, but if you don't care about that then you can use this strategy. Now, with all the variability that you've mentioned, it will take much more effort to garner an army with a consistent set of units. Just take the unit list and the number of slots and you can get a good idea of what the probability of getting a certain unit type is. Here are the number of units available for each class: 1. Warrior: 73 (66 if playing on impossible due to all the level 5's (except Ogres) being over 1000 Leadership) 2. Paladin: 42 (36) 3. Mage: 48 (41) The Warrior has the most unit choices and the Paladin the least so the Paladin would be easiest. Here is the chance of getting a particular unit for the Paladin: 1/42 + 1/41 + 1/40 + 1/39 + 1/38 = 100/799 ~ 1/8 (1/36 + 1/35 + 1/34 + 1/33 + 1/32 = 85/577 ~ 1/7 on impossible). So playing with the Paladin, you have about a 1 in 8 chance of getting 1 of the armies you'd like to grow (or 1 in 7 chance on impossible) with each successive death. However, if you'd like to get the same 5 units to grow, your chances now are (note that probabilities are now products instead of sums): 5/42 * 4/41 * 3/40 * 2/39 * 1/38 = 120/102,080,160 = 1/850,668 ~ 0 (5/36 * 4/35 * 3/34 * 2/33 * 1/32 = 120/452,339,040 = 1/376,992 ~ 0 on impossible) with each successive death. These are very low odds for getting all 5 troops (and they drop even more for Mages and Warriors). While I think it may be possible to grow 1 or maybe even 2 troops with successive deaths if you have a lot of patience I think trying to build an army of the same 3, 4, or 5 this way is going to be a lesson in futility. So I'm pretty sure this is going to be okay, but thanks for pointing this out! /C\/C\ |
#7
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Quote:
Besides, if someone really wants to use certain troops, there's already a mod allowing all troops on Debir. |
#8
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Updated original post
Yah, I guess I didn't do a good enough job describing the changes - I've updated the original post to include mention of the leadership cap variable in LOGIC.TXT.
I'll try to mention things like this that are "under the hood" in the future so that people know about them. Thanks for your comments! /C\/C\ Quote:
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#9
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H3T VAlpha 2013-06-30 Available for Download!
Please find attached the next alpha release of the Heroes of Might and Magic 3 Tomes mod!
There is still a lot of work to do, but this mod is playable (in Armored Princess at least) and gives out tomes so that you can at least see this part of the implementation. Unfortunately, I'm not sure why, but the mod crashes Crossworlds when starting a new game. I'm investigating this problem, but have no idea why it works in AP, but not CW. It may be related to having fewer resources in CW (possibly ITEMS.TXT or SPECIAL_PARAMS.TXT). I'll work on getting it working in CW down the road, but if you figure it out, then let me know how you got it to work! I've implemented about 75% of the spell stuff, but a lot of the Tome bonuses for spells currently don't work because I have not implemented the LUA code as yet. I also have not implemented any of my H3B TL functions (for the most part) and so most of the game should behave the same as it has before. Here is what has been implemented, and it has been a tremendous effort to get to this stage!
There are probably going to be a lot of bugs, since I've only played it a tiny bit, but as far as I can tell you should be able to start a new AP game and start playing. You can also just start a new game and use the cheat code "item TOME_NAME" to add a new tome to your inventory to check out the bonuses. To find the TOME_NAME just look in H3_TOMES.TXT, for example if you want to add Fafner, then issue "item tome_fafner" (without the quotes) from the cheat command line and then go check your inventory. If you don't have a new item, then check your spelling! Also, you'll see that some Tomes have CW only content and you'll see NF after the label name (this is with units and spells that aren't in AP). I think I'll at least add the CW spells to AP in the future, but I'm not sure about the units - we'll see how it goes... There are a few tomes that are meant to be transformed into another (i.e. Feanora <-> Frog Feanora), but I have not implemented this yet (don't really know how to currently implement it, actually, but I think i'll be able to figure it out in the future) so certain tomes are technically not available. Also if you see a Tome with a bonus of "gives your hero ... after x victories", note that I have not tested this at all yet. So it may or may not work. The good news is that if it doesn't work it is an LUA fix. As far as the tome bonuses are concerned, they are all implemented and so you should not have to start a new game with successive updates, although I wouldn't get too attached to the game you're playing right now as there may be changes down the road that will require you to restart. Also note that the Tome Level 1 to Tome Level 2 upgrade battles are probably way too easy right now (I think you might be able to beat them with Amelie's starting army)! I'll look into making them tougher down the road... I'm going to keep working on AP for now (technically it should work with CW, since I'm actually using the CW file for those files that are common between the two games, but I'm apparently exceeding CW's resources). I also may have broken some bonuses on the normal items, since I commented some of them out and have not updated ITEMS.TXT - I'll fix those in the near future... Note that I auto-generate quite a few files from my design spreasheet. This helps keep me sane, and also provides a lot of flexibility with respect to bonus implementation. The following files are autogenerated: H3_TOMES.TXT, ENG_H3_TOMES.LNG, ENG_H3_ITEM_LABELS.LNG, H3_SP_EFFECT.TXT, H3_SP_LEAD_GROUP.TXT, H3_SP_LEAD_RACE.TXT, H3_SP_LEAD_UNIT.TXT. I then manually comment out resources I'm not currently using since they are very precious as well as cut the Level 2-5 tomes out of H3_TOMES.TXT and paste them into H3_TOMES_UPGRADES.TXT! At this stage nothing is set in stone with respect to bonuses, and so if you think a bonus seems too high or too low or there are too many or too few victories to get a gift from certain tomes we can change it for the most part. To keep resources low, I have a spell counter for each spell, but intend to set the actually bonus based on the level of the counter. So for example, sp_spell_lightning is set between 1 to 5 to indicate its level. I'll then scale damage, shock, etc. based on the level identified by the bonus. This is a lot different than what I did in TL where I had many different counters for each spell. Since I simply don't have the counter resources available in AP/CW I had to be a lot more judicious with their usage. So if you look at the various H3_SP... files you'll see that I have commented out all counter resources I'm currently not using. Note that the forum is still messed up with respect to posting files and so once again I've split the download into 4 parts. After downloading, remove the trailing .zip from the end of each file and use 7Zip (or equivalent) to extract MOD_H3T.KFS and place it in either:
As always, please provide any comments and thanks for trying out my mod! Here are the files to download: |
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