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  #1  
Old 10-04-2016, 07:10 PM
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Sirlancelot Sirlancelot is offline
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Hey Matt, how nice to see you around again! ^^

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Originally Posted by MattCaspermeyer View Post
Hmmm... Let me see if I can answer your questions...

Is that the critical percent on the Hero card? Where you cursor on his Attack? Or is it somewhere else? At any rate, I think if you cursor on the Hero's Attack, it is meant to show the increase in critical hit as a function of the Hero's Attack value. If it is on the Unit Card, then I probably didn't think to take into account adding the Anger Skill critical hit to their card.

I'll have to take a look at this (although I probably don't have the time at this juncture) and see what is going on here...

Ummm, I'm not sure - what do you mean by the full army? Similar to what you started with or your current army? I remember that when I randomized the Hero's starting army, I actually saved it so that I could recall it later if needed. Now I can't remember what is going on here - but you should get either the same army you started the game with, or a newly created one up to your current leadership. So maybe it is intentional - I'll have to take a look. As far as money goes, I can't remember what happens here, either...

What is 11x damage? I did fiddle with this a little bit to get the Bless and Weakness spells to show max and min damage correctly with the +1 / -1 modifiers, but I think everything else should be okay, but I need to understand what you mean by 11x damage (and the scenario under which this occurs).

Well that's encouraging!

Man, I haven't fiddled with any of this stuff in years, so I'm a bit foggy with it. I'll have to get my head back into it to fully answer your questions...

At any rate - thanks for the post!



Matt
You're very welcome.

Yes, the hint displayed when placing the cursor over the Attack attribute. It seems to overlook Rage quantity. I have not obtained Spirits of Rage cage yet, though. Maybe it's normal.

An army based on your level plus some gold. Approx 9000 gold first, then 2700. Also based on your level, I guess.

I think the number of units you get should be periodically reduced and lessen overall. Otherwise it's very difficult to actually lose the game. In fact, the mechanic can be exploited.

About the 11x damage output. Nevermind. My fault. The floating numbers show both the damage inflicted and the number of units killed mixed together. Hence my confusion.
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Old 10-05-2016, 02:32 AM
MattCaspermeyer MattCaspermeyer is offline
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Originally Posted by Sirlancelot View Post
Hey Matt, how nice to see you around again! ^^
Thanks! I'm not sure how much back I am, but hopefully I'll be popping by more than once a year!

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Originally Posted by Sirlancelot View Post
Yes, the hint displayed when placing the cursor over the Attack attribute. It seems to overlook Rage quantity. I have not obtained Spirits of Rage cage yet, though. Maybe it's normal.
Yah, so when you cursor on Attack, it shows the "krit" increase due to just your attack skill, cursoring on Defense shows the increase in resistance to all, and cursoring on Intellect shows the increase in damage / spell duration. None of these show any other bonuses to my knowledge.

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Originally Posted by Sirlancelot View Post
An army based on your level plus some gold. Approx 9000 gold first, then 2700. Also based on your level, I guess.

I think the number of units you get should be periodically reduced and lessen overall. Otherwise it's very difficult to actually lose the game. In fact, the mechanic can be exploited.
I can't quite remember here if it is affected by the difficulty level (I should probably look it up, but it is possible that when playing harder difficulty levels that the number of troops and gold goes down) - I just can't remember right now.

At any rate, a counter could be used to divide into this value (for example, the first time, it is divided by 1 (so 100%), the second time 2 (so 50%), the third time 3 (or 33.3%), etc.). This would apply to both number of troops and gold. That way every time you die, the value diminishes.

I don't have any plans to do any update right now, but let me think about this...

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Originally Posted by Sirlancelot View Post
About the 11x damage output. Nevermind. My fault. The floating numbers show both the damage inflicted and the number of units killed mixed together. Hence my confusion.
Okay, thank goodness!

I do actually have some unfinished changes that are in the works, but it has been so long that I'd have to get my head back into it to see.

The biggest issue was that when I added the Black Dragon code from the newer expansions to allow you to map out their fire path, the AI code didn't work properly with the Legend so that sometimes the AI would land on a troop. I changed it so that the AI uses the TL code (which of course works perfectly with the Legend) and then if it is a human player then you use the new code.

I also was looking at the bonuses for the babies and comparing them to the tomes and I thought that the tomes bonuses for various HOMM3 skills were possibly better so I was incorporating some of that into the TL baby bonuses. That was a lot of work, but I was working on some automation so that I wouldn't go crazy with manually entering in all the data.

There were some other things, that escape me, but hopefully I'll fiddle with it sometime in the near future.

Anyway, thanks for the comments!



Matt
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  #3  
Old 10-05-2016, 06:17 PM
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Sirlancelot Sirlancelot is offline
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Originally Posted by MattCaspermeyer View Post
Yah, so when you cursor on Attack, it shows the "krit" increase due to just your attack skill, cursoring on Defense shows the increase in resistance to all, and cursoring on Intellect shows the increase in damage / spell duration. None of these show any other bonuses to my knowledge.
Rage description in the Hero card states the characteristic increases the chance of criticals.

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Originally Posted by MattCaspermeyer View Post
I can't quite remember here if it is affected by the difficulty level (I should probably look it up, but it is possible that when playing harder difficulty levels that the number of troops and gold goes down) - I just can't remember right now.

At any rate, a counter could be used to divide into this value (for example, the first time, it is divided by 1 (so 100%), the second time 2 (so 50%), the third time 3 (or 33.3%), etc.). This would apply to both number of troops and gold. That way every time you die, the value diminishes.

I don't have any plans to do any update right now, but let me think about this...
Sounds fine. Another good modification would be to revise conditions of victory. Whenever you're fighting and the opponent isn't able to win anymore, the combat should end. Otherwise skills like Gift of life and the like become exploitable.

Quote:
Originally Posted by MattCaspermeyer View Post
I do actually have some unfinished changes that are in the works, but it has been so long that I'd have to get my head back into it to see.

The biggest issue was that when I added the Black Dragon code from the newer expansions to allow you to map out their fire path, the AI code didn't work properly with the Legend so that sometimes the AI would land on a troop. I changed it so that the AI uses the TL code (which of course works perfectly with the Legend) and then if it is a human player then you use the new code.

I also was looking at the bonuses for the babies and comparing them to the tomes and I thought that the tomes bonuses for various HOMM3 skills were possibly better so I was incorporating some of that into the TL baby bonuses. That was a lot of work, but I was working on some automation so that I wouldn't go crazy with manually entering in all the data.

There were some other things, that escape me, but hopefully I'll fiddle with it sometime in the near future.

Anyway, thanks for the comments!



Matt
No problem, I'm having much fun. There're little bugs scattered all over the place, but overall, the experience is fantastic. If you're interested I'll comment on issues later on. Many are neligible (like some typos here and there), while others could be more of a problem. For example, Enchanted Hero resurrection/random beneficial effect seems to always kick as long an unit takes damage, regardless the source of such damage. And fire or poison can make it trigger more than once.
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  #4  
Old 10-07-2016, 11:49 PM
MattCaspermeyer MattCaspermeyer is offline
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Originally Posted by Sirlancelot View Post
Rage description in the Hero card states the characteristic increases the chance of criticals.
Does it? Dang, I forgot about this! I'll need to check it out and see what it says...

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Originally Posted by Sirlancelot View Post
Another good modification would be to revise conditions of victory. Whenever you're fighting and the opponent isn't able to win anymore, the combat should end. Otherwise skills like Gift of life and the like become exploitable.
I could see no end to the cursing from people here if this were implemented, fortunately, it seems pretty hard to implement, plus the AI never gives up technically and I can see people would just change their strategy to account for it and still do what they need to do to exploit it.

There could always be a turn limit, though, I guess where you either lose the battle or start sustaining lots of damage.

Note that I took the other tact where I make your troops tired, and you can't regenerate mana / rage any more, etc. so I think this makes up for it pretty well...

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Originally Posted by Sirlancelot View Post
No problem, I'm having much fun. There're little bugs scattered all over the place, but overall, the experience is fantastic. If you're interested I'll comment on issues later on. Many are neligible (like some typos here and there), while others could be more of a problem. For example, Enchanted Hero resurrection/random beneficial effect seems to always kick as long an unit takes damage, regardless the source of such damage. And fire or poison can make it trigger more than once.
I would love to see your comments as I can always use them to improve it if I ever get back into it. I also mean to check @SlickDragon's comments just to ensure that he hasn't found anything there, but I think he was using the wrong KB.EXE that you suggested and that's why he had so many issues.

I'm playing (or at least I was) Ice & Fire right now since I never played it all the way through. Unfortunately, I haven't played it in about a month since I have so many other things that are soaking up my time right now...

Matt
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Old 10-11-2016, 04:40 PM
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Sirlancelot Sirlancelot is offline
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Does it? Dang, I forgot about this! I'll need to check it out and see what it says...
Yep. It textually says "the higher the rage, the higher the chance of a critical".

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Originally Posted by MattCaspermeyer View Post
I could see no end to the cursing from people here if this were implemented, fortunately, it seems pretty hard to implement, plus the AI never gives up technically and I can see people would just change their strategy to account for it and still do what they need to do to exploit it.

There could always be a turn limit, though, I guess where you either lose the battle or start sustaining lots of damage.

Note that I took the other tact where I make your troops tired, and you can't regenerate mana / rage any more, etc. so I think this makes up for it pretty well...
Heheh. Yeah, perhaps some of them would swear. However eventually, everybody who install your mod is looking for new challenges and emotions, so it should pay off.

The turn limit is an interesting concept. Moreover, probably complementary with your current penalties approach. First time I saw the penalties in action I really like the concept and how it was implemented, by the way. It makes sense the troops get fatigued over time.

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Originally Posted by MattCaspermeyer View Post
I would love to see your comments as I can always use them to improve it if I ever get back into it. I also mean to check @SlickDragon's comments just to ensure that he hasn't found anything there, but I think he was using the wrong KB.EXE that you suggested and that's why he had so many issues.

I'm playing (or at least I was) Ice & Fire right now since I never played it all the way through. Unfortunately, I haven't played it in about a month since I have so many other things that are soaking up my time right now...

Matt
To name a few:

Minor bugs:

- Polar bears critical percent chance bonus derived from Barbarian presence is apparently not applied. The morale bonus shows up/is displayed, and as a consequence attack and defence are improved, but the critical percent remains the same.

- Rockfall can frighten instead of stun. It feels ok, though. Watch meteors falling from the sky must be quite scary.

A typo:

- All bleeding creatures show up as attacked by a werewolf. I mean, when you place the cursor over their claw icon, the description always point to the lupines, regardless the source of the damage.
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  #6  
Old 10-27-2016, 02:48 AM
MattCaspermeyer MattCaspermeyer is offline
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Originally Posted by Sirlancelot View Post
Yep. It textually says "the higher the rage, the higher the chance of a critical".
Oh, okay - I guess I just didn't remember that. I'll have to look into it in the future...

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Originally Posted by Sirlancelot View Post
Heheh. Yeah, perhaps some of them would swear. However eventually, everybody who install your mod is looking for new challenges and emotions, so it should pay off.

The turn limit is an interesting concept. Moreover, probably complementary with your current penalties approach. First time I saw the penalties in action I really like the concept and how it was implemented, by the way. It makes sense the troops get fatigued over time.
Good points there.

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Originally Posted by Sirlancelot View Post
To name a few:

Minor bugs:

- Polar bears critical percent chance bonus derived from Barbarian presence is apparently not applied. The morale bonus shows up/is displayed, and as a consequence attack and defence are improved, but the critical percent remains the same.
Okay - I'll have to check that in the future...

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Rockfall can frighten instead of stun. It feels ok, though. Watch meteors falling from the sky must be quite scary.
Really? That's not right! Not sure what happened there - I must have broke something...

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Originally Posted by Sirlancelot View Post
A typo:

- All bleeding creatures show up as attacked by a werewolf. I mean, when you place the cursor over their claw icon, the description always point to the lupines, regardless the source of the damage.
I guess I didn't realize that the bleeding text was so specific to werewolves. I'll have to fix that in the future...

Okay, sorry for the late reply - so many other things going on for me right now...

I have no plans to fix any of this stuff in the near term, but hopefully once my schedule frees up I'll get back to this stuff...

Matt
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  #7  
Old 10-30-2016, 04:45 PM
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Sirlancelot Sirlancelot is offline
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It would be possible to insert a countdown within combat? I mean, that you only have x seconds per turn to decide your next play/move.

I really miss such a feature.
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