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  #111  
Old 12-23-2011, 08:09 PM
MattCaspermeyer MattCaspermeyer is offline
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Cool 9 Rats!

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Originally Posted by Fatt_Shade View Post
Well only in skills is 100 rage, 25 on start, i ate 9 rats so in all game of 31 lvls and some altars i got 60 rage, not much.
And poison rain is great for any range army combination, but not so much when you go melee build. To much problems saving your units from it. Maybe if i played undead it would be useful.
9 rats! Wow! I usually get 7 + 1 (purchase), so you must be pretty persistant with those dwarves! I think I saw somewhere in the game files that the limit was 10.

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Originally Posted by Fatt_Shade View Post
Resurrection on 3rd lvl phoenix would be nice to give him use later in combat if he survives at least to help reviving troops, instead just standing there
Yah, I've thought of it many a time! Perhaps the Phoenix needs to die once to enable it even - or maybe they sacrifice their life (lives) and resurrect by the amount of their health left. Hmmm...

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Originally Posted by Fatt_Shade View Post
Hypnosis spell you made really weak, i set it on 20/40/60%, it`s lower then in original but still useful in game for mage with higher intellect.
Yah, you know I made it similar to Divine Armor, but if it's only 60% or so at the end of the game then it's not that useful. Your values are pretty good as Level 3 would be about 180% at the end of the game for a good mage which would be around 16-17K Leadership * 1.8, which would be 28.8-30.6K Leadership - that sounds about right! Maybe even 25/50/75... for a little extra...

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Originally Posted by Fatt_Shade View Post
Small animal team (wolf,hyena ...) isnt much fun since they dont have any interesting abilities/talents. But in AP/CW i had fun playing spider army undead/fire/cave/poison spider with belt for dmg, and shield that gave them moral/initiative/speed/and +9att/deff. But here in tL it`s just not fun to use those units
Hyena's Preparation is pretty decent with a large stack! Did you know that the Hyena was originally an Orc unit? It is pictured with the Orcs in one of the game wallpapers and grouped with the orc units in some of the game files!

I've thought of changing them to an Orc unit a couple of times, but left it as is since they don't have an all race bonus, but it would kinda be neat for them to get a +1 Morale from the Orc Commander Morale bonus.

Quote:
Originally Posted by Fatt_Shade View Post
I havent seen that new bone dragon ability you mention, but is it like pugmy or plague or . . .? Fear for archedemons would be nice, same as demon/executioner in AP/CW. And for bone dragons maybe 30% plague on attack.
Okay, I've attached a screenie of the new Bone Dragon "Chaos" ability!

You can see that they have an equal chance of Fear, Plague, Weakness, Doom, Sheep, or Curse, but the list gets smaller if the defender is immune to that kind of spell (like Plague has no effect on Demons) and the percent chance is based on level of the defender, too. In the modding example post where I discuss implementation of the ability those percentages were 100% for level 1 and 25% for level 4, but I changed it to what you see in the screenie: 80% for level 1 and 20% for level 4 that way it doesn't always happen.

Fear is defininitely going to be an ArchDemon post-hit effect and Sheep a reloadable ability. I'm still thinking about what else to pair with the post-hit effect and I'm most likely going to make it 100% chance, not different chance based on level like I did with the Bone Dragon...

/C\/C\
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File Type: jpg Bone Dragon New Chaos Abilty.jpg (195.5 KB, 6 views)
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  #112  
Old 12-23-2011, 08:37 PM
Fatt_Shade Fatt_Shade is offline
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Yumm, yumm those tasty rats. It was funny first time i went to lucky james mines i just try and got 4 rats in a row form same dwarf so i stick to it and got 8, and 1 more in giant fist below taron.

Phoenix need something, if he survives battle sacrifice (resurrection) would be great.

Yes hypnosis you made was really weak Matt 5/10/20% come on why would any1 spend 50 mana to take control of enemy unit 20% of his lds 22/44/66 with intellect bonus will be just right.

Here`s crazy idea for those mountains of gold most ppl end game with : in dwarf prince that sell runes be possible to reset items (gladiator sword, banner of faith, anciant amulet, ring of mind) for some 500-750k gold, you`ll get runes but still need to carry item in 50 battles. Or giving his inventory blood potion from AP/CW for 150 lds, with higher price every time you buy it like with runes/crystals. Would it be possible to hard code him to always have those items available, like his runes/crystals are now ?
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  #113  
Old 12-24-2011, 12:52 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Hmmm... interesting!

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Originally Posted by Fatt_Shade View Post
Yumm, yumm those tasty rats. It was funny first time i went to lucky james mines i just try and got 4 rats in a row form same dwarf so i stick to it and got 8, and 1 more in giant fist below taron.
I like to put ketchup on mine! They're a little crunchy, though!

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Originally Posted by Fatt_Shade View Post
Phoenix need something, if he survives battle sacrifice (resurrection) would be great.
Yah - it would be a good use for him when you're sitting there healing units...

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Originally Posted by Fatt_Shade View Post
Yes hypnosis you made was really weak Matt 5/10/20% come on why would any1 spend 50 mana to take control of enemy unit 20% of his lds 22/44/66 with intellect bonus will be just right.
Yah - that sounds great - should be able to work well towards the end of the game.

Quote:
Originally Posted by Fatt_Shade View Post
Here`s crazy idea for those mountains of gold most ppl end game with : in dwarf prince that sell runes be possible to reset items (gladiator sword, banner of faith, anciant amulet, ring of mind) for some 500-750k gold, you`ll get runes but still need to carry item in 50 battles. Or giving his inventory blood potion from AP/CW for 150 lds, with higher price every time you buy it like with runes/crystals. Would it be possible to hard code him to always have those items available, like his runes/crystals are now ?
This sounds really interesting! I have no idea how to do it, but you'd think that there's gotta be a way to do it! I'll see what I can find out about this!

Probably 1,000,000 to reset the item or maybe 500-750K like you mention. Yah, I guess I've forgotten about that potion - that would be interesting...

I'll see what I can figure out with respect to your suggestion - I'm not sure if it's possible, but it seems like there should be a way...

/C\/C\
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  #114  
Old 12-24-2011, 01:46 AM
Fatt_Shade Fatt_Shade is offline
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Come on Matt , you added new wives with bunch of kids, and you say adding 1 item in Tibold inventory would be problem Adding item in game is no prob, only copy from AP/CW items.txt en_items.lua and image, how to add it in Tibolds shopping choice is prob. It should working same way as for runes i guess every time you buy potion for +150 lds(or more) it cost 50% more starting with 5k gold maybe (it would come up to 130k gold for 900 lds, and some 5million gold to lead 1 more black dragon 2250lds if you have glory 3lvl, so who have that much gold for throwing away go for it). At least this way there will be reason to take trophy skill more then 1lvl.
And adding those 4 items 3 for +10 runes and +3 int ring in his castle inventory as obligatory item, since i have no idea how to `reset` those items battle counter. But then their price will have to change, if game random them in some other shop it wont cost 1000000 gold

Found miss in xeona children :
kid_ignatius you gave +2 attack imps 2 times.
kid_fiur you gave all melee 20% bonus dmg, and then +20% more to all units. Is this planed or ...?
kid_ignisa same as for fiur +10% melee dmg, and +20% for all units.
kid_demeer sp_spell_defense=count,10 , sp_spell_attack=count,10 What does this do?

gerda children :
kid_ordwald +1 initiative , 2 times mistake or you planed +2 initiative ?

neoka children :
kid_monere kid_pasis same as for xeona`s fiur/ignisa +10% dmg, then +20% more magic dmg. Planed or ...

eng_homm3_babies_neoka in itm_kid_mephala_hint text string change [armorer2] to [armor2] , because game freezes when mephala is born with current settings.

eng_homm3_babies_orcelyn :
kid_gretchyn you wrote [goblin1] and [goblin21] error ?
kid_jabarkas [orc1] and [orc21] also error ?

Last edited by Fatt_Shade; 12-25-2011 at 01:12 AM.
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  #115  
Old 12-25-2011, 07:09 AM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation Interesting thing about Hypnosis

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Originally Posted by Fatt_Shade View Post
Yes hypnosis you made was really weak Matt 5/10/20% come on why would any1 spend 50 mana to take control of enemy unit 20% of his lds 22/44/66 with intellect bonus will be just right.
You know what? The hypnosis spell does not use its power function properly.

Typically, each spell has a function to compute its power (pwr_spell_name_attack) and then the hint uses that function to show its values.

Well, as it turns out, hypnosis wasn't using its hint, so it was not even working properly! Looks like the developers didn't link the cell selection function to the spell's power function.

So, obviously, I'm going to fix it, but I'll have to check it to see what it was really doing since the unit selection script (calccells_hypnosis) was doing its own thing!

So even though I had a method for computing its power, it was ignoring what I was doing!

Okay, anyway, just a curious thing about hypnosis in that it wasn't coded properly and I'll fix it then evaluate power values...

/C\/C\
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  #116  
Old 12-26-2011, 02:04 PM
Fatt_Shade Fatt_Shade is offline
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Same as for hypnosis, problem with demon portal 5/10/20% of heroes lds summon, to low. But here big problem will come when battle with enemy heroes, as i said Baal summon 2x8 archdemons per turn with current settings.
If we change spell that would be much more, ad MUCH bigger problem to defeat him
Also i think gift of life is a bit OP, but you be the judge of that. I just wanted to check how it works and consider that my starting lds was 12k (with warrior this would be even more ridiculous) screen_1.
When i try my old mage save, every time i fight enemy hero we both cast phoenix spell. Wasnt it set in original that only 1 phoenix can be present on battle field?
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  #117  
Old 12-26-2011, 05:00 PM
MattCaspermeyer MattCaspermeyer is offline
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Default Wow, I don't think I've ever seen that many Royal Thorns!

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Originally Posted by Fatt_Shade View Post
Same as for hypnosis, problem with demon portal 5/10/20% of heroes lds summon, to low. But here big problem will come when battle with enemy heroes, as i said Baal summon 2x8 archdemons per turn with current settings.
If we change spell that would be much more, ad MUCH bigger problem to defeat him
Also i think gift of life is a bit OP, but you be the judge of that. I just wanted to check how it works and consider that my starting lds was 12k (with warrior this would be even more ridiculous) screen_1.
When i try my old mage save, every time i fight enemy hero we both cast phoenix spell. Wasnt it set in original that only 1 phoenix can be present on battle field?
Wow!, how'd that screenie happen? The out of control code should have kicked in somewhere...

I'll also look into Demon Portal, but I did do a lot of testing on that one. Since it is based on leadership, enemy heroes have much higher leadership than you do and that's why you saw Baal summoning such big stacks.

I think 5/10/20 will produce pretty close to 100% leadership towards the end of the game at level 3 for a mage, which is pretty good for a permanent stack. Even 50% for an enemy hero can be big stacks just because of the their leadership (I think 40K leadership for an enemy hero is pretty normal - especially with the impossible difficulty modifier).

By the way, I'm in the midst of coding up the Archdemon's special abilities.

Sheep seems to work okay, 5 charges with cast every 5 turns is what it's looking like right now.

So far for their attack spells I've got: Fear, Helplessness, Pygmy, Magic Shackles, and Blind.

This one's been trickier than the Bone Dragon's because I need to add the spell after the enemy retaliates otherwise Blind would automatically cancel. I'm also having trouble with Pygmy - the attacked units don't go small! Hmmm.... seems like a weird problem with the Attack.act_small function.

Hopefully I can get it working, or I'll have to drop Pygmy...

/C\/C\
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  #118  
Old 12-26-2011, 05:25 PM
Fatt_Shade Fatt_Shade is offline
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It took me 60 turns, but when i saw that summoned units doesnt effect lds cap i decided to see how far will it go. Got bored around 60-65 turn, still hilarious summon for 800k lds and over 1 milion dmg , and . But as said warrior would get even higher numbers since his starting lds is highter. Same thing happen with illusion on ghosts on 3rd lvl it lasts 5 turns with high enough int and kid_charna. When they go over lds limit you still keep control on them.
Any idea about phoenix spell ? When both you and enemy hero cast it ?
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  #119  
Old 12-26-2011, 08:20 PM
MattCaspermeyer MattCaspermeyer is offline
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Default 1 Phoenix per side

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Originally Posted by Fatt_Shade View Post
It took me 60 turns, but when i saw that summoned units doesnt effect lds cap i decided to see how far will it go. Got bored around 60-65 turn, still hilarious summon for 800k lds and over 1 milion dmg , and . But as said warrior would get even higher numbers since his starting lds is highter. Same thing happen with illusion on ghosts on 3rd lvl it lasts 5 turns with high enough int and kid_charna. When they go over lds limit you still keep control on them.
Any idea about phoenix spell ? When both you and enemy hero cast it ?
Summoned units don't effect Leadership cap?! Wow I didn't know that one! I know that they are treated differently (they are not affectd by morale, for example), but didn't realize summon cap was also in the list! I'll see if there is a way to fix that - I know that morale is ignored on temporary (and all enemy) units no matter what you set it to.

I think the rule is 1 Phoenix per side - I saw in the code where it checks which side it's on. It is probably best that way, otherwise, it would be easy to kill the other's side's Phoenix by casting your own.

Also with Gift, I agree with you there - I'll increase its cost a bit.

With Archdemon, it looks like Pygmy just won't work for a post-hit effect as I can't get it to be small no matter what I do. I'm now thinking about whether I should give them both Sheep and Pygmy as abilities and still have the other spells as post-hit effects if I can't figure out a way for Pygmy to work properly as a post-hit effect...

/C\/C\
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  #120  
Old 12-28-2011, 08:26 AM
MattCaspermeyer MattCaspermeyer is offline
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Cool Screenies of new Archdemon and Ogre Abilities / Features

Okay, here's the screenies of the new Archdemon and Ogre Abilities and Features.

The new Archdemon ability is Amalgamation - essentially an equal chance to cast Blind, Pygmy, or Sheep on a target.

The new Archdemon feature is the post-hit Odium feature - essentially an equal chance to cast Fear, Helplessness, or Magic Shackles on a unit after attacking.

I came up with Amalgamation after I couldn't get Pygmy to work properly as a post-hit effect.

The new Ogre feature is the post-hit effect Clobber - it has a chance to stun the target and if stun is successful then it also has a chance to knock the target unconscious.

I'm also thinking about doing something similar with Giants since their club is bigger than the Ogre's.

/C\/C\
Attached Images
File Type: jpg Archdemon New Amalgamation Ability.jpg (182.2 KB, 6 views)
File Type: jpg Archdemon New Odium Feature.jpg (209.7 KB, 5 views)
File Type: jpg Ogre New Clobber Feature.jpg (243.2 KB, 6 views)
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