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  #141  
Old 01-11-2012, 03:30 AM
MattCaspermeyer MattCaspermeyer is offline
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Originally Posted by Fatt_Shade View Post
Defense counterpart to frenzy, like knight/black knight steel armor talent ? Or like every time you ill enemy stack, auto stone skin is cast ?
Well, more like the latter, I guess. But having it engage when killing a stack doesn't seem right that a troop's defense would go up. Maybe I'll look into how the Black Knight works - that might be better. Or maybe it would engage after receiving a critical hit or a lot of damage. Not sure - just thinking out loud...

Quote:
Originally Posted by Fatt_Shade View Post
As for phoenix sacrifice great job, hope to see it finished soon. But i dont catch about resurrecting living units, do you plan it to make new spell, or when you want to use phoenix sacrifice on corpse on battle field to bring to life stack of units to fight on your side ?
Well, I was thinking of having one ability act both ways, but if your troops needed res'ing then you wouldn't use the other part of it so maybe it is better to implement as two separate abilities. Just some thoughts - I'll at least implement the sacrifice part of it for your own troops...

Quote:
Originally Posted by Fatt_Shade View Post
Did you decide to put mod for dl, because i`we been advetiseing it on other forun treads For expl here ( http://forum.1cpublishing.eu/showthread.php?t=27964 ) your mod will solve most exploits WhiteMage is complaining about.
No... I keep adding new features! Ok, after I finish the Phoenix Sacrifice, I think it will be tiime to release it - I'm in the midst of re-evaluating the skill trees and I can't move Start Defense over to the Mind Tree because it is so full.

I didn't realize that all the skill trees have 12 skills (I guess 2 of the skills are not shown depending which class use. So I can't move any around without one being really cramped and the other looking a bit sparse. It's okay that Start Defense is in the Might Tree - not everything has to be in the Mind Tree when it comes to defense.

I might move the %Critical Hit from Training to Learning, though. And I've made Tolerance not only do the race morale thing, but also increase the unit's tolerance to damage, i.e. resist all at 5 and 10%. I also have essentially broken up the +1 Morale from Tolerance level 2 to +1 Morale to Dwarves, Elves, and Humans in Diplomacy level 1, then Neutrals and Orcs for Dipomacy level 2, and then Demons for Diplomacy level 3. This will hopefully make the Diplomacy skill more interesting and keeps all the morale bonuses that I had before, albeit split between a skill's 3 levels instead of one skill level.

Okay, let me try to work on getting the mod released!

/C\/C\
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  #142  
Old 01-11-2012, 03:47 AM
MattCaspermeyer MattCaspermeyer is offline
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Originally Posted by saroumana View Post
I hope, really. I was level 7 or 8 when i fight them the first time. They ANNIHILITED my army. They nuke harder than my hero, not a bit more but two time harder. it's simple, they nuke my unit and the entire stack die...
I found it's a bit too much Some spell were worst than evil book, Call of nature per example.
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.

Quote:
Originally Posted by saroumana View Post
Right but they're powerfull, and they can even res now.
Yah - just see if you still think so when you've been playing it for a while. There's always going to be phases of the game that seem too easy and others that seem to hard. All in all, though, if you find that it is too easy throughout the entire game, then a change is most likely warranted...

Quote:
Originally Posted by saroumana View Post
The resist idea is a good one.
my proposal :

-suppress racial morale penality
This is an interesting thought - I don't mind the race penalties for right now, but it is something to consider...

Quote:
Originally Posted by saroumana View Post
-add a third spell for priest class (priest,inquisitor,druid, paladin ?)
Not sure what you mean here - a new unit? Or a new ability for an existing unit?

Quote:
Originally Posted by saroumana View Post
- permit undead to morale bonus (they are boosted in the warrior and mage tree)
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.

Quote:
Originally Posted by saroumana View Post
-add one the final : knight---> paladin
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.

Quote:
Originally Posted by saroumana View Post
-a shield which reduce dommage like in crossworld
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.

Those are some good ideas, though, keep 'em comin'!

/C\/C\
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  #143  
Old 01-12-2012, 06:25 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile You're Right about Royal Thorn!

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Originally Posted by saroumana View Post
- Royal thorn summon too fast. You should keep the old values.
Okay - you're right about this! I just tried it out... and I was generating way too many thorns. I also bumped it up one on the reload and it still seemed too much so back to the nominal value it goes!

/C\/C\
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  #144  
Old 01-12-2012, 06:31 AM
MattCaspermeyer MattCaspermeyer is offline
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Lightbulb New (Veteran) Orc Unit Feature - Ill Tempered!

Okay, I just implemented a new feature for (Veteran) Orcs!

Essentially the way it works is that if the (Veteran) Orc cannot retaliate and they receive a critical hit, then they become very angry! This allows them to either: 1) If they have already moved, then move again or 2) If they haven't moved, then they get +50% speed for the remainder of the round and +1 initiative for the remainder of the combat!

I've been experimenting with it and it seems to work pretty well and makes attacking (Veteran) Orcs much more tricky when you have high critical hit!

See the screenie!

By the way, this ability works for both Orcs and Veteran Orcs hence the (Veteran) Orc designation.

/C\/C\
Attached Images
File Type: jpg (Veteran) Orc New Ill-Tempered Feature.jpg (212.2 KB, 14 views)

Last edited by MattCaspermeyer; 01-12-2012 at 05:04 PM. Reason: Clarified that it works for both Orcs and Veteran Orcs
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  #145  
Old 01-12-2012, 09:00 AM
Fatt_Shade Fatt_Shade is offline
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Nice idea for veterans, similar to demon rage. I guess this can be best used to intercept enemy range/magic units. You run to them and wait, since they cant attack your other units they attack veterans spend their turn and veterans act after that and block other enemy unit and so on. Use 1 unit to block whole enemy line
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  #146  
Old 01-13-2012, 05:20 AM
MattCaspermeyer MattCaspermeyer is offline
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Cool Implementation of Phoenix Cast Sacrifice

Here's the screenies of the Phoenix Cast Sacrifice ability.

The ability resurrects units up to the Phoenix's level and also recharges and reloads the target unit's abilities as well as dispelling negative effects.

/C\/C\
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  #147  
Old 01-14-2012, 03:00 AM
Fatt_Shade Fatt_Shade is offline
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Nice work on all of this Matt
Phoenix works great, about all this no charges idea still thinking about it, maybe i`ll return this to original in my game.
As for bone dragons i think they should be weaker, since only 1300 lds and almost same dmg for poison cloud like black/red dragon with their aoe attacks. Basic dmg is ok, but cloud is a bit OP and it have 100% poisoning while black/red dragon have much lower burning% on special attacks.
Orcs should b much more interesting to play now.
And you have in your mod files 2 folder with same files inside them
mod_homm3_babies_en_lng and mod_homm3_babies_eng_lng. Why ?

Here`s crazy idea : in AP/CW we have awaken dragon (mage can use pet dragon 3 time/turn with enough rage, which i did many times), so how about giving warrior in his special skills 1/2/3 times using rage spirits 2 times per turn like 1st lvl anger he can use spirits 1 bonus time per turn, 2nd lvl anger 2 times double rage spirit, 3rd lvl anger he can double use spirits 3 times in battle.

Last edited by Fatt_Shade; 01-14-2012 at 03:15 AM.
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  #148  
Old 01-14-2012, 03:47 AM
MattCaspermeyer MattCaspermeyer is offline
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Quote:
Originally Posted by Fatt_Shade View Post
Nice work on all of this Matt
Phoenix works great, about all this no charges idea still thinking about it, maybe i`ll return this to original in my game.
Okay - great!

Quote:
Originally Posted by Fatt_Shade View Post
As for bone dragons i think they should be weaker, since only 1300 lds and almost same dmg for poison cloud like black/red dragon with their aoe attacks. Basic dmg is ok, but cloud is a bit OP and it have 100% poisoning while black/red dragon have much lower burning% on special attacks.
Okay - I've changed it to be 80-100 (that should be better!).

Quote:
Originally Posted by Fatt_Shade View Post
Orcs should b much more interesting to play now.
Yah, I hope so - should be fun!

Quote:
Originally Posted by Fatt_Shade View Post
And you have in your mod files 2 folder with same files inside them
mod_homm3_babies_en_lng and mod_homm3_babies_eng_lng. Why ?
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).

Quote:
Originally Posted by Fatt_Shade View Post
Here`s crazy idea : in AP/CW we have awaken dragon (mage can use pet dragon 3 time/turn with enough rage, which i did many times), so how about giving warrior in his special skills 1/2/3 times using rage spirits 2 times per turn like 1st lvl anger he can use spirits 1 bonus time per turn, 2nd lvl anger 2 times double rage spirit, 3rd lvl anger he can double use spirits 3 times in battle.
This is a sweet idea! I have no idea how to implement it, but if I look into AP/CW I should be able to see how they do it - that'd be cool!

You know if I'm able to do this, we'll probably have to give the Paladin at least one round of both double cast and double spirit otherwise he's going to be seriously underpowered when compared to Mage and Warrior...

Okay, sounds great, will look into these issues...

/C\/C\

Last edited by MattCaspermeyer; 01-14-2012 at 04:15 AM. Reason: Updated status of changes...
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  #149  
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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  #150  
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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