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  #21  
Old 11-19-2011, 08:03 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Cool Yep!

I sure did - both the Phoenix and Evil Book's stats increase based on the caster's intellect. Attack / Defense / Health, etc. are all effected by the caster's power.

I'm still working on my list of changes - they are organized by file type and so I'm hoping to post more stuff later...

By the way, balance is somewhat in the eye of the beholder, but I think you'll see that for the most part the strategy with which you play will attune to how easy or difficulty things are for you.

The things that I still check for are the increases based on level-ups, etc. for spirit abilities, spells, etc. and the only areas that I think are potentially weak are areas that I don't play. For example, I don't really play undead and so I'm not sure how well the changes I made work for them. I'll need to either play them some time or get some feedback from someone who has played them.

I'm also debating on giving Bone Dragons the ability to cast a random negative chaos (like Weakness, Doom, Plague, Fear) spell on a Level 1-4 troop when they attack to make them more powerful. Even Devilfish cause Fear on attack and so I'm thinking that the Bone Dragons still may need a boost. Those spells aren't overpowering and it might be a neat addition for them. We'll see, I'm still cogitating on it.

That's the funny thing about replaying is that every time I restart new ideas flash into my head.

Anyway, should be interesting to see people's feedback once I officially release it and they start playing!

Quote:
Originally Posted by Helios View Post
It seems you have a very sound approach to implementing your changes in this mod, Matt. Well done! Some of the useless units might actually be viable with the changes you've made. I'll PM you when I've finished my current game.

About the Phoenix: did you not change its HP values? That seemed to be the most glaring deficiency of the spell--it always dies in one hit not too far into the game.
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  #22  
Old 11-19-2011, 08:15 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Smile Found the Problem - Woohoo!

Thanks to Erkki for helping me track down the problem he was having!

It didn't occur to me that he was playing a difficulty level other than impossible, where I had an error in the changes to the levelup code that I made where both Easy and Normal increase the amount of mana and rage you may get on level up. Since I had been play testing on Impossilbe I missed testing this part of the change!

I've also added a version of the mod for those with an English localization where the *.LNG files use "en_" instead of "eng_". So now if you have either English localization version you can playtest the mod!

Thanks again for all your help!

P.S. By the way, what's the change to the levelup code you ask? Well before there was a set increase in Attack / Defense / Intellect and Mana / Rage making the choice for choosing Leadership when it occured the easy choice, especially later in the game. Now, as your character gains levels, you may be presented with a value other than +1 for Attack / Defense / Intellect based on your level as well as +default for Mana / Rage. This makes the selection of Leadership tougher, especially when you're choosing, for example, between 1000 Leadership and +3 Attack. Hmmm... much tougher choice now.

Okay - making progress!

Quote:
Originally Posted by Erkilmarl View Post
Glory skill seems to work; Inquisitors have 98 Leadership.
There isn't any LUA.Exe, only LUAIDE.dll., 928KB.
HERO.TXT and LOGIC_HERO.LUA become twice as big if I change them from ansi to unicode, but since the warning about an unexpected symbol slows loading down, I returned them to ansi.
I can't remove portraits, the game won't load then.
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  #23  
Old 11-19-2011, 09:49 PM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Post *.LNG Change List

Here's the change list to the *.LNG files. Some of these may be a little vague since the actual values are in another set of files. Anyway here we go:

Language Files - *.LNG
----------------------
  • New files:
    • eng_chat_1315394584_0068736578.lng - River Fairy Diana's new wife chat.
    • eng_chat_1379826769_0079826769.lng - Orcelyn Ordy's new wife chat.
    • eng_homm3_babies_diana.lng - This file contains all the baby bonuses for the wife specified.
    • eng_homm3_babies_feanora.lng - This file contains all the baby bonuses for the wife specified.
    • eng_homm3_babies_gerda.lng - This file contains all the baby bonuses for the wife specified.
    • eng_homm3_babies_mirabella.lng - This file contains all the baby bonuses for the wife specified.
    • eng_homm3_babies_neoka.lng - This file contains all the baby bonuses for the wife specified.
    • eng_homm3_babies_orcelyn.lng - This file contains all the baby bonuses for the wife specified.
    • eng_homm3_babies_rina.lng - This file contains all the baby bonuses for the wife specified.
    • eng_homm3_babies_xeona.lng - This file contains all the baby bonuses for the wife specified.
    • eng_kids.lng - All the original kids have been moved from eng_item.lng to this file.
    • eng_wives.lng - All the wife descriptions have been moved from eng_item.lng to this file.
  • Changed Files:
    • eng_actors.lng
      • Orcelyn Ordy - your new Orc wife!
        • New actor name
        • New actor description
    • eng_battle.lng
      • grammar - changes that improve grammar or fix a spelling error.
      • add_blog_last_hero=… - The spell "last_hero" has changed and so the battle log updated.
      • new gizmo messages - Gizmo has new battle log messages for all its abilities.
      • new thorn gift messages - The new ability "cast_sacrifice" (Gift of Life) messages.
      • new hemoraging - when a unit that already has the effect bleeding is hit again to cause the same effect, +1 is added to the effect's duration and this message describes that effect.
      • new ablaze - when a unit that already has the effect burn is hit again to cause the same effect, +1 is added to the effect's duration and this message describes that effect.
      • new jolt - when a unit that already has the effect shock is hit again to cause the same effect, +1 is added to the effect's duration and this message describes that effect.
      • new bitter - when a unit that already has the effect frozen is hit again to cause the same effect, +1 is added to the effect's duration and this message describes that effect.
      • new noxious - when a unit that already has the effect poisoned is hit again to cause the same effect, +1 is added to the effect's duration and this message describes that effect.
      • new sanctified - when a unit that already has the effect holy is hit again to cause the same effect, +1 is added to the effect's duration and this message describes that effect.
      • new dazed - when a unit that already has the effect stun is hit again to cause the same effect, +1 is added to the effect's duration and this message describes that effect.
      • new weaker - when a unit that already has the effect weakened is hit again to cause the same effect, +1 is added to the effect's duration and this message describes that effect.
      • new entangle - new effect Entangle's battle log message.
      • new snarl - when a unit that already has the effect entangle is hit again to cause the same effect, +1 is added to the effect's duration and this message describes that effect.
      • res_poison - Units with a resistance to an effect can now resist that effect after they get it.
      • res_burn - Units with a resistance to an effect can now resist that effect after they get it.
      • new execrate - when a unit that already has the effect curse is hit again to cause the same effect, +1 is added to the effect's duration and this message describes that effect.
      • new enemy_hero_book_times_log - This is a new message for when an enemy hero can cast more than 1 spell per round.
      • new enemy_hero_mana_regen_log - The is a new message for an enemy hero's mana regeneration during combat.
      • new gizmo messages
      • Attack message
      • Resurrect message
      • AP ally message
      • AP enemy message
      • Dispel bad spells message
      • Dispel good spells message
      • Gizmo now has variable charges and the number of charges are mentioned when summoning Gizmo to the battlefield and after each time it uses a charge
    • eng_chat_0036019756_1002729958.lng - Updates to Habbab Ordy's chat outside the castle.
    • eng_chat_0170292983_0979371428.lng - Updates to Habbab Ordy's chat inside the castle.
    • eng_chat_1315394584_0076798669.lng - Updates to River Fairy Diana's chat to allow you to marry her.
    • eng_items.lng
      • wife text deleted - The text descriptions for all the wives have been moved to the new file eng_wives.lng
      • kid text deleted - The text descriptions for all the kids have been moved to the new file eng_kids.lng
    • eng_skills.lng
      • skill name change - The text name description has changed from Bowmen Commander to Ranged Speciliast because this skill now applies to all ranged projectile troops.
      • Ranged Specialist - This skill decreases the Leadership requirements when the hero is hiring ranged units that use projectiles (Alchemist, Skeleton Archer, Bowman, Cannoneer, Catapult, Cyclops, Elf, Hunter, Goblin, Thorn, and Royal Thorn) and also increases their abilities.
      • Combat Readiness - All troops in the hero's army receive less damage from Physical Attacks during the first round. The Hero's Defense is also increased.
      • Training
        • Adds to the Hero's Attack Skill
        • Improves troops of a certain level by improving their abilities
        • Teaches some human troops new skills
      • Dark Commander - Under the banner of the Dark Commander, "evil" troops (including all Orc, Undead, and Demon troops as well as Barbarians, Pirates, Robbers, Devilfish, Wolves (including Werewolf Elves), Hyenas, Spiders, Snakes, Beholders, and Cyclops) fight more effectively, receiving bonuses to Attack, Initiative, and then Speed.
      • Onslaught - Speed and vigor are the secret to victory. During the first turn, the hero's troops receive a bonus to Initiative at skill level 1 and then Initiative and Speed at skill level 2 and 3.
      • Iron Fist
        • Adds to the Hero's Attack Skill
        • Adds to the Hero's Rage
        • Decreases the Leadership Requirements when the hero is hiring warriors (Swordsmen, Guardsmen, Horsemen, Knights, Dwarves, Barbarians, Berserkers, Furious Goblins, Orcs, Veteran Orcs, Skeleton Warriors, Zombies, Decaying Zombies, Black Knights, Werewolf Elves, and Demons) and improves their abilities
      • Holy Anger
        • Increases the attack of the hero's troops against demons and the undead (this does not affect allied demons and undead)
        • Increases the power of Order spells (Battle Cry, Demon Slayer, Divine Armor, Dragon Arrow, Dragon Slayer, Fit of Energy, Healing, Helplessness, Life Light, Lightning, Magic Pole Axe, Peacefulness, Phoenix, and Resurrection)
        • Increases the Hero's Rage and Mana
      • Glory - Everyone wants to fight under the banner of the famous hero. This increases the hero's Leadership as well as reducing the Leadership Requirements for all units.
      • description change - Scouting adds +1 Intellect @Level 3
      • description change - Tolerance adds +1 Morale @Level 2
      • Inquisition - This skill decreases the Leadership Requirements when the hero is hiring Priests and Inquisitors and allows the hero to upgrade Priests to Inquisitors and improves their abilities.
        • Priests / Inquisitors:
          • Leadership Requirements [param1]
          • Unit Attack / Defense: +Unit Level
          • Health: [param2]%
          • Critical Hit: [param4]%
          • Initiative / Morale / Speed: +1
        • It also increases the Hero's Rage, Mana, and Intellect
          • Rage: [param2]
          • Mana: [param2]
          • Intellect: [param3]
      • Healer
        • An experienced healer increases the life of all units
        • Can use divine and protection spells and unit abilities more effectively. Spells - Healing, Resurrection, Bless, Divine Armor, Light of Life, Stone Skin, Peacefulness, and Magic Source; Abilities - Healing, Resurrection, Gift of Life.
        • Also increases the Health, Defense, and Resistance of the summoned Phoenix.
      • Archmage
        • This skill decreases the Leadership requirements when the hero is hiring Priests, Inquisitors, Druids, Shamans, Necromancers and Archmages and improves their abilities
        • It also increases the Hero's Intellect
      • Destroyer - Mages who specialize in combat spells will inflict more damage with them.
        • Also increases the Attack and Damage of summoned units (Phoenix and Evil Book).
      • Higher Magic - The secrets of higher magic:
        • Increase the Hero's Intellect
        • Increase the Hero's Mana
        • Allow the hero to use his Spell Book two times per turn during combat.
      • Necromancy
        • Allows the use of the Resurrect spell to raise the Undead
        • After combat, part of a slain troop can be resurrected
        • Amplifies spells that deal pain and suffering. (Pain Mirror, Poison Skull, Plague, Sacrifice, Kamikaze, and Necro Call)
        • Decreases the Leadership Requirements of the Undead and improves their abilities
        • Increases the Health, Attack, and Resistance of the summoned Evil Book.
    • eng_spells.lng
      • new tags
        • Base Damage
        • Base Periphery Damage
        • Level Damage (*)Increase
        • Base Healing
        • Level Healing (*)Increase
        • Percent Healing Damage
        • Base Percent Damage to Allies
        • Base Power
        • Base Bonus
        • Base Penalty
        • Base Mana
        • Item Power (+)Bonus
        • Item Damage (+)Bonus
        • Item Power (*)Bonus
        • Hero Level (*)Bonus
        • Destroyer Skill (*)Bonus
        • Attack Spell (*)Bonus
        • Defensive Spell (*)Bonus
        • Healer Skill (*)Bonus
        • Holy Rage Skill (*)Bonus
        • Holy Rage Skill (+)Bonus
        • Fire Damage (*)Bonus
        • Physical Damage (*)Bonus
        • Magic Damage (*)Bonus
        • Poison Damage (*)Bonus
        • Astral Damage (*)Bonus
        • Intelligence Power (*)Bonus
        • Necromancy Skill (*)Bonus
        • Total Applied (*)Bonus
        • Base Duration
        • Item Duration Bonus
        • Intelligence Duration Bonus
        • Healer Skill Duration Bonus
        • Necromancy Skill Duration Bonus
        • Base Count
        • Intelligence Count Bonus
        • Healer Skill Damage Bonus
        • Necromancy Skill Damage Bonus
        • Infliction (+)Bonus
        • Infliction (*)Bonus
        • Item Statistic (*)Bonus
        • Hero Level Statistic (*)Bonus
        • Total Base Statistic (+)Bonus
        • Healer Skill (*)Bonus - Health, Defense, and Resistance
        • ration]Necromancy Skill (*)Bonus - Health, Attack, and Resistance
        • Holy Rage Skill (*)Bonus - Attack / Defense / Damage / Health
          • Critical Hit
          • Initiative / Speed
        • Item Attack (*)Bonus
        • Item Defense (*)Bonus
        • Destroyer Skill (*)Bonus - Damage
        • Fire Damage (+)Bonus
        • Physical Damage (+)Bonus
        • Magic Damage (+)Bonus
        • Poison Damage (+)Bonus
        • Astral Damage (+)Bonus
        • Combat Readiness Skill (+)Bonus - Physical Resistance (one round only)
        • Item Base Damage (*)Bonus
        • Item Base Defense (*)Bonus
        • Item Base Attack (*)Bonus
        • Item Base Health (*)Bonus
        • Item Critical Hit (*)Bonus
        • Item Speed Bonus
        • Item Initiative Bonus
        • Item Unlimited Retaliation Bonus
      • Lightning
        • spell_lightning_desc_1=^spells_tSpell^Lightning hits the target, inflicting magic damage and has a chance to shock it.<br>Lightning does full damage to the first target it strikes, then strikes the second target for 1/2 damage. The second target must be within 4 cells of the first target.<br>If Shock is successful, then the target suffers the affliction for the duration specified.[Bonuses]<br>Damage: [OS01_Damage], Shock: [OS01_Shock].
        • spell_lightning_desc_2=^spells_tSpell^Lightning hits the target, inflicting magic damage and has a chance to shock it.<br>Lightning does full damage to the first target it strikes, then strikes the second target for 1/2 damage, and the third for 1/4 damage. All additional targets must be within 4 cells of the first target.<br>If Shock is successful, then the target suffers the affliction for the duration specified.[Bonuses]<br>Damage: [OS01_Damage], Shock: [OS01_Shock].
        • spell_lightning_desc_3=^spells_tSpell^Lightning hits the target, inflicting magic damage and has a chance to shock it.<br>Lightning does full damage to the first target it strikes, then strikes the second target for 1/2 damage, and the third for 1/4 damage, and the fourth for 1/8 damage. All additional targets must be within 4 cells of the first target.<br>If Shock is successful, then the target suffers the affliction for the duration specified.[Bonuses]<br>[sys]Damage:[/s] [OS01_Damage], Shock: [OS01_Shock].
      • Armageddon - Armageddon covers the battlefield with flames, causing astral damage to all troops.
        • If Burn is successful, then the target suffers the affliction for the duration specified.
        • Friendly troop damage: [CS06_PRC].
      • Life Light - Undead creatures within the selected area take Magic Damage, suffer Holy Shackles which decreases their Attack and Defense, and try to run away from the consecrated place. Troops of other races, on the contrary, take healing. Does not affect demons.
        • If Holy shackles are successful, then the target suffers the affliction for the duration specified.
      • Enchanted Hero
        • name change - Last Hero -> Enchanted Hero
        • Desription - If the troop is attacked, it receives a random beneficial spell or if it is killed then it is automatically resurrected. Either way the spell's duration is decreased.
      • Summon Phoenix - Summons a Phoenix to a random free cell near a friendly troop. The Phoenix fights to the death or until the end of combat. The Phoenix's attack is so hot that half the damage is astral damage and the other half is fire damage. There can be only one Phoenix on the battlefield.
        • The Hero's Intelligence, Destroyer Skill, Healer Skill, and Spell Amplifying Items increase the statistics of the Phoenix.
      • new hint template - Spell Helplessness is now mass @level 3 and requires the use of the mass spell template.
      • Fit of Energy - Adds some Action Points to the friendly target, allows a target which has spent all its action points to attack one more time this turn, and gives unlimited retaliation (at level 3) to the unit for the duration specified.
      • new hint template - Spell Haste is now mass @level 3 and requires the use of the mass spell template.
      • Magic Spring - Friendly troop increases its Defense, and when receiving Damage its commander gains Mana, while the spell's duration decreases.
        • Note that the mana increase is affected by the combat duration and the power of the caster.
      • Book of Evil - Summons the Book of Evil, which casts random spells on the enemy. The more powerful the book, the more harmful the spells. The quantity of spells also depends on the book's power.
        • The hero's intellect plays a role in the power of the spells and Intellect as well as the Hero's Destroyer Skill, Necromancy Skill, and Spell Amplifying Items play a role in the strength of the book.
        • When the book is hungry, it can't use magic and you should feed it by making the book attack either friendly or enemy troops.
      • Trap - Places a trap on the battlefield. The trapped troop receives physical damage, loses all Action Points, and has a chance of being poisoned.
      • Invisibility - now only effects Level 4 units @spell level 3. No more no loss with Green Dragon + Invisibility + Glot's Armor + Armageddon.
      • new effect entangle - The target is entangled and unable to move.
      • change to effect_freeze- When a target is frozen their initiative is now set to 1.
    • eng_spirits.lng
      • New spirit hints
        • Dam
        • Ability Level
        • Attack
        • Defense
        • Resist All
        • AP
        • Initiative
        • Init
      • New Gizmo ability descriptions:
        • Emergency Structural Repair
        • Adrenaline-Booster Beam
        • Adrenaline-Depletion Beam
        • Dispel Ray
        • Emergency Re-Animation Beam
        • Gamma-Destructor Ray
      • Update to Description
        • Zerock's
          • "lump" - Turns from stone to blade, and inflicts [damage] points of damage to the target as well as causing bleeding to the target. If the target is a mage or a tower, this damage is doubled. Bleeding targets suffer [s][bleeding]%[/s] decrease in Attack and Defense.
          • "wall" - Sets a Stone Wall on the battlefield, which will stand until it is destroyed or its lifetime expires. The Stone Wall is not affected by Spells or side effects of attacks (i.e. burning, poisoning, etc.).
            • [abilitylevel]
            • Health: [d][health]
            • Defense: [d][defense]
            • Resist All: [d][res_all]%
            • Life time: [d][time]
          • "rockfall" - Casts a shower of stone blades, inflicting [damage] points of damage to all enemy targets within the selected area with a possibility of stunning the target. Targeted mages and towers suffer double damage.
            • [abilitylevel]
            • Chance to Stun: [d][stunning]%
            • Area: [d][square]
          • "quake" - Shakes the battleground, summoning sharp stone blades, which inflict [damage] points of damage to enemy targets. Mages and towers suffer double damage. There is a [s][bleeding]%[/s] chance of causing bleeding to the target with a [s][bleeding]%[/s] decrease in Attack and Defense.
        • Sleem's
          • "glot" - Surrounds a friendly troop with a magic field which absorbs all damage, is immune to all spells and effects, and protects the troop. However, this field does not allow the troop to move.
            • [abilitylevel]
            • Takes damage: [d][health]
            • Resist All: [d][res_all]%
        • Lina's
          • "enboxes" - Sets several chargers on the battlefield, which give Mana and Rage to the hero. [TM]Note that the mana and rage increase is affected by the combat duration.[/s] Any troop which picks up a charger gains 1 Action Point (AP).
            • [abilitylevel]
            • Chargers: [d][count]
            • Mana/Rage: [d][mana]/[erage]
          • "orb" - Summons to the battlefield an Ice Ball, a powerful combat unit.
            • [abilitylevel]
            • Health: [d][health]
            • [def]
            • Damage: [d][damage2]
            • [atk]
            • [init]
          • "gizmo" - Summons a mechanical creature onto the battlefield, which attacks enemy targets, heals and resurrects friendly troops, dispels magic, and alters the Action Points of friend and foe.
            • [abilitylevel]
            • Healing / Resurrection: [d][heal]
            • Damage: [d][damage2]
            • Removes harmful effects: [d][dispell2]
            • Removes useful effects: [d][dispell1]
            • Decreases AP of enemy targets: [d][AP2]
            • Gives AP and double move to friendly targets: [d][AP1]
            • Attack / Resurrect Charges: [d][charges]
            • Action Points: [d][ap]
            • [init]
      • Update to Levelup Description:
        • Zerock's
          • "lump"
          • "wall"
          • "rockfall"
        • Sleem's
          • "spittle"
          • "glot"
        • Reaper's
          • "reaping"
          • "rage_gain"
          • "time_return"
        • Lina's
          • "enboxes"
          • "orb"
          • "devatron"
          • "gizmo"
    • eng_units.lng
      • grammar
      • inf_human_race_heads
      • inf_elf_race_heads
      • inf_orc_race_heads
      • inf_dwarf_race_heads
      • Plural of this race.
        • inf_undead_race_heads
        • inf_demon_race_heads
        • inf_neutral_race_heads
      • gismo -> gizmo
      • New hint_morale bonus.
        • _shot_commander3 - Ranged Special Level 3
        • _inquisition1 - Inquisition Level 1
        • _tolerance2 - Tolerance Level 2
        • _megamage3 - Archmage Level 3_bear - Noble Beast
        • _barbarian - Primal Link
        • _kingthorn - Thorn Monarch
        • _ent - Spirit of the Forest
        • _werewolf - Leader of the Pack
    • eng_units_features.lng
      • grammar
      • werewolf feature update - adds Leader of the Pack
      • wolf feature update - adds Leader of the Pack
      • ent feature update - adds Wooden, Spirit of the Forest, and Entangle
      • sprite feature update - adds Cutie
      • sprite2 feature update - adds Cutie
      • barbarian feature update - adds Immune to Mind Spells and Primal Link
      • berserk feature update - adds Immune to Mind Spells and Primal Link
      • bear feature update - adds Noble Beast
      • bear_white feature update - adds Noble Beast
      • kingthorn feature update - adds Thorn Monarch
      • spider_fire feature update - Poison Defense (+50) is now Poison Resistance (+25)
      • phoenix feature update - adds Immune to Mind Spells
      • book1 feature update - adds Immune to Poison, Magic Immunity, and Immune to Minds Spells
      • book2 feature update - adds Immune to Poison, Magic Immunity, and Immune to Minds Spells
      • book3 feature update - adds Immune to Poison, Magic Immunity, and Immune to Minds Spells
      • orb feature update - adds Immune to Mind Spells
      • new cute - Being disarmed by the girl's infectious cuteness (a "cutie"), male humanoids can miss with a probability of 20%.
      • update wood_hint - Resistant to Physical Damage. Suffers only 40% of physically resisted damage from arrows. Not as vulnerable to Fire as plants (125% to 150% Damage). Immune to Mind spells.
      • new entangle - When attacking, the creature has a 50% chance to "entangle" a level 1-4 enemy troop. Entangled troops cannot move for 3 turns.
      • update acid_sprays_hint - It discharges an Acid Spray within the area of 3 cells, which burns all in its reach. An enemy has no ability to retaliate. The alchemist receives some of the bonuses which apply to archers.
      • new noble_beast (Noble Beast) - The Bears' nobility and ferocity inspire Barbarians. Barbarian Morale increased +2.
      • new primal_link (Primal Link) - The Barbarians' primal instincts encourages beasts (bears, wolves, and hyenas) to fight more ferociously. Beast Morale increased +2.
      • new thorn_commander (Thorn Monarch) - The presence of the Royal Thorn increases the Morale of all thorns +3.
      • new forest_spirit (Spirit of the Forest) - The Ents' mystical spirit strengthens any Royal Thorns in the Army. Royal Thorn Morale +2.
      • new pack_leader (Leader of the Pack) - The presence of the Werewolf Elf increases the Morale of wolves +1.
      • update phantom_hint - Immune to Physical and Poison Damage (20% Damage), Vulnerable to Magic (200% Damage), and can pass through barriers.
      • update plant_hint - Plants have no Intellect or living flesh, and they have the following features:
        • Vulnerable to Fire (175% to 200% Damage)
        • Immune to Poison (20% Damage)
        • Immune to Mind spells and some other spells.
      • update stone_hint - Stone creature, animated by magic. It is slow, but is Resistant to Fire and Physical Damage (50% Damage), Immune to Poison (20% damage) and suffers only 20% of physically resisted damage from arrows. In addition, is Immune to Mind Spells, and to spells of healing and resurrection.
      • update ice_hint - Being created from ice, the Ice Ball is immune to damage from Physical and Poison Attacks (20% damage), cannot bleed, be stunned, shocked, or poisoned, and takes increased damage from Fire (150% damage), but cannot be burned.
    • eng_units_specials.lng
      • new difficulty bonuses
      • new special_summon_bonus
      • grammar
      • holy rage dynamic hint - This hint's values are now autogenerated.
      • new charge - horseman's new charge ability.
      • update to cast_bear - This ability's power is now based on unit's leadership.
      • update to dryad_thorn - This ability's power is now based on unit's leadership.
      • update to elf_song - This ability now also effects allied plants.
      • new rooted (Tap Tree of Life) - Allows the Ent to tap into the power of the Tree of Life rooting it to the ground, which prevents it from moving; however, the Ent receives the following bonuses:
        • Resist All: +25%
        • Health: +100%
        • The Tree of Life completely heals and removes all negative effects from the Ent at the beginning of its turn.
        • Duration: 3 turns.
        • Once this ability is used, it cannot be used again for the remainder of the combat; however, once it expires, it grants the Ent the ability to run.
      • new summonplant1 - Calls upon the Tree of Life to summon a plant troop of level 1-4 to its aid. Total Leadership of the summoned plant troop is 30-50% of Leadership.
      • new summonplant2 - Calls upon the Tree of Life to summon a plant troop of level 4-5 to its aid. Total Leadership of the summoned plant troop is 35-55% of Leadership.
      • update to fire_shot - This attack can now cause burning.
      • update to Sowing - This ability's power is now based on unit's leadership.
      • update to Germination - This ability's power is now based on unit's leadership.
      • new Gift of Life - the new Thorn-Hunter & Thorn Warrior ability.
      • new Sowing -> Gift of Life - These are the names, headers, and hints for the new ability. Use of this ability enables Gift of Life.
      • update Drain - This ability's number of attacking spells is now autogenerated.
      • new lump_bleeding - Zerock's Smashing Sword can now cause bleeding.
      • new sw_no_plants - There are no allied plants in neighboring cells to give life!
    • eng_windows.lng - This updates the difficulty level hints when starting a new game. Unfortunately, the LUA script engine is not started by this point so you have to manually change the values to match those in LOGIC.TXT.
    • templates.lng
      • new wife and kid hints - These new templates autogenerate the wife and chlidren bonus hints.
      • new info… - These are new info labels for boys and girls.
      • new colors
      • new special ability templates - These are new templates for the new special abilities.
      • new spirit labels
        • dam=… - New damage spirit label.
        • res_all=… - New resist all spirit label.
        • ap=… - New action points spirit label.
        • init=… - New initiative spirit label.
      • charges= - New color for charges
      • new colors
      • new spell templates

I apologize if some of these are a little vague - as you can see there are a lot of changes to the *.LNG files and so some of the listed changes values will be listed when I do the *.TXT files. Also if you see _desc or [value_in_brackets] I've simply pasted the stuff from the *.LNG file so you can get an idea how it is laid out in the hint description.

Once again feedback and comments are encouraged. I'll work on the *.TXT file changes next - hopefully get that out in a week or so...

/C\/C\

Click here for the *.ATOM change list
Click here for the *.TXT change list

Last edited by MattCaspermeyer; 11-22-2011 at 01:25 AM. Reason: Added links to other change lists
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  #24  
Old 11-19-2011, 10:48 PM
Fatt_Shade Fatt_Shade is offline
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Great job with this mod, and with changed files Matt.
Couple questions :
1) skill.txt is for defining parameters for lvling up skill
eng_skill.lng is for text description in hero screen in game
skills.lua is for skill mechanics right ? I aks because in AP/CW there some really weird things in skill.lua file, and i have no idea how to change how skill work in game. Changing eng_skill and skill.txt is no prob, but when i start game there are no some of changes i added in my files
2) Glory is it necessary to add every unit for -lds% ? Or is it possible to add strings form special_params.txt, example sp_lead_orc (all orcs listed in special_params.txt file), sp_lead_demon all demon units, etc. I like your idea for this skill, this way it`s useful during all game, not just in first 10 hero lvls so i wanted to add it to AP/CW.
3) what files i need to add in mod folder to get that unit in game ? I tried to add champion unit form adventure mod for AP to Red sands, but every way i try some errors report . Is there any more files for units then this : champion.atom , champion.dds , champion.lua ?
4) i also wanted to add some new spells but got stuck after changing spells.txt. Idea was to make spells like hell breath, just to bonus poison dmg, and %chance for poisoning to help players against dragons/demons. What else i need to change ? i see in your spells all translated to eng which is great, but here are my problems - How to add new slot for spell in spell book (must i delete some existing , or will it add it self somehow ? , Adding png files for spell in book, for scroll for shops, and for effect(poisoned during battle) anything else ? ,
spell_effect.lua , spells.lua , spells.txt , spells_common.lua , spells_hint , spells_power.lua do i have to changed all this files to add my spell or ...?
if you can give some advice thx in advance
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  #25  
Old 11-20-2011, 01:45 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Good questions!

Quote:
Originally Posted by Fatt_Shade View Post
Great job with this mod, and with changed files Matt.
Couple questions :
1) skill.txt is for defining parameters for lvling up skill
eng_skill.lng is for text description in hero screen in game
skills.lua is for skill mechanics right ? I aks because in AP/CW there some really weird things in skill.lua file, and i have no idea how to change how skill work in game. Changing eng_skill and skill.txt is no prob, but when i start game there are no some of changes i added in my files
Unfortunately, it is not so cut and dry as this. This is part of a frustration that I had when I was working on my mod, but really here is what you can do with each file:

SKILLS.TXT - this file not only defines the level up parameters that you mention, but you can also put the fight bonuses here. Everything except morale, that is. So if you look at ITEMS.TXT you'll see that there is a fight{} section and a mods{} section for most items. The fight{} section is for applying bonuses to units during combat and the mods{} section is for bonuses inside and outside of combat. SKILLS.TXT, unfortunately, does not implement the mods{} part so you can only put fight bonuses in SKILLS.TXT except for morale bonuses! Even though items can have morale bonuses defined in ITEMS.TXT, SKILLS.TXT will ignore any morale bonuses you put there. They have to go in MORALE.TXT. I had to figure all this out. So SKILLS.TXT is both for parameters shown on the skill tree screen and for directly applying fight bonuses to your units (and negatives to enemy units for that matter).

What is neat about this, though, is that I took the skill tree bonuses and made an enemy skill tree when I was modifying the enemy heroes such that they have fight bonuses implemented such that they give bonuses to certain of their units and also negatives to your units. For example, certain enemy heroes have -1 speed to all your units or, for example, Xeona has a special Destroyer Skill that is -50 Fire Resistance to all your units when you fight her!

ENG_SKILLS.LNG - you are 100% right about this. What is important to note about any of the *.LNG files is that they are governed by TEMPLATES.LNG. The templates file is what takes [param4] for example in a *.LNG file and either applies a label or calls an LUA function generator to parse what "param4" means. This gives great power in being able to generate bonuses that are dynamically generated (like, for example, the new percent bonuses for units with attacks that cause burning). You can always add new templates to TEMPLATES.LNG to generate a value. The only issue is that certain King's Bounty libraries (i.e. Attack, AU, Logic, etc.) are not available all the time and so you are limited by when they are available. I've learned a lot about the libraries, but since most the the documentation and information is in Russian there are still a lot of questions I have about them.

SKILLS.LUA - this file is for anything that can't be accomplished with the other two files. You are only limited by what the LUA script engine can do. This is what makes modding so much fun - the fact that you can change game mechanics like you mentioned, but it really goes further. You also have access to the King's Bounty Libraries and if a library is available, then you can use it. Typically Logic and Obj. are available from the functions inside SKILLS.LUA. Here is the (English translated) website for the King's Bounty Libraries: http://translate.googleusercontent.c...cVb1S9FDIBT-8Q

I'm still learning a lot about these libraries, but need to learn more about the tags and how to make libraries available for functions as I couldn't access certain libraries when I wanted to - probably because I didn't understand how the tags worked.

Quote:
Originally Posted by Fatt_Shade View Post
2) Glory is it necessary to add every unit for -lds% ? Or is it possible to add strings form special_params.txt, example sp_lead_orc (all orcs listed in special_params.txt file), sp_lead_demon all demon units, etc. I like your idea for this skill, this way it`s useful during all game, not just in first 10 hero lvls so i wanted to add it to AP/CW.
Unfortunately, with The Legend, yes. You are right about the race and unit category bonuses, but the problem is that if you want to have a bonus that, say, decreases leadership of humans 10% and then you want to have another bonus that decreases bowman leadership 15%, they will not stack unless you do them individually. I actually think this is a bug in The Legend and I had to deal with this as I was doing the group and individual leadership requirement bonuses. In the end, I had to make a leadership bonus for every unit (or I used groups if I thought that I'd never need to select an individual unit from that group) in SPECIAL_PARAMS.TXT such that I could have bonuses that apply a leadership reduction to groups of units (by giving the bonus to each individual unit in that group) and then to individual units. This is how I can have Mirabella, for example, give a leadership reduction to all humans and then have individual human unit leadership reduction bonuses.

They may have fixed this in AP/CW, but I doubt it since no one probably knew about it.

This implementation was actually a fall-back plan as I really simply wanted Glory to give the +Leadership bonus and then also a +Percentage Leadership bonus. But, since the mods{} bonus functionality is not implemented in SKILLS.TXT, I tried to do this in the LUA. Unfortunately, though, I could not figure out how to give a percentage bonus for leadership (like some of the original babies had) from the LUA function. So in the end, I did the leadership reduction thing instead. Maybe there is a way to do it, but I couldn't figure it out.

Quote:
Originally Posted by Fatt_Shade View Post
3) what files i need to add in mod folder to get that unit in game ? I tried to add champion unit form adventure mod for AP to Red sands, but every way i try some errors report . Is there any more files for units then this : champion.atom , champion.dds , champion.lua ?
I'm not sure who the champion is, but I think there is an example in the mod forum where someone added some new units. I did a quick look, I think Army of Darkness may be a good example mod to download and look how they did it.

I have not tried to add any new units, but from what I understand (I think the Crossworlds Editor documentation might provide some insight here, too):
  1. You need to add the *.ATOM that you mention
  2. If your new unit has special abilities or features, they are added to either: SPECIAL_ATTACKS.LUA or UNIT_FEATURES.LUA. What constitues a special or feature is a little bit blurry, but it really doesn't matter which file it goes in so long as you pick one.
  3. If your new unit has attacks that create side effects, you may have to add its effect to EFFECTS.TXT. The new Ent / Ancient Ent Entangle is a good ability to study for this.
  4. Either have it use an existing animation or make your own
  5. Create a PNG for it. You do not have to add it to a DDS like with The Legend because AP/CW both support PNG natively.
  6. If your new unit has new abilities, you'll have to create PNG's for the icons as well. Each ability needs 5 pictures: 1) Normal, 2) On Mouse, 3) On Click, 4) On Disable, and 5) A small version of the normal for when looking at a unit's info card.
  7. If your new unit creates side effects, then you will need a picture for that, too (PNG).
  8. Edit the embryos to allow the game to generate the unit when starting a new game - Army of Darkness might be a good mod to study for this
  9. There may be more, but I think that's what you'd have to do.

Quote:
Originally Posted by Fatt_Shade View Post
4) i also wanted to add some new spells but got stuck after changing spells.txt. Idea was to make spells like hell breath, just to bonus poison dmg, and %chance for poisoning to help players against dragons/demons. What else i need to change ? i see in your spells all translated to eng which is great, but here are my problems - How to add new slot for spell in spell book (must i delete some existing , or will it add it self somehow ? , Adding png files for spell in book, for scroll for shops, and for effect(poisoned during battle) anything else ? ,
spell_effect.lua , spells.lua , spells.txt , spells_common.lua , spells_hint , spells_power.lua do i have to changed all this files to add my spell or ...?
if you can give some advice thx in advance
I have not added a new spell, but changed one. As far as I know, you should be able to make a new spell by:

1. SPELLS.TXT - all spells are defined here, so your new spell needs to be added here.
2. ENG_SPELLS.LNG - all spell descriptions are here and so your new spell needs a description to go here.
3. SPELLS.LUA - all spells use an LUA script function that determines the spell's behavior and so your new spell needs a function for it to go here.
4. SPELLS_POWER.LUA - most spells have a function here that computes the spell's power. Also SPELLS_HINT.LUA can call the spell's power function so that it can display the spell's information.
5. SPELLS_HINT.LUA - as mentioned above typically calls the spell's power function that resides inside SPELLS_POWER.LUA to get the spell's parameters to display in the text hint.
6. TEMPLATES.LNG - if you are going to have a new description, the spell's parameter templates will have to be added here in the appropriate section for spell templates.
7. SPELLS_COMMON.LUA - this file contains unit select functions for a spell. So you may not need to edit this file unless you want to use a unit selection criteria that doesn't exist.
8. SPELL_EFFECTS.LUA - this file contains spell effects that are caused by the spell. For example, Flame Arrow, Fire Ball, and Fire Rain all cause burning. The burning effect function is located here.

You may have to edit other files as well, but these are the most common for covering a spell. What you would really need to do is look at one of the spells in SPELLS.TXT and see what scripts it uses, what pictures, etc. and use it as a template for creating you're new spell. As far as the icons are concerned, you would have to generate a new PNG (I guess you don't really need to create a DDS file since individual PNG's are supported in AP/CW) for the spell picture if you didn't use one already in the game. Then, just like with the new unit, you would need to edit the embryos to allow the game to generate that new spell.

Once again, I haven't done this so you may need to do some more research, but this should at least get you started.

Okay, those were some good questions - that's about all I can provide right now. By the way, this is the kind of stuff I want to put into my modding guide if I ever get around to creating it.

/C\/C\
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  #26  
Old 11-20-2011, 02:00 AM
Helios Helios is offline
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Cool. I can't wait to give this a try! Adding something to the Bone Dragon's attack would probably be a decent idea, since they're so brittle they barely qualify as dragons.
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  #27  
Old 11-21-2011, 06:59 AM
Erkilmarl Erkilmarl is offline
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Too bad the landscape editor isn't as good as it could be... Anyway, the mod is working now. The changes in levelup are welcome, now the choices are more equal. The hero becomes stronger, too.
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  #28  
Old 11-22-2011, 01:18 AM
MattCaspermeyer MattCaspermeyer is offline
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Post *.TXT New Files and Changes List

Okay, here's the *.TXT files new files and changes list. The list is a bit technical, but serves a bit also as a little self-tutorial on modding showing that for every Descriptive name there is also a code name associated with it. Also it shows the parameter style of certain files.

Text Files - *.TXT
------------------
  • New Files:
    • diana_babies.txt - this file contains the list wife's babies and their bonuses.
    • feanora_babies.txt - this file contains the list wife's babies and their bonuses.
    • gerda_babies.txt - this file contains the list wife's babies and their bonuses.
    • mirabella_babies.txt - this file contains the list wife's babies and their bonuses.
    • neoka_babies.txt - this file contains the list wife's babies and their bonuses.
    • orcelyn_babies.txt - this file contains the list wife's babies and their bonuses.
    • rina_babies.txt - this file contains the list wife's babies and their bonuses.
    • xeona_babies.txt - this file contains the list wife's babies and their bonuses.
  • Changed Files:
    • arena.txt - exptable=... added levels 31-46 to the spirit levels as well as made the delta-delta between level increases consistent (table wasn't consistent at a few levels before). I doubt if you can actually make it to level 46, but you might if you play the Warrior.
    • config.txt
      • spell_power_config - there are new parameters identified below.
        • mod=7 - this is the modulus of the spell increase per mod intellect
        • inc=10 - this is the percent increase per mod intellect
        • mod_limit=4 - this is a lower limit on how low the intellect may be modified for computing the intellect spell power increase
        • inc_limit=5 - this is a lower limit on how much the increase percent can be modified
        • den_scholar=2 - This divides the mod bonus parameter count value by this value for HOMM3 babies with the scholar skill.
        • spell_level_min_limit = 1 - This is the minimum spell level for enemy heroes.
        • spell_level_max_limit = 3 - This is the maximum spell level for enemy heroes.
        • level_inc_elevel = 10 - This divides into the enemy hero's level or intellect to determine their spell levels (via math.ceil).
      • hero_level_up_den - this is a new section with parameters identified below.
        • stat_den = 15 - This value is used to divide into a hero's level to determine when a stat increases. See LOGIC_HERO.LUA.
        • limit_den = 10 - This value is used to divide into a hero's level to determine when a limit increases. See LOGIC_HERO.LUA.
    • effects.txt: new "effect_entangle" - this contains the new "effect_entangle" effect and its pertinent parameters.
    • hero.txt
      • exptable=… - change to Hero's Experience Table - made the delta-delta between levels more consistent (a few levels were not consistent).
      • Warrior
        • Rage +10 - starting rage is now 30.
        • skill_open +rage_control - The skill "rage_control" is added to the starting Warrior's skill list.
        • army= - Change to the Warrior's starting army list: 4 Bowmen, 6 Swordsmen, 4 Guardsmen
        • level_up changes
      • Paladin
        • mana +5 - starting mana is now 20.
        • rage +5 - starting rage is now 20.
        • skill_open +glory - The skill "glory" is added to a starting Paladin's skill list.
        • army= - Change to the Paladin's starting army list: 7 Priests, 7 Guardmen, 3 Inquisitors
        • level_up changes
      • Mage
        • mana +10 - starting mana is now 30.
        • skills_open +alchemist - The skill "alchemist" is added to a starting Mage's skill list.
        • army= - Change to the Mage's starting army list: 2 Priests, 1 Inquisitor, 1 Archmage
        • spell_fire_ball=-2 - Mage starts with 2 Fire Ball scrolls.
        • spell_defenseless=1 - Mage starts with learned Helplessness.
        • spell_fire_arrow=1 - Mage starts with learned Fire Arrow.
        • level_up changes
    • items.txt
      • diplomat_sign: sp_gain_power_pacifism - Changed the name of sp_spell_peace to that shown to make it consistent with the spell name.
      • gryphon_banner: sp_lead_unit_griffin - Changed the name of sp_lead_griffin to that shown to make it consistent with unit leadership bonus names.
      • mirror_shield: sp_gain_power_pain_mirror - Changed the name of sp_spell_mirror to that shown to make it consistent with the spell name.
      • adept_staff: sp_gain_power_lightning - Changed the name of sp_lightning to that shown to make it consistent with the spell name.
      • arhmage_staff: sp_gain_power_lightning - Changed the name of sp_lightning to that shown to make it consistent with the spell name.
      • hammer_kingtorn: sp_lead_unit… - Changed the name sp_lead_dwarf to the individual units so that the bonus works correctly.
      • shield_mifril: sp_lead_unit… - Changed the name sp_lead_dwarf to the individual units so that the bonus works correctly.
      • demetrios1: sp_lead_unit… - Changed the name sp_lead_demon to the individual units so that the bonus works correctly.
      • demetrios2: sp_lead_unit… - Changed the name sp_lead_demon to the individual units so that the bonus works correctly.
      • demetrios3: sp_lead_unit… - Changed the name sp_lead_demon to the individual units so that the bonus works correctly.
      • set_knight: sp_lead_unit… - Changed the name sp_lead_warrior to the individual units so that the bonus works correctly.
    • logic.txt
      • features=… - added wood and cutie to the list of features.
      • difficulty_k
        • eunit=… - New enemy unit statistic scaler for difficulty_k.
        • minstatinc=… - New minimum enemy unit statistic increase for difficulty_k.
        • emanaregen=… - New enemy hero mana regen based on percent mana limit for difficulty_k.
        • ehlvldbc=… - New enemy hero level they need to get +1 spell cast per round for difficulty_k.
        • ehmanadbc=… - New enemy hero mana limit they need to get for +1 spell cast per round for difficulty_k.
        • roundmrgk1 - New round at which mana_rage_gain_k goes to 1/2
        • roundmrgk2 - New round at which mana_rage_gain_k goes to 1/4
        • roundmrgk3 - New round at which mana_rage_gain_k goes to 0
        • roundehero - New rounds to add to mana_rage_gain_k when fighting enemy heroes
        • roundtower - New rounds to add to mana_rage_gain_k when fighting gremlin towers
        • roundboss - New rounds to add to mana_rage_gain_k when fighting bosses
      • ehero_max_spells=… - New parameter that is used to set the maximum spells an enemy hero selects from for auto casting their spells. On slower computers, setting this to a lower value may increase performance.
    • morale.txt
      • The skill "shot_commander" gives +1 morale to ranged projectile units at level 3.
      • The skill "inquisition" gives +1 morale to Priests and Inquisitors at level 1.
      • Werewolf Elves and Werewolves give +1 morale to Wolves.
      • Ents and Ancient Ents give +2 morale to Royal Thorns.
      • Royal Thorns give +3 morale to Thorns and Thorn Warriors.
      • Barbarians and Berserkers give +2 morale to all Bears, Hyenas, and Wolves.
      • All Bears give +2 morale to all Barbarians.
      • The skill "megamage" gives +1 morale to all mages at level 3.
      • The skill "tolerance" gives +1 morale to all units (except the undead) at level 2.
    • skills.txt - note that the section names are spelled correctly (like traning really doesn't have the "i" so this is particurly important when use search functions) and that virtually all skills have had their rune requirements updated.
      • traning (Training):
        • script = skill_traning - This skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=+1,+2,+5%,2 - The skill "traning" now has 4 parameters: 1) +Hero Attack, 2) +Unit Attack / Defense, 3) +Unit Krit, 4) Applies to 1-Unit Level.
        • Level 1| fight {…} - Adds fight bonuses for all Units <= Level 3: 1) +param2 Attack, 2) +param2 Defense, 3) +param3% Krit
        • Level 2| pars=+2,+3,+15%,3 - The skill "traning" now has 4 parameters: 1) +Hero Attack, 2) +Unit Attack / Defense, 3) +Unit Krit, 4) Applies to 1-Unit Level.
        • Level 2| fight {…} - Adds fight bonuses for all Units <= Level 4: 1) +param2 Attack, 2) +param2 Defense, 3) +param3% Krit
        • Level 3| pars=+3,+4,+30%,4 - The skill "traning" now has 4 parameters: 1) +Hero Attack, 2) +Unit Attack / Defense, 3) +Unit Krit, 4) Applies to 1-Unit Level.
        • Level 3| fight {…} - Adds fight bonuses for all Units <= Level 5: 1) +param2 Attack, 2) +param2 Defense, 3) +param3% Krit
      • rage_control (Rage Control):
        • Level 1| pars=+5 - Parameter update
        • Level 2| pars=+15 - Parameter update
      • start_defense (Combat Readiness):
        • script = skill_start_defense - This skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=10%,+1 - The skill "start_defense" now has 2 parameters: 1) +Physical Resistance, 2) +Hero Defense
        • Level 2| pars=20%,+2 - The skill "start_defense" now has 2 parameters: 1) +Physical Resistance, 2) +Hero Defense
        • Level 3| pars=40%,+3 - The skill "start_defense" now has 2 parameters: 1) +Physical Resistance, 2) +Hero Defense
      • spirit_master (Master of Spirits):
        • Level 1| pars=5% - Parameter update
        • Level 2| pars=15% - Parameter update
      • shot_commander (Ranged Specialist):
        • Level 1| pars=-5%,+5%,+10% - The skill "shot_commander" now has 3 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Krit%
        • Level 1| fight {…} - Adds fight bonuses to projectile units: 1) Attack/Defense: +Unit Level, 2) Krit: +Param3, 3) Health: +Param2
        • Level 2| pars=-10%,+10%,+20% - The skill "shot_commander" now has 3 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Krit%
        • Level 2| fight {…} - Adds fight bonuses to projectile units: 1) Attack/Defense: +Unit Level, 2) Krit: +Param3, 3) Health: +Param2, 4) Initiative: +1
        • Level 3| pars=-15%,+15%,+30% - The skill "shot_commander" now has 3 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Krit%
        • Level 3| fight {…} - Adds fight bonuses to projectile units: 1) Attack/Defense: +Unit Level, 2) Krit: +Param3, 3) Health: +Param2, 4) Initiative: +1, Morale: +1 (in MORALE.TXT)
      • brutality (Frenzy):
        • Level 1| pars=+1 - Parameter update
        • Level 2| pars=+3 - Parameter update
      • iron_fist (Iron Fist):
        • Level 1| pars=-5%,+5%,+1,+10 - The skill "iron_fist" now has 4 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Attack, and 4) +Rage
        • Level 1| fight {…} - Adds fight bonuses to warrior units: 1) Attack / Defense: +Unit Level, 2) Health: +Param2
        • Level 2| pars=-10%,+10%,+3,+30,+20% - The skill "iron_fist" now has 5 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Attack, 4) +Rage, and 5) +Krit%
        • Level 2| fight {…} - Adds fight bonuses to warrior units: 1) Attack / Defense: +Unit Level, 2) Health: +Param2, 3) Krit: +Param5
        • Level 3| pars=-15%,+15%,+6,+60,+30% - The skill "iron_fist" now has 5 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Attack, 4) +Rage, and 5) +Krit%
        • Level 3| fight {…} - Adds fight bonuses to warrior units: 1) Attack / Defense: +Unit Level, 2) Health: +Param2, 3) Krit: +Param5
      • rush (Onslaught):
        • Level 1| pars=+1,+0 - The skill "rush" now has 2 parameters: 1) +Init, 2) +Speed
        • Level 2| pars=+1,+1 - The skill "rush" now has 2 parameters: 1) +Init, 2) +Speed
        • Level 3| pars=+2,+2 - The skill "rush" now has 2 parameters: 1) +Init, 2) +Speed
      • dark_commander (Dark Commander):
        • Level 1| pars=+2 - Parameter update
        • Level 1| unit=… - The "dark_commander" skill now increases the abilities of all "evil" troops.
        • Level 2| pars=+4,+1 - Parameter update
        • Level 2| unit=… - The "dark_commander" skill now increases the abilities of all "evil" troops.
        • Level 3| pars=+8,+1,+1 - The skill "dark_commander" now has 3 parameters: 1) +Attack, 2) +Init, 3) +Speed
        • Level 3| unit=… - The "dark_commander" skill now increases the abilities of all "evil" troops.
        • Level 3| filter {…} - The "dark_commander" skill now increases speed at level 3.
      • explorer (Scouting):
        • script = skill_explorer - This skill now includes a function call to increase the hero's abilities.
        • Level 3| pars=+1 - The skill "explorer" now adds +1 Intellect at level 3.
      • holy_rage (Holy Anger):
        • script=skill_holy_rage - This skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=+5,1,+5 - The skill "holy_rage" now has 3 parameters: 1) +Attack vs Undead & Demons / +Krit to Phoenix 2) +Init / Speed to Phoenix; 3) +Order Spell Power, +Attack / Defense / Damage / Health to Phoenix;
        • Level 1| fight {…} - Adds to the Damage, Attack, Defense, Health, Krit, Init, and Speed of the Phoenix.
        • Level 2| pars=+15,2+10 - The skill "holy_rage" now has 3 parameters: 1) +Attack vs Undead & Demons / +Krit to Phoenix 2) +Init / Speed to Phoenix; 3) +Order Spell Power, +Attack / Defense / Damage / Health to Phoenix;
        • Level 2| fight {…} - Adds to the Damage, Attack, Defense, Health, Krit, Init, and Speed of the Phoenix.
        • Level 3| pars=+30,3,+15 - The skill "holy_rage" now has 3 parameters: 1) +Attack vs Undead & Demons / +Krit to Phoenix 2) +Init / Speed to Phoenix; 3) +Order Spell Power, +Attack / Defense / Damage / Health to Phoenix;
        • Level 3| fight {…} - Adds to the Damage, Attack, Defense, Health, Krit, Init, and Speed of the Phoenix.
      • glory (Glory):
        • Level 1| pars=+200,-2% - The skill "glory" now has 2 parameters: 1) +Leadership, 2) -Leadership Requirement
        • Level 2| pars=+500,-5% - The skill "glory" now has 2 parameters: 1) +Leadership, 2) -Leadership Requirement
        • Level 3| pars=+1000,-10% - The skill "glory" now has 2 parameters: 1) +Leadership, 2) -Leadership Requirement
      • learning (Learning):
        • Level 1| pars=+5% - Parameter update
        • Level 3| pars=+30% - Parameter update
      • charm (Trophies):
        • Level 1| pars=5% - Parameter update
        • Level 2| pars=15% - Parameter update
      • trading (Trade):
        • Level 1| pars=20%,10% - Parameter update
        • Level 2| pars=50%,30% - Parameter update
        • Level 3| pars=100%,60% - Parameter update
      • diplomacy (Diplomacy):
        • Level 2| pars=15% - Parameter update
        • Level 3| pars=30% - Parameter update
      • holy_knight (Keeper of the Light):
        • Level 1| pars=+20%,+10% - Parameter update
        • Level 2| pars=+50%,+25% - Parameter update
        • Level 3| pars=+100%,+50% - Parameter update
      • tolerance (Tolerance): Level 2| pars=+1 - The skill "tolerance" gives +1 morale to all units (except the undead) at level 2.
      • rune_stone (Runic Stone):
        • Level 1| pars=+5,+1 - The skill "rune_stone" now has the parameters: +runes and +defense
        • Level 2| pars=+10,+2 - The skill "rune_stone" now has the parameters: +runes and +defense
        • Level 3| pars=+15,+3 - The skill "rune_stone" now has the parameters: +runes and +defense
      • inquisition (Inquisition):
        • script = skill_inquisition - This Skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=-10%,+10,+1,+20 - The Skill "inquisition" now has 4 parameters (Unit Bonuses Apply to Priest & Inquisitor): 1) -Leadership Requirement, 2) +Mana / Rage / Health, 3) +Intellect / Init / Speed / Morale, 4) +Krit
        • Level 1| fight {…} - This adds fight bonuses to Priests and Inquisitors: 1) Attack / Defense: +Unit Level, 2) Krit: +Param4, 3) Health: +Param2, 4) Init / Speed: +Param3
      • wizdom (Wisdom):
        • Level 1| pars=+5,+5 - Parameter update
        • Level 2| pars=+15,+15 - Parameter update
        • Level 3| pars=+30,+30 - Parameter update
      • alchemist (Alchemy):
        • Level 1| pars=10 - Parameter update
        • Level 2| pars=25 - Parameter update
      • meditation (Meditation):
        • Level 1| pars=+20% - Parameter update
        • Level 2| pars=+50% - Parameter update
      • concentration (Concentration):
        • Level 1| pars=2 - Parameter update
        • Level 2| pars=6 - Parameter update
        • Level 3| pars=12 - Parameter update
      • healer (Healer):
        • deps=order,dist - The "healer" skill now requires the skills "order" and "dist".
        • Level 1| deps=1,1 - Update to level requirement for dependent skills.
        • Level 1| pars=+5%,+2% - The Skill "healer" now has 2 parameters: 1) +Spell Power, 2) +Unit Health
        • Level 1| fight {…} - This adds a fight bonus to unit health
        • Level 2| deps=1,1 - Update to level requirement for dependent skills.
        • Level 2| pars=+15%,+5% - The Skill "healer" now has 2 parameters: 1) +Spell Power, 2) +Unit Health
        • Level 2| fight {…} - This adds a fight bonus to unit health
        • Level 3| deps=1,1 - Update to level requirement for dependent skills.
        • Level 3| pars=+30%,+10% - The Skill "healer" now has 2 parameters: 1) +Spell Power, 2) +Unit Health
        • Level 3| fight {…} - This adds a fight bonus to unit health
      • megamage (Archmage):
        • Level 1| pars=-5%,+1,+5% - The Skill "megamage" now has 3 parameters: 1) -Leadership Requirement, 2) +1 Intellect, 3) +Health
        • Level 1| fight {…} - This adds fight bonuses to mages: 1) Attack / Defense: +Unit Level, 2) Health: +Param3
        • Level 2| pars=-10%,+2,+10%,+20% - The Skill "megamage" now has 4 parameters: 1) -Leadership Requirement, 2) +1 Intellect, 3) +Health, 4) +Krit
        • Level 2| fight {…} - This adds fight bonuses to mages: 1) Attack / Defense: +Unit Level, 2) Health: +Param3, 3) Krit: +Param4
        • Level 3| pars=-15%,+3,+15%,+30% - The Skill "megamage" now has 4 parameters: 1) -Leadership Requirement, 2) +1 Intellect, 3) +Health, 4) +Krit
        • Level 3| fight {…} - This adds fight bonuses to mages: 1) Attack / Defense: +Unit Level, 2) Health: +Param3, 3) Krit: +Param4
      • necromancy (Neromancy):
        • script = skill_necromancy - This Skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=10-20%,skeleton,-5%,+5% - The Skill "necromancy" now has 4 parameters: 1) Raise Percent Range, 2) Undead Type, 3) -Leadership Requirement, 4) Undead +Defense%
        • Level 1| fight {…} - This adds fight bonuses to the Undead: 1) Defense: +Param4, 2) Magic Resistance: +Param4, 3) Magic Damage: +1
        • Level 2| pars=30-50%,zombie,-10%,+15% - The Skill "necromancy" now has 4 parameters: 1) Raise Percent Range, 2) Undead Type, 3) -Leadership Requirement, 4) Undead +Defense% / +Health%
        • Level 2| fight {…} - This adds fight bonuses to the Undead: 1) Defense / Health: +Param4, 2) Magic Resistance: +Param4, 3) Magic Damage: +2
        • Level 3| pars=60-100%,ghost,-15%,+30% - The Skill "necromancy" now has 4 parameters: 1) Raise Percent Range, 2) Undead Type, 3) -Leadership Requirement, 4) Undead +Defense% / +Health% / Krit%
        • Level 3| fight {…} - This adds fight bonuses to the Undead: 1) Defense / Health / Krit: +Param4, 2) Magic Resistance: +Param4, 3) Magic Damage: +3
      • high_magic (Higher Magic):
        • script=skill_hi_magic - This Skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=1,100%,+1,+10 - The Skill "high_magic" now has parameters: +1 spell casts for rounds, +not used, +intellect, and +mana
        • Level 2| pars=3,100%,+3,+30 - The Skill "high_magic" now has parameters: +1 spell casts for rounds, +not used, +intellect, and +mana
        • Level 3| pars=6,100%,+6,+60 - The Skill "high_magic" now has parameters: +1 spell casts for rounds, +not used, +intellect, and +mana
      • destroyer (Destroyer):
        • Level 1| pars=+10% - Parameter update
        • Level 2| pars=+25% - Parameter update
    • special_params.txt
      • sp_lead_unit… - These bonuses are the new leadership requirement bonuses for each unit and sometimes a pair of units if they are very similar and of the same level.
      • sp_lead_(race) - These bonuses are the old race bonuses. They have been left here, but the sp_lead_unit… bonuses must be used otherwise the leadership requirements won't be computed properly.
      • sp_lead_(group) - These bonuses are the old group bonuses. They have been left here, but the sp_lead_unit… bonuses must be used otherwise the leadership requirements won't be computed properly.
      • sp_add_... - These bonuses add to value of a unit skill
      • sp_duration… - These bonuses add to the druation of a unit skill
      • sp_gain_... - These bonsus scale the value of a unit skill
      • sp_add_damage... - These bonuses add to the damage of bless and weakness.
      • sp_add_infliction... - These bonuses add to the infliction chance for those spells with inflictions.
      • sp_add_penalty... - These bonuses add to a spell's penalty effect.
      • sp_add_periphery_damage... - These bonuses add to the periphery damage of a spell.
      • sp_add_power… - These bonuses add to spell's power.
      • sp_add_(type)_special… - These bonuses add to the power of a (type) of special attack that the unit uses (i.e. shock, krit, power, etc.).
      • sp_chance_effect… - These bonuses add to the chance a unit casts its special effect.
      • sp_chance_feat… - These bonuses add to the chance a unit casts its feature.
      • sp_dur_mod - This bonus is used to modify the modulus for spell power increase per modulus intellect.
      • sp_duration… - These bonuses add to the duration of a spell or effect.
      • sp_gain_infliction… - These bonuses apply a multiplicative bonus to the chance of an infliction.
      • sp_gain_penalty… - These bonuses apply a multiplicative bonus to the penalty.
      • sp_gain_periphery_damage… - These bonuses apply a multiplicative bonus to the periphery damage of a spell.
      • sp_gain_power… - These bonuses apply a multiplicative bonus to the spell's power.
      • sp_gain_(type)_special… - These bonuses apply a multiplicative bonus to the special's power; (type) is shock, krit, etc.
      • sp_lvl_inc… - These bonuses apply an additive bonus to the base level damage of a spell.
      • sp_power_effect… - These bonuses apply an additive bonus to the percent power of an effect.
      • sp_power… - These bonuses apply various bonuses to the spell power per intellect formula.
      • sp_special_attacks… - These bonuses apply an additive bonus to the special attack of a unit.
      • sp_spell_defense - New spell bonus for defensive spells.
      • sp_kid… - These bonuses are used to allow proper computation of children bonuses due to a bug in hero_lu_item_on_body.
    • specials.txt
      • special_difficulty… - These new specials are for the new difficulty level bonuses.
      • special_summon_bonus - This is the new bonus used to apply a bonus to a summoned (phoenix & evil book) unit.
      • special_rooted - This is the new Ent's special ability.
      • feat_lump_bleeding - This is the new Bleeding effect caused by Zerock's "lump" & "quake" abilities.
    • spells.txt
      • Changes:
        • Virtually all spells have had their price, mana, and crystals updated
        • Some spells have had their spell parameters updated
        • The custom parameters of most spells were inconsistent so their names were changed to make them consistent (i.e. some used power, bonus, penalty, and special names in an inconsistent way and it was very confusing)
      • New custom spell parameters:
        • hero= - set this to 1 to have the hero's level effect the spell's power
        • holy_rage= - set this to 1 to have the skill Holy Rage effect the spell's power
        • astral= - set this to 1 to have damage type increased by spell power
        • fire= - set this to 1 to have damage type increased by spell power
        • magic= - set this to 1 to have damage type increased by spell power
        • physical= - set this to 1 to have damage type increased by spell power
        • poison= - set this to 1 to have damage type increased by spell power
        • res_fire= - Resistance type specified is increased by spell power.
        • res_magic= - Resistance type specified is increased by spell power.
        • res_physical= - Resistance type specified is increased by spell power.
        • res_poison= - Resistance type specified is increased by spell power.
      • Important Spell Changes:
        • spell_defenseless (Helplessness): script_calccells = calccells_complex_enemy - Calc cells script updated since spell is now mass at level 3.
        • spell_invisibility (Invisibility): script_calccells = calccells_all_ally_level - Calc cells script updated since spell now has a unit level requirement.
        • spell_ram (Sheep): nfeatures = magic_immunitet, pawn, boss, plant, undead, golem - The nfeatures list has been updated to include: plants, undead, and golems (none of these can be sheeped).
    • wifes.txt
      • Includes the "wife"_babies.txt files
      • Adds wife_orcelyn
      • Adds wife_diana
      • Other wives price, wife_slots, children, fight, and mods have been updated.

Okay, that's it. It is possible that some of the parameter values are now slightly different since this list was made about a month ago, but I did go through it once and attempt to update it to the latest changes.

This change list gives you a feel for where things are and how to change them. Note that morale.txt, for instance, is the file to change for all the morale bonuses. You can add a fight {morale} bonus to skills.txt, but it will not show up properly in the hero's army slots and army cards.

In skills.txt, there are the parameters that are shown in the Skill Name Description when you mouse over it and then there are also the actual bonuses to units in the fight {...} section for that skill. Unfortunately, I do not know a way to link these and so therefore since the values are in two places this possibly serves as a source of bugs if you change a value in one place, but forget to change it in the other as the values will not be the same.

Also note that I've done my best to make my work itself mod-able. You can see that I attempted to add bonuses to many facets of the game where they did not exist. The idea was to make a system that allowed people to create new items, etc. with the new bonuses I added.

Another factor I used to make changes was to make the system consistent. For certain spells, their bonus name did not match the spell name. In order to aid in the LUA script updates, I needed to make names consistent so that an LUA function only needed the spell's name to then determine if there were any bonuses for that spell.

All these go to make the fileset that I've modified its own basis for new mods. This was a lot of work to go through all the game's original files and try to make things as consistent as possible, but I think it was worth it. This should make future mods easier because you don't have to know all the name variants for a spell, its bonuses, and other effects.

Once gain, feel free to comment! The last major file group is the LUA script files. I hope to post those changes no later than a week or two from now...

/C\/C\

Click here for the *.ATOM List
Click here for the *.LNG List
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  #29  
Old 11-22-2011, 03:27 AM
Helios Helios is offline
Approved Member
 
Join Date: Jul 2011
Posts: 116
Default

This is enticing me to speed through my current game so I can give your mod a try or three. Nice work. I usually edit the equipment into the game that I want to play via the KBScanner, but I'll give your mod an unedited playthrough to get a better feel for the changes and the challenge involved.

Have you thought of a mod that would make all the equipment in the game available for sale during a game? Would it be hard to do?

And is your mod compatible with the KBScanner? (I'd imagine it couldn't be for the HOMM3 babies, but does it report the quest rewards, items, troops, and spells correctly?)
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  #30  
Old 11-22-2011, 05:55 AM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 553
Thumbs up Interesting questions...

It's been a long time since I played with the KBScanner, but I think the way they designed it that it might actually work with my mod. Obviously, I discourage using the KBScanner when playing a mod (especially the first time) since it is a cheat that gives you an advantage, but I think it will use the "code" names for things if they are new - I'm not sure, though.

I can't wait to actually attach this where people can simply download and play it because I think anyone who plays it is going to have a lot of fun (especially on impossible), but we got to get through this alpha stage first. This means me getting far enough in my current game to try out all of the new stuff I've added (so I at least got to marry Orcelyn and have some babies with her and then I think I am going to make the Bone Dragon change so I got to get far enough to fight some so that I can create and debug that change plus I think I'll do a little mod tutorial as I make the change so that people can see how it works) and then it should be ready for everyone to give it a try.

So far I only have two people playtesting it (Fatt_Shade and Erkilmarl) and would love to get some more people joining the fun!

So don't be bashful - PM your email address and I'll send you the latest version!

/C\/C\

Quote:
Originally Posted by Helios View Post
This is enticing me to speed through my current game so I can give your mod a try or three. Nice work. I usually edit the equipment into the game that I want to play via the KBScanner, but I'll give your mod an unedited playthrough to get a better feel for the changes and the challenge involved.

Have you thought of a mod that would make all the equipment in the game available for sale during a game? Would it be hard to do?

And is your mod compatible with the KBScanner? (I'd imagine it couldn't be for the HOMM3 babies, but does it report the quest rewards, items, troops, and spells correctly?)
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