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Mods King's Bounty: Crossworlds Mods

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  #11  
Old 04-23-2014, 02:28 PM
Erkilmarl Erkilmarl is offline
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The pictures look very good (I am at loss of superlative words to describe them). I had given up hope and hadn't been here for awhile. I'm glad I did. I'm eagerly waiting for something to test or play.

Perhaps you should share how you did get the editor working? I have understood that it's almost impossible to use.
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  #12  
Old 04-23-2014, 06:15 PM
ecania ecania is offline
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Quote:
Originally Posted by Erkilmarl View Post
The pictures look very good (I am at loss of superlative words to describe them). I had given up hope and hadn't been here for awhile. I'm glad I did. I'm eagerly waiting for something to test or play.

Perhaps you should share how you did get the editor working? I have understood that it's almost impossible to use.
I had many crashes when beginning with the editor, if doing anything wrong, it will crash, if system memory low , it will freeze or crash.
You need to have the updates for crossworlds to get it stable and you also need to work on a new campaign, if you try and modifie the existing campaigns it will be unstable.

UPDATE ON RSE

Im now done with the landscaping, making actors now for shops and some heros.
Also some small Changes on some companions
Some slot modifications.
Added a grand strategy medal level 5.
Taking suggestions for other medals for a fifth level.
Making army templates for a big diversity for enemies.

Ecania
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  #13  
Old 04-23-2014, 10:09 PM
Fatt_Shade Fatt_Shade is offline
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Hope you progress without much problem ecania
You said suggestions for medal lvls, here`s some i added to my game :
1)Iron warrior
From medals.txt
Code:
medal_iron_warrior_1 {
  category=o
  image=heroitem_medal_iron_warrior.png
  hint_config=object_item
  label=itm_medal_iron_warrior_1_name
  hint=itm_medal_iron_warrior_1_hint
  information_label=
  maphint=
  mapinfo=
  price=10
  maxcount=0
  level=1
  race=human
  medclass=0
  use {}
  fight {
    {
      filter {
        belligerent=ally
      }
      dbonus=physical,0,3,0,-100,0,0
      attack_on=
      attack_off=
    }
  }
  mods {
    rage=limit,5
  }
  propbits=medal
  params {
    max1=20
    max2=60
    max3=140
    max4=260
    order=10
    complex=1
    param=0
    var1=spells_used-spell_berserker,spells_used-spell_ghost_sword,spells_used-spell_reaction,spells_used-spell_dragon_arrow,spells_used-spell_balance
    var2=spells_used-spell_berserker,spells_used-spell_ghost_sword,spells_used-spell_reaction,spells_used-spell_dragon_arrow,spells_used-spell_balance
    var3=spells_used-spell_berserker,spells_used-spell_ghost_sword,spells_used-spell_reaction,spells_used-spell_dragon_arrow,spells_used-spell_balance
    var4=spells_used-spell_berserker,spells_used-spell_ghost_sword,spells_used-spell_reaction,spells_used-spell_dragon_arrow,spells_used-spell_balance
  }
So new is % for phisical dmg for warrior units +3/6/10/15% for 4 lvls, and old rage bonus from original game 5/10/15/20

Part from eng_rewards.lng
Code:
reward_iron_warrior_1=+5 Rage<br>Incrase your troops physical damage 3%
reward_iron_warrior_2=+10 Rage<br>Incrase your troops physical damage 6%
reward_iron_warrior_3=+15 Rage<br>Incrase your troops physical damage 10%
reward_iron_warrior_4=+20 Rage<br>Incrase your troops physical damage 15%
2) Fire mage part from medals.txt
Code:
medal_fire_mage_1 {
  category=o
  image=heroitem_medal_fire_mage.png
  hint_config=object_item
  label=itm_medal_fire_mage_1_name
  hint=itm_medal_fire_mage_1_hint
  information_label=
  maphint=
  mapinfo=
  price=10
  maxcount=0
  level=1
  race=human
  medclass=2
  use {}
  fight {
    {
      filter {
        belligerent=enemy
      }
      rbonus=poison,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
      }
      rbonus=magic,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
      }
      pbonus=
      dbonus=
      rbonus=fire,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
      }
      rbonus=astral,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
  }
  mods {
    mana=limit,5
  }
  propbits=medal
  params {
    max1=60
    max2=180
    max3=400
    max4=700
    order=10
    complex=1
    param=0
    var1=spells_used-spell_fire_arrow,spells_used-spell_shroud,spells_used-spell_fire_breath,spells_used-spell_fire_ball,spells_used-spell_fire_rain
    var2=spells_used-spell_fire_arrow,spells_used-spell_shroud,spells_used-spell_fire_breath,spells_used-spell_fire_ball,spells_used-spell_fire_rain
    var3=spells_used-spell_fire_arrow,spells_used-spell_shroud,spells_used-spell_fire_breath,spells_used-spell_fire_ball,spells_used-spell_fire_rain
    var4=spells_used-spell_fire_arrow,spells_used-spell_shroud,spells_used-spell_fire_breath,spells_used-spell_fire_ball,spells_used-spell_fire_rain
Here i added lowered enemy unit resistances to `elemental` dmg poison/fire/magic/astral but didnt lower their physical because mage main dmg is by spells not melee combat. For lvls i went -2/4/7/10% and old bonus mana is same.

Part from eng_rewards.lng
Code:
reward_fire_mage_1=+5 Mana<br>Reduces enemy elemental resistances by 2%
reward_fire_mage_2=+10 Mana<br>Reduces enemy elemental resistances by 4%
reward_fire_mage_3=+15 Mana<br>Reduces enemy elemental resistances by 7%
reward_fire_mage_4=+20 Mana<br>Reduces enemy elemental resistances by 10%
Hope it gives you some ideas to work on
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  #14  
Old 04-24-2014, 09:19 PM
ecania ecania is offline
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Join Date: Mar 2012
Posts: 127
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Hiya all
update time
Working on some medals.
Medals so far is:
Trap medal has got some more features, it has 5 levels and have also got
1+ attack for every level on medal.

Iron warrior medal has more features, it has 5 levels and the bonus is
2,4,6,8,10% more allied unit defense of current value.

Dragon Slayer medal also got more features, it has 5 levels and bonus is
allied unit psychical damage 2,4,6,8,10% of current value.

Grand Strategy Medal getting 6 levels, if bonus not decided, prolly bonus on last level
leadership count lvl4 - 1800 lvl5 3000 lvl6 4500

Debir, purple cave,white crystalcave, scarlet island, bolo, and rusty anchor is ready to go.
Thats all for tonight

Ecania
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  #15  
Old 05-16-2014, 08:25 PM
ecania ecania is offline
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Join Date: Mar 2012
Posts: 127
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Hello everyone
Has been a while after last update, but now its about time to write somthing.
The Campaign is mostly ready, hardest thing is to try and balance it with so much new land and armies.

And since game suffers from be to easy after a bit it gonna be the same here, but I try to do what I can to do it more interesting.

NEWS FROM LAST TIME

The skill tree have been a little bit reworked, some skills now have 4 levels and some have slightly moved in the trees.
Also the warrior tree has 1 more skill and the Paldin tree has got a changed skill.
You can see on the screenies.
Also on the screenies you can see a Blue Dragon ( Ice Dragon) wich is a new troop in the game.
Demons also got a Dragon, the Flaming Dragon.
The Undead Lizardmens elite troops is in the game before you arrive to Red Sands and can also
pop up in stores so you can buy them - Walking shadows and Necrox.

The Medals has gotten an overhaul, not fully tested yet.
There are over 20 new heroes to fight and who knows, could be a couple more.
I reilly hope I will finish this very soon now, so the release is closing in

Have a great time
Ecania
Attached Images
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  #16  
Old 05-19-2014, 03:38 PM
ecania ecania is offline
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Join Date: Mar 2012
Posts: 127
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Need a few testplayers and bugfinders for this new Campaign, post here if you are interested in testing it.

You need Crossworlds 1.3.1 build 6171 to play this Campaign.
First 2 post has priority.

Ecania
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  #17  
Old 05-20-2014, 03:04 PM
ecania ecania is offline
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Bump

Last edited by ecania; 06-03-2014 at 05:33 PM.
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  #18  
Old 05-20-2014, 03:23 PM
Timfhothy Timfhothy is offline
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Join Date: May 2014
Posts: 4
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Many thanks for your work.


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  #19  
Old 05-21-2014, 06:26 PM
Erkilmarl Erkilmarl is offline
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Location: Finland
Posts: 144
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A couple of days away without checking this and what happens. I didn't get a chance to volunteer for the testing.
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  #20  
Old 05-21-2014, 07:28 PM
Fatt_Shade Fatt_Shade is offline
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Location: Serbia
Posts: 837
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@ecania
I`m sure you did great job with mod, and appreciate chance for trying it.
But right now in my area are horrible floods, and i really have no time for playing it. Hope to tide up things in and be back to normal functioning soon and will relax with your mod.
Dont hold grudge, this forum is a bit dead , but post link to your mod and i`m sure players will check it out.
Take care, and have fun ppl
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