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-   -   [mod] Army, Rune Exchange, Training Camp (http://forum.fulqrumpublishing.com/showthread.php?t=35557)

Csimbi 10-31-2012 10:16 PM

[mod] Army, Rune Exchange, Training Camp
 
5 Attachment(s)
I've updated my earlier mods to work with Warriors of the North.
As usual: watch for conflicts!
If you're not familiar with these mod, read the text file included with each mod.

The Training Camp upgrade paths have changed a bit; let me know if you have suggestions.

I don't have much time to play or to provide support, so you're pretty much on your own.

*Edit
Removed some unneeded files from the packages.
Added damage calc mod.

*Edit2
Meh, put the originals back. Those were needed.
The mod pack does not seem to work for some reason. I'll have a look when I have the time. I the meantime, don't use it.

*Edit3
Ok, figured it out. For some reason, the game does not like DDS textures as much as it does PNGs. Packages fixed, added update 1 for each affected mod.

skycrow 11-01-2012 12:35 AM

Thank you for offing Mods at first .:P


About that Training Camp :

It seems to me that you create new training new rules within Viking .

Does it use the completely same training rules in KB : CW excluding Viking ?

In addition to this , does it also train certain troops to demons ?


Reference to :http://forum.1cpublishing.eu/showthread.php?t=16549

Razorflame 11-01-2012 12:39 AM

i have installed it in the mods map but it doesn't work :S

skycrow 11-01-2012 12:57 AM

Do you put them in King`s Bounty - Warriors of the North\sessions\addon ?

And wait 10 secs ingame :| .
(From text file : Wait for a short while (10 secs or so until the next rage/mana update to be precise), and the army shop item will be added to your inventory.)


If you want to use beyond one mod (2 or 3), it's restricted to have to put

mod_wn131_eng_mod_pack only or they wont work completely .

Csimbi 11-01-2012 02:33 AM

Quote:

Originally Posted by skycrow (Post 475886)
Thank you for offing Mods at first .:P


About that Training Camp :

It seems to me that you create new training new rules within Viking .

Does it use the completely same training rules in KB : CW excluding Vinking ?

In addition to this , does it also train certain troops to demons ?


Reference to :http://forum.1cpublishing.eu/showthread.php?t=16549

No, it's different from KB:CW (I guess; I would not know).
As for the demons? No, you can't train units to demons. But, it that is your heart's desire, edit new_scripts.lua and add the desired combinations to get_upgrade_path() - and don't forget to add upgradable units to can_unit_be_upgraded().

Quote:

Originally Posted by Razorflame (Post 475887)
i have installed it in the mods map but it doesn't work :S

What's a mods map?
You can use only one of those above or else there's a conflict. I'd suggest the mod pack as it includes all three.

Razorflame 11-01-2012 03:34 AM

Steam\SteamApps\common\King's Bounty - Warriors of the North\sessions\addon

i put it here

and here Steam\SteamApps\common\King's Bounty - Warriors of the North\data\mods


none of those works :/

Csimbi 11-01-2012 03:58 AM

You have to put it only to one place:
Steam\SteamApps\common\King's Bounty - Warriors of the North\sessions\addon

What language variant do you use?
The mod contains only the eng_*.lng files, so if you use another language than English, it won't work (most likely, or you see garbage).

PS. The mod pack does not seem to work, don't use that until it's fixed.
*Edit: it's fixed.

Razorflame 11-01-2012 02:03 PM

i am using english ofc:)

suffice to say none works for me at least :/

Csimbi 11-01-2012 02:41 PM

Not even u1?

Razorflame 11-01-2012 03:00 PM

nope

Csimbi 11-01-2012 04:53 PM

Since it works here perfectly, I am not sure what I can possibly do for you.

Razorflame 11-01-2012 04:59 PM

i posted the stuff in the right map and it doesn't work
it's very werid :/

Razorflame 11-01-2012 06:44 PM

after reinstall i got the u1 package to work :)

Csimbi 11-01-2012 08:25 PM

Cool, there must have been a conflict then.

Boozie 01-04-2013 12:03 AM

I am having problems loading the game once I am in a game. The bar fills up and then just sits there. I am only using Army Mod. The mod itself loads up and works fine, just can't load a save once I'm in.

Csimbi 01-04-2013 01:25 AM

I suspect that you're using a newer game version than the one I was using when I made the mod.
There are bugs in the game that prevent me from finishing the game, so I won't be updating mods until I see them resolved.
Updating it should be fairly easy, so you could try doing it yourself.

urquhart 01-05-2013 01:28 PM

1 Attachment(s)
I just hit the same problem.

I am not really a modder, but this one wasn't too complicated: all that had to be done was to replace the 'items.txt' in the 'updated_files'-folder with the one from the newest patch (in 'ses.kfs') - and of course include the reference to 'new_items.txt'.

As a side note for different language users: just rename the prefix of the '.lng' to something appropriate (ex: 'eng' -> 'ger') and (optionally) translate the included text-passages...

Boozie 01-05-2013 01:53 PM

Quote:

Originally Posted by urquhart (Post 491977)
I just hit the same problem.

I am not really a modder, but this one wasn't too complicated: all that had to be done was to replace the 'items.txt' in the 'updated_files'-folder with the one from the newest patch (in 'ses.kfs') - and of course include the reference to 'new_items.txt'.

As a side note for different language users: just rename the prefix of the '.lng' to something appropriate (ex: 'eng' -> 'ger') and (optionally) translate the included text-passages...

Awesome thanks!

b5523482 01-14-2013 08:29 AM

Well, took power4 and rune exchange mod (imposs, hybrid). Game start and levels 1-19 were wery interesting, though never looked on noloss ideas like on smth valuable. Kinda like to spare units. (And qute sure, it was impossible in noloss without dirty stealing, save - load, and etc non-atmospheric stuff)
But after killing spider in one turn - sadly, something is wrong with this power4 way(.
Especially trolls with their 90 attk. And I even don't have stone skin. Was power4 tested a bit more than before spider?

Csimbi 01-15-2013 12:07 AM

There was not a whole lot of testing done. Never tried power4 other than 'it works'; was kinda waiting for feedback.

b5523482 01-15-2013 01:24 AM

Then may be power2 is ok. Looks like it will be 4x multipler (12 againts 3 original) in earlier game and 10x multipler (30 againts 3 original) in later.
Weak creatures will be more fun, strong - sometimes stronger than original (untill hero recieve 20+ damage and attack). Still, due to big amount of low level creatures not sure if game will be too easy in later parts. It's interesting to see wery strong and very weak stacks, not same "one archer" stack everywhere like on first 3 islands.
Don't know (and kinda don't want to see spoilers), but it's important what type of creatures will be in latergame.

Also, looks like i've used optimal tactical 2nd level skill - all slow units were able to deal damage to spider in first turn (with 2 criticals).
Also, should be noticed that mod equals differences between -30 to 30 making attack and defence less important in that cases (all first islands). Dunno if it is good or bad.

Csimbi 01-15-2013 05:10 AM

Well, ultimately your style determines which one you like.
I think I used power2 in my last play-through.
If I remember correctly, it was a bit tough at times near the end-game.

b5523482 01-15-2013 05:50 AM

Quote:

Originally Posted by Csimbi (Post 494326)
Well, ultimately your style determines which one you like.
I think I used power2 in my last play-through.
If I remember correctly, it was a bit tough at times near the end-game.

Then thanks for this info, stuff should be interesing enough.
May be it's good idea to put power2 as default.
And of course thanks for the mods, there are less than 5 of them in whole internet(.

P.S. Going to retry spider in power2. With as much as possible losses :P. If it won't be ok difficulty, i'll post in about 1-2h.
P.P.S. No, not going( lost all saves before.

ICECOOL 02-10-2013 05:27 PM

Quote:

Originally Posted by urquhart (Post 491977)
I just hit the same problem.
I am not really a modder, but this one wasn't too complicated: all that had to be done was to replace the 'items.txt' in the 'updated_files'-folder with the one from the newest patch (in 'ses.kfs') - and of course include the reference to 'new_items.txt'.
As a side note for different language users: just rename the prefix of the '.lng' to something appropriate (ex: 'eng' -> 'ger') and (optionally) translate the included text-passages...

Hi, Im newbe and I cant this mods work. I have oryginal polish steam version, and i havent seen any of ".lng', 'items.txt', 'updated_files'-folder or 'new_items.txt'. I have 3 new items but when i am talking to them its showing only some "chat,system,1111111221,name" or "actor;system;name1111111" etc. Can U please tell me whats wrong?

Csimbi 01-17-2014 05:53 PM

1 Attachment(s)
A blessed soul has granted me access to this game temporarily on Steam.
He has the English Valhalla Edition, so these mods have been updated for that release in specific.
The main menu says 1.3.1 build 6250 - though that does not mean squat it seems.

Anyway, I attached all the mods (not only the three in the subject line, but others that I have updated for this release). The web sites accepts max. 5 files and only ZIPs (no RARs), so I put them all in one.

Be sure to read each readmes - some of these might conflict or be unbalancing to the gameplay.

Enjoy.

Iamatroll 01-27-2014 08:43 PM

Hero interface attack and defense description is "Unknown; will default to Original.", it's correct? :confused:
If that's not working right, how to solve that?
I'm install only "mod_wn131_valhalla_steam_package" mod pack.

Anyway, thx for this mods. :grin:

Csimbi 01-27-2014 09:07 PM

No it's not correct. The game does not read the global variables correctly for some reason.
Could not figure out why. I left the code in, just in case they fix the game in the future.

What do you mean by:
Quote:

I'm install only "mod_wn131_valhalla_steam_package" mod pack.
You should not install this as a whole. Extract it somewhere and install the pieces you want - there will be conflicts at least with the mod_wn131_valhalla_steam_mod_pack and its originals (it combines three mods in there).

Iamatroll 01-28-2014 05:04 AM

Quote:

No it's not correct. The game does not read the global variables correctly for some reason.
Could not figure out why. I left the code in, just in case they fix the game in the future.
It mean Damage Calc mod isn't work to me until it dev fixed? oh god :cry:

Thx for reply.

Csimbi 01-28-2014 02:20 PM

You misunderstand. The mods work just fine,. but that one specific label does not display the current setting correctly.

Iamatroll 01-29-2014 04:01 AM

Ah, i thought that incorrect decription = not working mod.

Thanks for all.
Have a good day! :)

ICECOOL 02-03-2014 06:38 PM

Ice and fire
 
mods stopped working with ice and fire dlc :(
Please help. I need army shop and rune exchange!

ICECOOL 02-03-2014 06:56 PM

Quote:

Originally Posted by Csimbi (Post 513346)
A blessed soul has granted me access to this game temporarily on Steam.
He has the English Valhalla Edition, so these mods have been updated for that release in specific.
The main menu says 1.3.1 build 6250 - though that does not mean squat it seems.

Anyway, I attached all the mods (not only the three in the subject line, but others that I have updated for this release). The web sites accepts max. 5 files and only ZIPs (no RARs), so I put them all in one.

Be sure to read each readmes - some of these might conflict or be unbalancing to the gameplay.

Enjoy.

I cant opent that file. Its double packed :mad:

aghiuta 02-04-2014 05:26 AM

mods only partly work with ice dlc, meaning you can get the items in game, but army tent only fills up some units, avengers are always shown as full even if you just have 1, but ice dragon can be refilled.
For me if i have army tent on i crash at fights, so i start with the mod, refill troops, save, exit, delete mod and start and fight normally. tedious but the load times are fast even my old rig so i can live with it.

Sillua 02-05-2014 02:42 PM

If these mods could be updated to work properly with Ice and Fire dlc. I would be very happy.

I'm so annoyed that I'm completely out of Avengers and Scouts with no way to replenish them :(

Csimbi 02-11-2014 07:20 PM

Eventually they will be. I am moving to another country, so I don't have a working PC (it's being shipped).

ICECOOL 09-01-2014 08:30 PM

Hi again :)
Any chance of army shop mod in Dark Side soon?

Csimbi 09-02-2014 05:45 AM

Quote:

Originally Posted by ICECOOL (Post 706096)
Hi again :)
Any chance of army shop mod in Dark Side soon?

Soon is relative, but in general: "yes".
First, I am in the process of moving in. Should be finished next week.
Second, I have to find the PC and put it back together. Should be a day.
Third, I'd have to see a discount on Steam (or GOG.com). God knows how long that takes.
Fourth, I'd have to have spare time. I do have my nights free right now, let's hope that trend continues.

peshoo 10-26-2014 04:46 PM

Is it possible Rune Exchange Mod to be converted for King's Bounty The Dark Side.

Csimbi 10-26-2014 08:27 PM

I should hope so.
Though I do not have the game yet.
That and I guess a few patches should go by so we can avoid mismatches.

Csimbi 01-05-2015 10:37 AM

4 Attachment(s)
Here are the updated mods for two Steam flavours (both English only):
- Valhalla Edition (1.3.1)
- Ice and Fire DLC 1.2.1

Please note that the damage values in the damage calc mods have not been updated in the readme files.
There are different curves now, here's the copy of the description from the LUA script:
Code:

-- The following variable configures the resistance cap.
-- The default value is 95 (in vanilla KB). This mod uses 100 by default, permitting 100% resistance (vs. the original 95% cap).
-- Values above 100 have no effect.
DAMAGE_MOD_RESISTANCE_CAP = 100 -- Resistance limit in %
-- The following variables are required for the Damage mod pack.
-- Look at the Excel sheet to determine which curve and values suit you best.
-- Adjust the DAMAGE_MOD_CURVE_TYPE as needed. The available choices are:
--  0 - Vanilla damage calc, (forced cap: 300% at 60)
--  1 - Vanilla uncapped damage calc (same as Vanilla, but cap removed)
--  2 - KB+ damage calc
--  3 - KB- damage calc
--  4 - Power2 damage calc
--  5 - Exponent damage calc
--  6 - Hybrid damage calc
--  7 - Reverse hybrid damage calc
DAMAGE_MOD_CURVE_TYPE      = 2
-- Once you selected the curve, adjust the corresponding DAMAGE_MOD_COEFF_* values:
DAMAGE_MOD_COEFF_KB_PLUS_1      = 1.25
DAMAGE_MOD_COEFF_KB_PLUS_2      = 1.5
DAMAGE_MOD_COEFF_KB_MINUS_1    = 1.25
DAMAGE_MOD_COEFF_KB_MINUS_2    = 1.5
DAMAGE_MOD_COEFF_POWER2        = 35.0
DAMAGE_MOD_COEFF_EXPONENT_1    = 17.0
DAMAGE_MOD_COEFF_EXPONENT_2    = 0.6
DAMAGE_MOD_COEFF_HYBRID_1      = 16.5
DAMAGE_MOD_COEFF_HYBRID_2      = 15.0
DAMAGE_MOD_COEFF_REV_HYBRID_1  = 35.0
DAMAGE_MOD_COEFF_REV_HYBRID_2  = 17.0
DAMAGE_MOD_COEFF_REV_HYBRID_3  = 0.6
-- Finally, if you want to apply a cap on the top or bottom part of the curve,
-- enabled the corresponding values and set the limits you want.
-- Note: these caps do not apply to the vanilla curves (i.e. type 0 and 1).
DAMAGE_MOD_CALC_CAP_TOP_CURVE_ENABLED      = 1    -- 0: cap is disabled for the top curve; 1: cap is enabled.
DAMAGE_MOD_CALC_CAP_TOP_CURVE_LIMIT        = 10.0 -- The actual cap. 3.0 translates into 300%, 10.0 translates into 1000%, and so on... MUST be higher than 0!
DAMAGE_MOD_CALC_CAP_BOTTOM_CURVE_ENABLED  = 1    -- 0: cap is disabled for the bottom curve; 1: cap is enabled.
DAMAGE_MOD_CALC_CAP_BOTTOM_CURVE_LIMIT    = 0.10 -- The actual cap. 0.30 translates into 30%, 0.10 translates into 10%, and so on... MUST be higher than 0!

See the code for more details.

Csimbi 01-12-2015 04:58 PM

2 Attachment(s)
Ice and Fire 1.3 came out today, so here are the updated mods.
I am still playing it, so it was a no-brainer.

Jetstream 01-22-2015 12:48 PM

non-steam mod
 
Quote:

Originally Posted by Csimbi (Post 708171)
Ice and Fire 1.3 came out today, so here are the updated mods.
I am still playing it, so it was a no-brainer.

du yu have non-steam version ?

Boozie 02-04-2015 08:31 PM

How about dark side? :grin:

Boozie 02-06-2015 09:17 PM

Can you do this for Dark Side or maybe explain the steps to make one for darkside starting from an existing one you have?

Csimbi 02-07-2015 09:35 AM

Yeah, I am planning to do that.
It should be pretty easy though.

Boozie 02-07-2015 12:24 PM

Quote:

Originally Posted by Csimbi (Post 708639)
Yeah, I am planning to do that.
It should be pretty easy though.

I'd take a crack at it if you could explain what I need to do.

Csimbi 02-07-2015 05:43 PM

Well, first off, you should compare the unmodded vs. the modded files.
It does not hurt understanding what's going on, but you'll find that I either split the files with includes, or, marked these changes up for easy identification.
As long as the code is similar in the Dark Side, it should run without changes - so it's mostly copy-paste the changes to their corresponding files in Dark Side.
Good luck!

Boozie 02-08-2015 09:31 PM

So I have it working. All I did was take your mod, copy in the Items.txt and Logic_hero.lua from the darkside ses.kfs.

Then I added the ==new_items.txt to the items.txt.
And I also added to the Logic_hero.lua the info to give my saves the items upon load.

I think this way lets me keep the artifacts from darkside, but if there's any other darkside specific file I should preserve that you can think of let me know.

[e] I need up update the new_scripts file to include Darkside units. Do you know where I can find a list of the units and there normal price in the ses.kfs?

Csimbi 02-09-2015 05:46 PM

There is no list per se. You need to enumerate all .atom files. Some aren't used in the game though (i.e. battle-only atoms).

Boozie 02-09-2015 05:54 PM

Quote:

Originally Posted by Csimbi (Post 708676)
There is no list per se. You need to enumerate all .atom files. Some aren't used in the game though (i.e. battle-only atoms).

Ok that's fine. I see the cost is in the file as well. I will just populate on a as needed basis instead of trying to compile everything. Thanks.

Csimbi 02-09-2015 07:32 PM

You're on the right track, keep it up!

Boozie 02-09-2015 09:23 PM

I'm all systems go at this point. Once I figured out what the different files did, it wasn't hard to make the changes. I could never write the code you have in there, but modifying very small parts of it or copying it in to Darkside files is a breeze.

Csimbi 02-11-2015 05:24 PM

Cool, congrats!

SoNiC 01-27-2016 10:16 PM

Hi - I've started playing Fire and Ice again - steam is currently on 1.31 now - the mod pack is working fine only the damage mod doesn't seem to show the current DAMAGE_MOD_CURVE_TYPE value in the tooltip. It only shows "using default" in red colored text.

I've looked into the pack but i'm not good with lua, couldn't find out why it's not updating from the defaut tooltip - Csimbi maybe you have an idea? - awesome mods btw!


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