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-   -   Mod for randomizing creatures for hire (http://forum.fulqrumpublishing.com/showthread.php?t=11585)

Metathron 12-06-2009 07:04 PM

Mod for randomizing creatures for hire
 
This is something I wished for in KB:TL, but I don't know if it's possible. Wouldn't it make the game even more random and therefore replayable to randomize the creatures in most places, so that you could have access to some other races early on without having to "kite".

Don't get me wrong, I wouldn't want this to be part of the core game, or any of the next ones, but I would love to have it as a feature that could be turned on and off at will to make the game more colourful, likely after several regular playthroughs.

rancor26 12-07-2009 01:07 PM

I'm sure it can be done but i guess it would take some time and i don't know if there's anyone on this forum that actually knows so much about modding ^^

EDIT: I think all chances and all random things are located at embryos.txt file in ses.kfs

DGDobrev 12-07-2009 01:25 PM

I would also enjoy something like this as well, because the game gets way too repetitive after a bunch of plythroughs and the only thing one can do is to kite some map guards and get the units he wants to start with the hard way.

rancor26 12-07-2009 01:28 PM

Quote:

Originally Posted by DGDobrev (Post 126002)
I would also enjoy something like this as well, because the game gets way too repetitive after a bunch of plythroughs and the only thing one can do is to kite some map guards and get the units he wants to start with the hard way.

Well if u really want some unit u can use dev mode commands that let's you get armies, it's kinda cheating but adds some replayablity to the game

DGDobrev 12-07-2009 01:31 PM

Well, I prefer the old-fashioned map kiting way, but I believe that it may be possible to mod the units that show up in Debir castle. I'll have to do some more searching through the game files.

rancor26 12-07-2009 01:33 PM

Quote:

Originally Posted by DGDobrev (Post 126006)
Well, I prefer the old-fashioned map kiting way, but I believe that it may be possible to mod the units that show up in Debir castle. I'll have to do some more searching through the game files.

As far as i know they're all located in embryos.txt located in ses.kfs, now if someone could just make a tutorial to show what to edit in there :confused:

blacklegionary 12-10-2009 08:15 AM

After some reading in the Russian forum i have figured how to make such mod. However some ppl may consider it as cheating because to really get rid of human/neutral troop avaiable at the start i have to increase the level of the troop avaiable. Perhap you all know most of crap units are human/neutral and we are supposed to use them at the beginning :confused:

rancor26 12-10-2009 08:37 AM

Quote:

Originally Posted by blacklegionary (Post 127097)
After some reading in the Russian forum i have figured how to make such mod. However some ppl may consider it as cheating because to really get rid of human/neutral troop avaiable at the start i have to increase the level of the troop avaiable. Perhap you all know most of crap units are human/neutral and we are supposed to use them at the beginning :confused:

Well imo paladins, knights, inquisitors and archmages for example are very good units so i don't think human units are crap and if you figured out how to make the mod pm me plz :-)

zubovsergei 12-10-2009 03:13 PM

Hey I would love a mod like this as well. I'd love to play with some orc or elf units in the beginning. It adds A LOT of replay value. I don't want to replay the game and have to start the game with the same units all the time.

Direwolf 12-10-2009 05:30 PM

i gotta agree with all the other sentiments expressed here.

In fact...having other units available in the beginning might be really cool, because then i might use units that i otherwise never do.

You know what would be really cool...a mod that allows you to pick your race at the beginning of the game and that races units are what are populated at Debir.

DW


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