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Mods Armored Princess mods |
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#1
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I just want to announce that I'm going to be working on a new mod / mini expansion that is based on my Hereos of Might and Magic 3 Babies mod for The Legend for Armored Princess.
I'm going to be applying a lot of the same modifications and ideas that I applied to TL. Since you can't have children in AP, the babies will become "Tomes" or basically artifacts that you can equip on your hero that will have similar bonuses that they had in my babies mod. I'll also most likely make it so that the tomes can be upgraded to get better and better bonuses. Also all 8 wives (the 6 original plus 2 I added) will also become tomes as well. If anyone has any ideas or suggestions, feel free to post them here and if they make sense I may implement them in my mod. I expect the alpha development phase to take several months as I spent over a year working on my babies mod. I'm going to focus on making no loss on impossible exceedingly difficult and will apply my enemy hero bonus system to the enemy heroes in AP so that they will be much more difficult (especially at higher levels), the mana / rage generation limitation system based on combat round, unit difficulty and map location bonuses, long combat penalties, and many other features! P.S. You can check out the various posts for my babies mod / mini-expansion for TL in these links: Development Discussion Beta Download Topic |
#2
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One request, though. Please don't make non-Impossible games too difficult. I don't enjoy the tedium of attempting to play a strict Impossible/No Loss game, and I'm not looking for a mod that creates such tedium in the more normal difficulty levels. I suspect there are other players who approach the game the same way. Lastly, thanks for all your efforts with the TL mod and now this one. |
#3
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Don't worry - the system I implemented in my TL mod is actually customizable so you can actually even make the game easier if you so desire!
For example, you can even derate the statistics of units if you specify a value less than 1 for the stat increase (I experimented with making easy have a 0.98 modifier so that creatures would have 2% less stats, but I ended up keeping it at 1.0). I'll probably end up implementing similar scaling factors, here is what I used for The Legend: Easy: 1.0 Normal: 1.0 Hard: 1.1 Impossible: 1.25 So you can see here, that Easy and Normal were not affected. There is also another difficulty amplifier I used - based on the map difficulty that is also configurable. In The Legend, the maximum map difficulty level was 100 and so I used these divisors to set an additional map difficulty bonus: Easy: 50 (100/50 = 2, so 1.02 modifier for Haas battle at the end) Normal: 20 (100/20 = 5, so 1.05 modifier at end) Hard: 10 (100/10 = 10, so with 1.1 above, a 1.2 modifier at end) Impossible: 4 (100/4 = 25, so with 1.25 above, a 1.5 modifier at end) These are changeable if you so desire to make it easier / harder depending on what kind of game you want to play and so serve as other knobs to twist when playing. What is really neat here is that both of these are independent and can be easily disabled as well. /C\/C\ |
#4
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I'm just starting to go through and assess the file differences between The Legend and Armored Princess and so decided to list them here so that you can see which files changed in AP.
Pretty much all the unit ATOM files changed as far as I can tell and so I won't list those. TXT Files: Code:
Compare King's Bounty\ses with Armored Princess\addon\ses 3/2/2012 8:12:31 PM Filename Comparison result Left Date Right Date Extension arena.txt Text files are different 8/1/2008 12:57:02 PM * 8/16/2010 6:43:26 PM txt boss.txt Text files are different 8/1/2008 12:56:56 PM * 8/16/2010 6:43:26 PM txt config.txt Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 5:42:50 PM txt cursors.txt Text files are different * 7/8/2010 10:01:36 PM 2/16/2009 4:19:46 PM txt effects.txt Text files are different * 7/8/2010 10:01:36 PM 2/16/2009 4:19:26 PM txt embryos.txt Text files are different 8/8/2008 10:13:14 AM * 8/16/2010 6:43:26 PM txt forms.txt Text files are different 8/1/2008 12:57:02 PM * 3/11/2009 3:56:40 PM txt hero.txt Text files are different 8/1/2008 12:57:02 PM * 8/16/2010 6:43:26 PM txt items.txt Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 6:43:26 PM txt items_monster.txt Text files are different 8/1/2008 12:56:56 PM * 2/26/2009 7:21:20 PM txt items_quest.txt Text files are different 8/1/2008 12:56:54 PM * 2/16/2009 4:19:26 PM txt logic.txt Text files are different 8/6/2008 5:40:46 PM * 1/17/2010 10:00:06 PM txt morale.txt Text files are different 8/6/2008 5:40:46 PM * 8/16/2010 6:43:26 PM txt movie_cameras.txt Text files are different 8/1/2008 12:57:02 PM * 3/20/2009 7:10:24 PM txt params.txt Text files are different 8/1/2008 12:56:54 PM * 2/16/2009 4:19:26 PM txt records.txt Text files are different 8/1/2008 12:57:02 PM * 8/16/2010 6:43:26 PM txt records_score_calc.txt Text files are different 8/1/2008 12:57:16 PM * 3/18/2009 5:19:06 PM txt session.txt Text files are different 8/1/2008 1:22:26 PM * 3/17/2009 4:03:12 PM txt skills.txt Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 6:43:26 PM txt special_params.txt Text files are different 8/1/2008 12:56:54 PM * 3/19/2009 6:10:46 PM txt specials.txt Text files are different 8/1/2008 12:56:54 PM * 8/16/2010 6:43:26 PM txt spells.txt Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 6:43:26 PM txt troops.txt Text files are different 8/1/2008 12:57:02 PM * 2/16/2009 4:19:46 PM txt ui_effects.txt Text files are different 8/1/2008 12:57:02 PM * 3/21/2009 4:06:04 PM txt autoconfig.txt Text files are identical 8/1/2008 12:57:02 PM * 2/16/2009 4:19:46 PM txt camera.txt Text files are identical 8/1/2008 12:57:02 PM * 2/16/2009 4:19:46 PM txt gametime.txt Text files are identical 8/1/2008 12:57:02 PM * 2/16/2009 4:19:46 PM txt getsysindex.txt Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM txt lists.txt Text files are identical 8/1/2008 12:57:02 PM * 2/16/2009 4:19:46 PM txt unitbeh.txt Text files are identical 8/1/2008 12:57:02 PM * 2/16/2009 4:19:46 PM txt companion.txt Right only: Armored Princess\addon\ses * 1/10/2010 10:02:00 PM txt hidden.txt Right only: Armored Princess\addon\ses * 3/15/2009 12:47:58 PM txt medals.txt Right only: Armored Princess\addon\ses * 8/16/2010 6:43:26 PM txt skiplocs.txt Right only: Armored Princess\addon\ses * 3/11/2009 3:56:40 PM txt spells_adventure.txt Right only: Armored Princess\addon\ses * 3/17/2009 4:02:42 PM txt actors.txt Left only: King's Bounty\ses * 8/1/2008 12:57:02 PM txt embryos_old.txt Left only: King's Bounty\ses * 8/1/2008 12:57:02 PM txt intro_sequence.txt Left only: King's Bounty\ses * 8/1/2008 12:57:02 PM txt wifes.txt Left only: King's Bounty\ses * 7/8/2010 10:01:36 PM txt Code:
Compare King's Bounty\ses with Armored Princess\addon\ses 3/2/2012 9:15:14 PM Filename Comparison result Left Date Right Date Extension arena.lua Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 6:43:26 PM lua armygen.lua Text files are different 8/1/2008 12:57:16 PM * 2/23/2009 3:10:02 PM lua armywalk.lua Text files are different * 7/8/2010 10:01:36 PM 2/16/2009 4:20:10 PM lua boss.lua Text files are different 8/1/2008 12:57:16 PM * 8/16/2010 6:43:26 PM lua boxes.lua Text files are different 8/1/2008 12:57:16 PM * 3/11/2009 4:01:58 PM lua combat_log.lua Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 6:43:26 PM lua default_idle.lua Text files are different 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua item_fight.lua Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 6:43:26 PM lua item_use.lua Text files are different 8/1/2008 12:57:16 PM * 8/16/2010 6:43:26 PM lua items_hint.lua Text files are different 8/1/2008 12:57:16 PM * 3/18/2009 5:19:06 PM lua logic.lua Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 6:43:26 PM lua logic_hero.lua Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 6:43:26 PM lua logic_units.lua Text files are different 8/1/2008 12:57:16 PM * 2/23/2009 3:10:02 PM lua pawn.lua Text files are different * 7/8/2010 10:01:36 PM 1/3/2010 1:15:14 AM lua quest_log.lua Text files are different 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua quest_object.lua Text files are different 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua skills.lua Text files are different * 7/8/2010 10:01:36 PM 3/11/2009 3:56:46 PM lua special_attacks.lua Text files are different * 7/8/2010 10:01:36 PM 1/14/2010 5:38:48 PM lua special_hint.lua Text files are different 8/1/2008 12:57:16 PM * 1/9/2010 3:48:58 AM lua spell_effects.lua Text files are different * 7/8/2010 10:01:36 PM 10/30/2009 5:32:52 PM lua spells.lua Text files are different * 7/8/2010 10:01:36 PM 1/3/2010 1:15:14 AM lua spells_common.lua Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 6:43:26 PM lua spells_hint.lua Text files are different 8/1/2008 3:36:02 PM * 3/19/2009 6:10:48 PM lua spells_power.lua Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 6:43:26 PM lua spirit_lina.lua Text files are different 7/8/2010 10:01:36 PM * 8/16/2010 6:43:26 PM lua spirits_hint.lua Text files are different 8/1/2008 12:57:16 PM * 3/20/2009 7:10:24 PM lua textgen.lua Text files are different * 7/8/2010 10:01:36 PM 3/15/2010 3:16:14 PM lua unit_features.lua Text files are different * 7/8/2010 10:01:36 PM 1/9/2010 3:24:20 AM lua unit_morale.lua Text files are different * 7/8/2010 10:01:36 PM 3/15/2009 12:48:02 PM lua boxupd.lua Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua codelock.lua Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua common_army.lua Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua lift.lua Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua logic_boat.lua Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua logic_objects.lua Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua platformcaller.lua Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua scenario.lua Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua spirit_death.lua Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua spirit_slime.lua Text files are identical * 7/8/2010 10:01:36 PM 2/16/2009 4:20:10 PM lua spirit_therock.lua Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua spirits_common.lua Text files are identical 8/1/2008 12:57:16 PM * 2/16/2009 4:20:10 PM lua transport.lua Text files are identical * 7/8/2010 10:01:36 PM 2/16/2009 4:20:10 PM lua addon_agvares.lua Right only: Armored Princess\addon\ses * 8/16/2010 6:43:26 PM lua addon_arena.lua Right only: Armored Princess\addon\ses * 8/16/2010 6:43:26 PM lua addon_boss.lua Right only: Armored Princess\addon\ses * 8/16/2010 6:43:26 PM lua addon_pet.lua Right only: Armored Princess\addon\ses * 1/10/2010 9:22:48 PM lua addon_rewards.lua Right only: Armored Princess\addon\ses * 3/15/2009 12:48:02 PM lua addon_special_attacks.lua Right only: Armored Princess\addon\ses * 1/14/2010 10:14:22 AM lua addon_special_spell.lua Right only: Armored Princess\addon\ses * 2/16/2009 4:20:10 PM lua addon_spells.lua Right only: Armored Princess\addon\ses * 3/22/2009 5:26:24 PM lua addon_spells_adv.lua Right only: Armored Princess\addon\ses * 8/16/2010 6:43:26 PM lua addon_spells_common.lua Right only: Armored Princess\addon\ses * 8/16/2010 6:43:26 PM lua addon_spells_power_hint.lua Right only: Armored Princess\addon\ses * 6/28/2009 12:05:56 PM lua addon_textgen.lua Right only: Armored Princess\addon\ses * 2/16/2009 4:20:10 PM lua addon_unit_features.lua Right only: Armored Princess\addon\ses * 8/16/2010 6:43:26 PM lua cutscenes.lua Right only: Armored Princess\addon\ses * 3/20/2009 7:10:24 PM lua vars.lua Left only: King's Bounty\ses * 8/1/2008 12:57:16 PM lua Code:
Compare King's Bounty\loc_ses with Armored Princess\addon\loc_ses 3/2/2012 8:30:12 PM Filename Comparison result Left Date Right Date Extension eng_!temp.lng Text files are different 7/1/2008 4:23:00 PM * 3/1/2010 2:49:46 PM lng eng_actors.lng Text files are different * 7/8/2010 10:01:34 PM 3/30/2010 8:41:24 AM lng eng_atoms_info.lng Text files are different * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_credits.lng Text files are different 7/8/2010 10:01:34 PM * 9/3/2010 4:55:32 PM lng eng_enemy_heroes.lng Text files are different * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_global_strings.lng Text files are different * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_items.lng Text files are different * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_map.lng Text files are different * 7/8/2010 10:01:34 PM 3/30/2010 8:33:32 AM lng eng_records.lng Text files are different 7/8/2010 10:01:34 PM * 9/3/2010 3:33:26 PM lng eng_windows.lng Text files are different 7/8/2010 10:01:34 PM * 8/11/2010 2:11:58 PM lng templates.lng Text files are different * 12/30/2010 3:04:12 PM 2/15/2010 9:32:46 AM lng common.lng Text files are identical * 7/8/2010 10:01:34 PM 11/3/2009 9:48:02 AM lng eng_base.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_battle.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_boss.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:46 PM lng eng_hero.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_items_base.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_map_object.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:46 PM lng eng_skills.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_spells.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:46 PM lng eng_spirits.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_units.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:46 PM lng eng_units_features.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_units_specials.lng Text files are identical 7/8/2010 10:01:34 PM * 8/13/2010 10:40:48 AM lng eng_windows_small.lng Text files are identical * 7/8/2010 10:01:34 PM 3/1/2010 2:49:44 PM lng eng_pet.lng Right only: Armored Princess\addon\loc_ses * 3/1/2010 2:49:44 PM lng eng_restart.lng Right only: Armored Princess\addon\loc_ses * 4/7/2010 10:54:18 AM lng eng_rewards.lng Right only: Armored Princess\addon\loc_ses * 3/1/2010 2:49:44 PM lng /C\/C\ |
#5
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Well, okay, as you can see from the file list changes above, there are a lot of changes to the base files between The Legend and Armored Princess.
So I can't just copy files and be done, so I'll have to add in my changes to the AP / CW files, which is going to take quite a bit of time. Nonetheless, I think I'll keep you appraised of my progress through the forum posts here and in the corresponding CW topic when I work on it so this will serve as a blog of sorts and should also give you insight into how the modding process works for me. So I'm really starting at square one again, where I have to go through all the files, see where everything is and then go from there, but at least I have the experience garnered from my first mod so it should go more quickly! ![]() With that stated, I've done some preliminary work on the SKILLS.TXT file and for the most part I like most of the skills in AP and so I don't see major changes there, except that I'm going to change the leveling model to something similar to how I did the skill advancement in my TL mod. There are a couple of different skill leveling models to choose, but what I try to do is use the skill leveling model where you get a small amount for level 1, more for level 2, and the most for level 3. Let's take the skill, Heroism, for example: You can choose a model where each skill level gives the same increment, i.e. +2, +4, and +6 Attack for skill level 1 to 3. That would be a balanced model, but since you are getting the same increase in attack, there should really be no difference between the runes required for each level. That's a linear model based approach and actually a good one, and I may use it from time to time, based on the skill. Another model type, that I used quite a bit in my TL mod is to give a small amount for the level 1 skill selection, then more for level 2, and then the most for level 3. As it turns out, the way Heroism is implemented right now is exactly how I would do the increase: +1, +3, and +6 Attack. Note that in this skill increase model how you get a small amount for the first skill level, then twice as much for the second, and twice as much again for the third. So what should the rune requirements for this skill be? Well the runes currently for this skill are: Level 1: 4, 1, 0 Level 2: 9, 2, 0 Level 3: 13, 3, 0 Note that for 4 Might and 1 Mind runes you get +1 Attack so for another +2 Attack (total +3) it should be just twice as many runes as the level 1 rune requirement so I'd make it 8, 2, 0 instead. Lastly, the third level increase is the same as the first two levels (+ an additional 3 Attack) and so should be the total of the first two levels which would be 4 + 8 = 12 and 1 + 2 = 3 so we'd get 12, 3, 0 for the rune requirements for third level of that skill. However, the big question to keep it consistent is how many runes should be required to increase the hero's attack and which runes should they be? Well, I'd say that Might is for Attack, Mind for Defense, and Magic for Intellect. That's how I did it in my TL mod. So with this skill, I'd make it so that it only required Might runes. The next question is how many? Note that the number we choose is going to be used the same for other skills and so the part I'm wrangling with right now is to determine what the number of Might runes should be to increase the hero's Attack 1 point. To help me with this, I've catalogued all the rune requirements for the Might Tree: 368, 53, 12. So this is going to be my target for rune selections for modifying the Might Tree and so I might give 368±10, 53±5, 12±3 for some wiggle room with respect to meeting this target. So what I'll do with Heroism, is start with 1 Might rune increases the hero's Attack +1. I'll then do this same sort of base rune requirement and see how far below the total targeted runes I fall for all the skills in the Might Tree. Then I simply start scaling up skills (all I need to do is change the first level as the other levels are parameterized based on the increase of the statistics) until I meet the target runes. Since the developers did significant playtesting with these total number of runes required, if I stay close then you still should be able to get roughly the same skills, but at least the requirements will be more consistent. You might be thinking, well what's the point since the end point is the same. Well, for me it irks me when a game is inconsistent. With Heroism I just spent 4 Might and 1 Mind runes for +1 Attack, now I have to use an additional Might rune to get another +2? Doesn't seem fair to me. At least from level 2 to 3 it is just the sum of levels 1 and 2 so that is okay. So the idea is that I'll try to make the skill increases more consistent and it may help you choose some skills that you might not necessarily choose if the rune requirements are more consistent. I do all this development in a spreadsheet so it is easy to see changes, and I'm also going to add where the SKILLS.TXT file is essentially populated with the values I choose - this should help reduce error, rather than me type in the rune and parameter values where it is easy to make a mistake. That's going to be the big difference with respect to the AP / CW mods and my TL mod where I automate the text file changes more as Fatt_Shade will tell you I made quite a few errors typing everything in by hand - whoops! The idea is to work on the AP file and then I'll go and work on the CW file - that way I can ensure that I'm making consistent progress with both expansions and since I just did one file it will be easier to do the same file for the other. I'm probably going to do as many of the *.TXT files that I can before I start working with the *.ATOM and *.LUA files. The *.LNG files will most likely be change as I need to since they are based on the work with all the previous file types (like I'll probably go work on ENG_SKILLS.LNG after I finish the work with SKILLS.TXT). When I get the SKILLS.TXT file laid out, I'll list or somehow provide what the runes and parameter values are so that comments can be made with respect to the changes... /C\/C\ |
#6
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Hello fellow KB fans
![]() Thx for mentioning me, but i`m only glad to help finding osme of typo`s that were bound to happen since you did all work yourself. I didnt think there will be so much work implementing HoMM 3-babies mod into AP/CW but i looks like it cant be escaped ![]() Bunch of atoms , enemy hero , spells , items , .txt files shouldnt be much problem but i guess getting your own new skills, and changed spells mechanics will be time consuming. Unit atom files that needs to be changed are plant mostly (you`re gift of life), and new talents for Giant/Archdemon. I don`t see any other that must be modded. Enemy hero keep same mechanic as in tL just set bonuses for them Att/Def/Int depending of hero main attribute. Spells you did great job in tL with displaying intellect bonus in spell book for each spell , i think only job now is to kick Gift/Last hero and couple of other old spells and add Time back and all new spells that were Rage spirit skills before ( Rock fall, Piranha shoal, Earth blades, etc ). For items adding new HoMM3 tomes as you planed is biggest prob, old items.txt/eng_items.txt i dont think need any more modding. As for skills lvlup rune cost , you`re over thinking it Matt. skills.txt is among easiest files to mod and every player can set his own lvlup rune price as he/she wish, so no need to crack you`re brain much on it. On skills note it would be great if you figure out how Onslaught/Adrenaline works toward orc`s and random adrenalin given on start of battle (this for CW only) since this 2 skills don`t work properly now. Also any idea how to add black knight/vampires to warrior counterstrike class skill ? To me it`s seems stupid that giants/trolls/huge orc units, even fairies have bonus retaliations from that skill and undead are excluded ![]() Chat/quest also don`t need any changes i think. As you said .lua will be most problematic to set because you plan to change some things to fit you`re mod and all those need to be set and checked to work properly. If i can help anyway send message and i`ll try my best. |
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