Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King's Bounty: Crossworlds > Mods

Mods King's Bounty: Crossworlds Mods

Reply
 
Thread Tools Display Modes
  #1  
Old 10-13-2010, 08:57 PM
The Rider The Rider is offline
Approved Member
 
Join Date: Jun 2008
Posts: 76
Default

I dont get your point. You want to weaken the heroes from the original game? Why? You can simply not use your runes and buy only level 1 or 2 from a skill if you want to be hard.

One of the reasons I created this was of course for fun. But I have asked myself while playing the original AP why the skills dont offer equal possibilities for the three aspects of the game: Attack, Defense and Intellect or why mana and rage are always insufficient. When I played as warrior often did I this mistake to upgrade a dragon skill with demands over my rage skill or I have cursed the game because I only needed mana for one more spell after 30 or 40 rounds of playing for a final resurrection and I had to replay the fight which at the end become boring. Or why the scrolls are so limited and I had to run to a castle to sell not needed scrolls so I can buy another I need and sometimes this takes hours if I have to travel between islands (some scrolls are very expensive and you always need some extra money). So at the end I raised Attack and Defense adding some extra points to them to the level Intellect can be raised from the original rules. Added some more mana and rage (+21 points actually, which is exactly one middle level spell - if you have noticed much of the enemy heroes in OOTM have 250-300 mana points and you have only 60 or 70)

About the Polish version:
the language file I edited is in English, this could be the only problem. This mod cannot crash in the middle of the game. The files that are edited either work from the beggining or dont work. And these work just fine. I finished 2 games with it. So Enjoy it

Last edited by The Rider; 10-13-2010 at 09:06 PM.
Reply With Quote
  #2  
Old 10-28-2010, 05:39 AM
hasim hasim is offline
Approved Member
 
Join Date: Oct 2008
Posts: 75
Default

Quote:
Originally Posted by The Rider View Post

Both mod_equilibrium_orcs.kfs and eng_skills.txt should be in the Kings Bounty Armored Princess\sessions\orcs directory
Hello and thank you for the mod. But, should it be in the directory as you say or in a mods folder that I should create there (as per usual)?
Reply With Quote
  #3  
Old 10-28-2010, 05:59 AM
hasim hasim is offline
Approved Member
 
Join Date: Oct 2008
Posts: 75
Default

Quote:
Originally Posted by hasim View Post
Hello and thank you for the mod. But, should it be in the directory as you say or in a mods folder that I should create there (as per usual)?
Heh - nevermind I tried it and it works (does not need to be in a "mods" folder as per your instructions)
Reply With Quote
  #4  
Old 11-23-2010, 09:10 PM
Ancentre Ancentre is offline
Approved Member
 
Join Date: May 2010
Posts: 11
Default

great mod, i thought the balance was great and the new skills are nice too.
there is a problem with the inflow skill, after getting one level of it, any increase in rage is set to 100, 200, 300 based on level (i think), the rage fills to max with each attack is what i meant.
Reply With Quote
  #5  
Old 11-24-2010, 08:40 AM
Rudi Rudi is offline
Approved Member
 
Join Date: Dec 2009
Posts: 9
Default

Quote:
Originally Posted by Ancentre View Post
there is a problem with the inflow skill, after getting one level of it, any increase in rage is set to 100, 200, 300 based on level (i think), the rage fills to max with each attack is what i meant.
You can fix it by setting the values of rage skill in the skills.txt file in the mod file
back to 1,2,3 as is in the unmodded file. I don't know if The Rider fixed it, probably not ,but that's really all about it
Reply With Quote
  #6  
Old 11-24-2010, 02:52 PM
Ancentre Ancentre is offline
Approved Member
 
Join Date: May 2010
Posts: 11
Default

got it working, thanks
Reply With Quote
  #7  
Old 03-07-2011, 03:26 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

I tryed this mod, and i like it allott. Gj for all mode `Rider`, great ideas for bonus runes.
And for balancing bonus Attack Defence for classe`s. Before it was max 54Att, 62Def, and +80Int !!! This is with best items, and Wanderer spells, but nontheless just not right for Mage class to have so much higher bonus.
As for rage inflow from skill, i managed to fix it as `Rudi` said.
Also found mistake on 3 lvl Onslaught skill, it`it cost 0 runes, so same as fixing Rage skill, go to skills.txt, and find `Rush` in 3lvl set from 0,0,0 , to 10,3,0 as in originall seting of KB-AP.
Sugestion for some changes ( i did it, you ppl decide for yourself) :
1) Dark commander to +2 , +4/1 , +6/2 Atack,Defence/Intiative
2) Quick draw +2 , +4/1 , +6/2 Atack/Intiative
3) To change requirements for class specific skills,, i didnt do this cause cant find where to change it. For Bloodthirst it needs 7 skill, for Resurection 6, and for Higher magic only 4. Not really balanced
4) Prayer remove bonus Def. This way Paladin class get same bonuses for all attributes.

And for my question, if any1 know`s where and how to change unit skills to be affected from acumulated runes, as for Rune mages resurection from mind runes. I`d like to set paladins resurection, and fauns plant heal and similar unit skills, but cant find where those skills are set in mod files.
All Orcs get bonuse form adrenaline in Might skill tree, sumoning units get bonuse form Mage skill tree - Summoner. So i thought to ballance tihngs for Mind skill tree.
Maybe this would be changing alott, but i just dont want to lose time in battles and skip ronuds to use rage so i can to cast mana recharge so i can phantom paladins, to resurect fallen troops . . . it`s not imposible, i just dont like ot waste time on that (example against some heroes, or boss fights i lose units from Gayser spell, or Armagedon, so after killing main threat i cast fear/blind/sheep on some weak unit, and in next rounds cast phantom to resurect units while battle itself is already over just prolonged). Some might say it`s cheating and saving mana, but it`s no diferent from Warrior Bloodthirst skill, and perma 40% of rage. And in this mode after battles we get those mana source witch are ridiculus ( got 14 of them, on 21 lvl ) 500 mana is just to much How to lower that ? Say to 150-200 maybe.
I`m not sure how this will effect enemy troops, as for no rune bonuses for them.
If any1 can help me get this done, send PM or reply here.
Reply With Quote
  #8  
Old 03-26-2011, 10:04 AM
affe111 affe111 is offline
Registered Member
 
Join Date: Mar 2011
Posts: 2
Default

Quote:
Originally Posted by The Rider View Post
Here is the mod, changed few things in the description in the first post.
Unfortunately for some reason the file with the descriptions of the skills that is in the mod_equilibrium_orcs.kfs doesnt work. To make it work, you have to open the mod file and to extract the eng_skills.txt in the same directory.

Both mod_equilibrium_orcs.kfs and eng_skills.txt should be in the Kings Bounty Armored Princess\sessions\orcs directory
Do I need to start a new game to get this mod working?
Reply With Quote
  #9  
Old 03-26-2011, 01:36 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

@affe111
No you dont have to restart game to get this mod working. All changes in skills are aplied to your hero when place mod in game folder/orcs/mods ,but you`ll miss bonus runes and mana/rage potions that are probable in % after battles, and that is bigest change in game in this mode. But if you`r not to far off in game go for it, anything less then 50 battles wont make much difference.
But chech my other posts in this tread, i played this mode 2 times so far, and found couple of errors :
1) in Onslaught skill 3 lvl, there is no runes cost,, change in skills.txt
2) Neatness skill change on lvl`s from 100/200/300 to 10/20/30 that`s % of boost to mechanic`s creating droid ability
3) if you want to go Orc army, Onslaught skill start working from 2 lvl, distribution of adrenaline to orc units at start of battle. Still no idea why it`s not working on 1 lvl though.
Reply With Quote
  #10  
Old 03-27-2011, 12:27 PM
affe111 affe111 is offline
Registered Member
 
Join Date: Mar 2011
Posts: 2
Default

Thank you!
I started a new game though.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 01:33 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.