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#1
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How do you add the battle camera and the highlight for pickable objects in the minimap (like those star thing seen in the adv mod ?
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#2
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Found some weird things in files of this mod, so i ask WTF does they mean :
1) in skills.lua file this strings function skill_rune_stone(name,level) local bonus = skill_power(name,1,level-1) local cur_might=Logic.hero_lu_item("rune_might","count") local cur_magic=Logic.hero_lu_item("rune_magic","count") Logic.hero_lu_item("rune_might","count",cur_might+ bonus) Logic.hero_lu_item("rune_magic","count",cur_magic+ bonus) This is description of old paladin runic stone skill from KB-TL, so i ask what it do here ? 2) function skill_archer(name,level) local bonus = skill_power(name,1,level-1) if level >1 then bonus=bonus-skill_power(name,1,level-2) end local cur_archer=Logic.hero_lu_item("sp_lead_archer","co unt") Logic.hero_lu_item("sp_lead_archer","count",bonus+ cur_archer) I guess it`s suposed to lower lds requirements for archer units, but in skills.txt and eng_skills.lng it isnt mentioned, or given function for it. How to add this function in other 2 files connected to skills ? 3) function skill_archmage(name,level) local bonus = skill_power(name,1,level-1) if level >1 then bonus=bonus-skill_power(name,1,level-2) end local cur_archer=Logic.hero_lu_item("sp_lead_archmage"," count") Logic.hero_lu_item("sp_lead_archmage","count",bonu s+cur_archer) It`s mage`s archemage skill, but it have string cur_archer ??? What should be there instead cur_archmage or something else ? 4) function skill_warrior(name,level) local bonus = skill_power(name,1,level-1) if level >1 then bonus=bonus-skill_power(name,1,level-2) end local cur_lead=Logic.hero_lu_item("sp_lead_warrior","cou nt") Logic.hero_lu_item("sp_lead_warrior","count",bonus +cur_lead) Same as for archer skill, should this lower lds for warrior units listed in special_params.txt file ? And what skill is warrior anyway ? |
#3
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Look in special_params.txt sp_lead_archer, used for couple units
2- Yes, a wild guess it's a copy/paste mistake from katauri lol 4- sp_lead_warrior is used for knight set and Red Sands item "general_cloack" I checked the files from Armored princess and yes that mistake is in it "cur_archer". Nice find Fatt, good eyes hehe. But yeah mostly skills unused, "skills.txt" contains "skill_archmage" so i guess from that you could re-activate those 2 other skills and make them work. So btw all those lines comes from the retail AP expansion so all mods created from now got these mistakes in. @zhaozhilong Look in logic.txt boxradar= 1 | 1 | 0 | 0 --- Each difficulty modes would be 1 | 1 | 1 | 1 Battle cam http://forum.1cpublishing.eu/showthread.php?t=16803 |
#4
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Had some problems with mod so i tried to change some files back to original settings, and run in this mistakes in skills.lua file.
Also i found tihs in skills.txt for learning skill it says : learning { pos=0,2 deps=trophy pic=skillicon2_05_ script=skill_learning name=skill_learning_caption hint_header=skill_learning hint_text=skill_learning_hint levels { 1 { pars=+10%,+1,+5% } 2 { pars=+15%,+2,+7% } 3 { pars=+20%,+3,+10% } +10/15/20% are bonus exp from battles it`s OK, +1/2/3 is bonus to intelect and it`s OK, but WTF is +5/7/10% bonus for ???? It`s not explained anywhere. They rly left bunch of crap in this game from original The Legend. No wonder editor crash like crazy, poor thing doesn`t know what`s happening ![]() Last edited by Fatt_Shade; 08-28-2011 at 02:19 PM. |
#5
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Those skills that lower the leadership for archers didn't even exist in KB:TL (unless it refers to an item) and they shouldn't appear in the editor,weird thing they do. Ejem also this is probably a bug from the original Legendary Units mod, but the Ice Ogre can use the ogre rage ability unlimited times (in the same turn) thus giving him a lot of attack and ap and no matter what if he uses any ability his turn won't end (the hunger skill is broken I suppose giving you the chance to use all the abilities in one turn).
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#6
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@Pip_boy Thx for info about iceogres, havent tried so far but good to know in fights against them
![]() I found similar problem with king harl unit. His abilities need to be changed a bit to work : encouragement { script_attack=kingharl_encouragement -delete kingharl, and type special instead second_wind { script_attack=kingharl_second_wind -same, delete kingharl and type special. It`s a bit weird with them : cost 1200 (12000 should be right) , only 1300 lds but make 120-160 physical dmg. To high dmg for so low lds, 80-120 should be enough(same lower their dmg vs dragons 160-240 instead 240-320). And add them in morale.txt file to give +1moral to humans, just add them next to griffin2 in unit2race strings. And new iceball is also to strong : 10gold cost(way too low, 400 better), physical res to high, 18-24 dmg for 3rd lvl unit to high also even half of that is to much, spikes also too high dmg for low lvl unit. Found big miss in exp_system_cfg.txt need to add all new units to base string: harl, iceball, iceogre, maelstorm, legendaryphoenix, titan, dictator, sinister, fire/glas/venskeleton, celestial_snake, griffin_spirit, evil book. Place them in their categories : light shooter - add fire/venskeleton, satyr(replace him from shooter class2lvl unit belong here) shooter - gorguana_spirit (replace from heavy shooter 3rd lvl unit) heavy shooter - what unit is spiritist ? light trooper - glaskeleton, replace pirate_ghost to trooper class(3 lvl unit), add bear from trooper class(2nd lvl unit) trooper - add dryad,griffin_spirit, bat, evil book , remove bear, unicorn and unicorn2 (4th lvl unit goes to elite trooper) elite trooper - add orc_hunter,shaman,shaman_blood,bat2, snake_celestial , remove witch_hunter(move him to trooper 3rd lvl unit) undead_brontor move to heavy shooter class(no idea why but brontor is there so i guess it`s ok) healer - add legendaryphoenix battle mage - add sinister, gorguana_elder, beholder2, mistik, gorgon, evilbook suporter - add sinister, legendaryphoenix, iceogre highlvl - add harl, maelstorm, legendaryphoenix, titan, iceogre, dictator, sinister. Last edited by Fatt_Shade; 08-29-2011 at 12:13 PM. |
#7
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About other options: the Exp.system is build in case to make creatures with summon abilities more profit in summoning, not very effective heavy warriors (like bears) to have more HP (so the're in heavy trooper group). Different groups provides different bonuses. I've spent a lot of time to craft this system and to balance it. So be cautious. Some creatures added into several groups. It's made to give more variety and to allow them to get more randomized bonuses. |
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