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  #1  
Old 12-23-2011, 09:37 PM
Fatt_Shade Fatt_Shade is offline
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Yumm, yumm those tasty rats. It was funny first time i went to lucky james mines i just try and got 4 rats in a row form same dwarf so i stick to it and got 8, and 1 more in giant fist below taron.

Phoenix need something, if he survives battle sacrifice (resurrection) would be great.

Yes hypnosis you made was really weak Matt 5/10/20% come on why would any1 spend 50 mana to take control of enemy unit 20% of his lds 22/44/66 with intellect bonus will be just right.

Here`s crazy idea for those mountains of gold most ppl end game with : in dwarf prince that sell runes be possible to reset items (gladiator sword, banner of faith, anciant amulet, ring of mind) for some 500-750k gold, you`ll get runes but still need to carry item in 50 battles. Or giving his inventory blood potion from AP/CW for 150 lds, with higher price every time you buy it like with runes/crystals. Would it be possible to hard code him to always have those items available, like his runes/crystals are now ?
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  #2  
Old 12-24-2011, 01:52 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Hmmm... interesting!

Quote:
Originally Posted by Fatt_Shade View Post
Yumm, yumm those tasty rats. It was funny first time i went to lucky james mines i just try and got 4 rats in a row form same dwarf so i stick to it and got 8, and 1 more in giant fist below taron.
I like to put ketchup on mine! They're a little crunchy, though!

Quote:
Originally Posted by Fatt_Shade View Post
Phoenix need something, if he survives battle sacrifice (resurrection) would be great.
Yah - it would be a good use for him when you're sitting there healing units...

Quote:
Originally Posted by Fatt_Shade View Post
Yes hypnosis you made was really weak Matt 5/10/20% come on why would any1 spend 50 mana to take control of enemy unit 20% of his lds 22/44/66 with intellect bonus will be just right.
Yah - that sounds great - should be able to work well towards the end of the game.

Quote:
Originally Posted by Fatt_Shade View Post
Here`s crazy idea for those mountains of gold most ppl end game with : in dwarf prince that sell runes be possible to reset items (gladiator sword, banner of faith, anciant amulet, ring of mind) for some 500-750k gold, you`ll get runes but still need to carry item in 50 battles. Or giving his inventory blood potion from AP/CW for 150 lds, with higher price every time you buy it like with runes/crystals. Would it be possible to hard code him to always have those items available, like his runes/crystals are now ?
This sounds really interesting! I have no idea how to do it, but you'd think that there's gotta be a way to do it! I'll see what I can find out about this!

Probably 1,000,000 to reset the item or maybe 500-750K like you mention. Yah, I guess I've forgotten about that potion - that would be interesting...

I'll see what I can figure out with respect to your suggestion - I'm not sure if it's possible, but it seems like there should be a way...

/C\/C\
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  #3  
Old 12-24-2011, 02:46 AM
Fatt_Shade Fatt_Shade is offline
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Come on Matt , you added new wives with bunch of kids, and you say adding 1 item in Tibold inventory would be problem Adding item in game is no prob, only copy from AP/CW items.txt en_items.lua and image, how to add it in Tibolds shopping choice is prob. It should working same way as for runes i guess every time you buy potion for +150 lds(or more) it cost 50% more starting with 5k gold maybe (it would come up to 130k gold for 900 lds, and some 5million gold to lead 1 more black dragon 2250lds if you have glory 3lvl, so who have that much gold for throwing away go for it). At least this way there will be reason to take trophy skill more then 1lvl.
And adding those 4 items 3 for +10 runes and +3 int ring in his castle inventory as obligatory item, since i have no idea how to `reset` those items battle counter. But then their price will have to change, if game random them in some other shop it wont cost 1000000 gold

Found miss in xeona children :
kid_ignatius you gave +2 attack imps 2 times.
kid_fiur you gave all melee 20% bonus dmg, and then +20% more to all units. Is this planed or ...?
kid_ignisa same as for fiur +10% melee dmg, and +20% for all units.
kid_demeer sp_spell_defense=count,10 , sp_spell_attack=count,10 What does this do?

gerda children :
kid_ordwald +1 initiative , 2 times mistake or you planed +2 initiative ?

neoka children :
kid_monere kid_pasis same as for xeona`s fiur/ignisa +10% dmg, then +20% more magic dmg. Planed or ...

eng_homm3_babies_neoka in itm_kid_mephala_hint text string change [armorer2] to [armor2] , because game freezes when mephala is born with current settings.

eng_homm3_babies_orcelyn :
kid_gretchyn you wrote [goblin1] and [goblin21] error ?
kid_jabarkas [orc1] and [orc21] also error ?

Last edited by Fatt_Shade; 12-25-2011 at 02:12 AM.
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  #4  
Old 12-30-2011, 01:17 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Thanks for finding these errors!

Quote:
Originally Posted by Fatt_Shade View Post
Come on Matt , you added new wives with bunch of kids, and you say adding 1 item in Tibold inventory would be problem Adding item in game is no prob, only copy from AP/CW items.txt en_items.lua and image, how to add it in Tibolds shopping choice is prob.
That's what I mean! Tibold's inventory is the tricky part...

Quote:
Originally Posted by Fatt_Shade View Post
Found miss in xeona children :
kid_ignatius you gave +2 attack imps 2 times.
kid_fiur you gave all melee 20% bonus dmg, and then +20% more to all units. Is this planed or ...?
kid_ignisa same as for fiur +10% melee dmg, and +20% for all units.
kid_demeer sp_spell_defense=count,10 , sp_spell_attack=count,10 What does this do?
Imps - fixed!
Fiur - Melee Damage: +20%, +1 Fire; All Units Fire Damage: +20%, Resist All: +5%. This is ok.
Ignissa: Melee Damage: +10%; Ranged Unit Attack: +20%; All Units Fire Damage: +20%, Resist All: +5%. This is ok.
Deemer: in SPELLS.TXT, sp_spell_attack are attack spells where there is a parameter of attack=1; sp_spell_defense are defense spells where there is a parameter of defense=1.

Attack spells are (this is also in the kid's description if you get them): Healing (for damage to Undead), Magic Pole Axe, Dragon Slayer (adds to the damage of your units against Dragons), Phoenix (does damage), Demon Slayer (same as Dragon Slayer), Lightning, Holy Rain (for damage to Undead), Precision (adds to unit damage), Berserker (adds to unit damage), Pain Mirror, Trap, Ghost Sword, Geyser, Fire Arrow, Poison Skull, Greasy Mist, Hell Breath (adds to unit damage), Ice Snake, Fire Ball, Evil Book (same as Phoenix), Kamikaze, Fire Rain, and Armageddon.

Defense spells are (in kid's description): Stone Skin, Phoenix (since it defends), Divine Armor, Magic Spring (since it adds to unit defense), and Evil Book (same as Phoenix).

Note that stuff in () are just my comment for why they are that type of spell and don't appear in the kid's description (just the spell names do).

Quote:
Originally Posted by Fatt_Shade View Post
gerda children :
kid_ordwald +1 initiative , 2 times mistake or you planed +2 initiative ?
Should be +1 init, +1 speed. Copy, paste, but forget to change keyword - whoops! This is now fixed!

Quote:
Originally Posted by Fatt_Shade View Post
neoka children :
kid_monere kid_pasis same as for xeona`s fiur/ignisa +10% dmg, then +20% more magic dmg. Planed or ...
Monere: Melee Damage: +10%; +1 Speed; All Unit Magic Damage: +20%, Magic Resistance: +20%. This is ok.
Pasis: Melee Damage: +10%; Ranged Unit Attack: +20%; All Unit Magic Damage: +20%, Magic Resistance: +20%. This is ok.

Quote:
Originally Posted by Fatt_Shade View Post
eng_homm3_babies_neoka in itm_kid_mephala_hint text string change [armorer2] to [armor2] , because game freezes when mephala is born with current settings.
Great catch - armor2 is the correct value - fixed!

We got keep an eye out for these as I fixed Josephine (for her, mysticism was misspelled) in the update I sent you on the 28th! Unfortunately, these are hard to find unless the game freezes or you are a very, very good proof reader! By the way, if the game freezes when cursoring over an item, then there is an error in the template (i.e. a misspelling in this case) for the item's language file.

Quote:
Originally Posted by Fatt_Shade View Post
eng_homm3_babies_orcelyn :
kid_gretchyn you wrote [goblin1] and [goblin21] error ?
kid_jabarkas [orc1] and [orc21] also error ?
These are okay, because they refer to Goblins level 1 (goblin1) and Furious Goblins Level 1 (goblin2 is Furious Goblin and then level 1 = goblin21). Same for orc1 (Orcs, level 1) and orc21 (Veteran Orcs, level 1).

Thanks for checking these, though, as errors here will cause the game to lockup. I checked all "generator codes" by copying them to an existing child and making sure they worked and looked good in the game; however, if I mistyped the name than that is a problem. I'm usually pretty good with copying and pasting the names (because of this very problem), but every once in a while, I have to type it in if it is too much trouble to search for a baby with the same or similar bonus or it is new.

These fixes will go into the next update - thanks!

/C\/C\
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  #5  
Old 12-25-2011, 08:09 AM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation Interesting thing about Hypnosis

Quote:
Originally Posted by Fatt_Shade View Post
Yes hypnosis you made was really weak Matt 5/10/20% come on why would any1 spend 50 mana to take control of enemy unit 20% of his lds 22/44/66 with intellect bonus will be just right.
You know what? The hypnosis spell does not use its power function properly.

Typically, each spell has a function to compute its power (pwr_spell_name_attack) and then the hint uses that function to show its values.

Well, as it turns out, hypnosis wasn't using its hint, so it was not even working properly! Looks like the developers didn't link the cell selection function to the spell's power function.

So, obviously, I'm going to fix it, but I'll have to check it to see what it was really doing since the unit selection script (calccells_hypnosis) was doing its own thing!

So even though I had a method for computing its power, it was ignoring what I was doing!

Okay, anyway, just a curious thing about hypnosis in that it wasn't coded properly and I'll fix it then evaluate power values...

/C\/C\
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  #6  
Old 12-26-2011, 03:04 PM
Fatt_Shade Fatt_Shade is offline
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Same as for hypnosis, problem with demon portal 5/10/20% of heroes lds summon, to low. But here big problem will come when battle with enemy heroes, as i said Baal summon 2x8 archdemons per turn with current settings.
If we change spell that would be much more, ad MUCH bigger problem to defeat him
Also i think gift of life is a bit OP, but you be the judge of that. I just wanted to check how it works and consider that my starting lds was 12k (with warrior this would be even more ridiculous) screen_1.
When i try my old mage save, every time i fight enemy hero we both cast phoenix spell. Wasnt it set in original that only 1 phoenix can be present on battle field?
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File Type: bmp screen_1.bmp (2.99 MB, 9 views)
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  #7  
Old 12-26-2011, 06:00 PM
MattCaspermeyer MattCaspermeyer is offline
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Default Wow, I don't think I've ever seen that many Royal Thorns!

Quote:
Originally Posted by Fatt_Shade View Post
Same as for hypnosis, problem with demon portal 5/10/20% of heroes lds summon, to low. But here big problem will come when battle with enemy heroes, as i said Baal summon 2x8 archdemons per turn with current settings.
If we change spell that would be much more, ad MUCH bigger problem to defeat him
Also i think gift of life is a bit OP, but you be the judge of that. I just wanted to check how it works and consider that my starting lds was 12k (with warrior this would be even more ridiculous) screen_1.
When i try my old mage save, every time i fight enemy hero we both cast phoenix spell. Wasnt it set in original that only 1 phoenix can be present on battle field?
Wow!, how'd that screenie happen? The out of control code should have kicked in somewhere...

I'll also look into Demon Portal, but I did do a lot of testing on that one. Since it is based on leadership, enemy heroes have much higher leadership than you do and that's why you saw Baal summoning such big stacks.

I think 5/10/20 will produce pretty close to 100% leadership towards the end of the game at level 3 for a mage, which is pretty good for a permanent stack. Even 50% for an enemy hero can be big stacks just because of the their leadership (I think 40K leadership for an enemy hero is pretty normal - especially with the impossible difficulty modifier).

By the way, I'm in the midst of coding up the Archdemon's special abilities.

Sheep seems to work okay, 5 charges with cast every 5 turns is what it's looking like right now.

So far for their attack spells I've got: Fear, Helplessness, Pygmy, Magic Shackles, and Blind.

This one's been trickier than the Bone Dragon's because I need to add the spell after the enemy retaliates otherwise Blind would automatically cancel. I'm also having trouble with Pygmy - the attacked units don't go small! Hmmm.... seems like a weird problem with the Attack.act_small function.

Hopefully I can get it working, or I'll have to drop Pygmy...

/C\/C\
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  #8  
Old 12-26-2011, 06:25 PM
Fatt_Shade Fatt_Shade is offline
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It took me 60 turns, but when i saw that summoned units doesnt effect lds cap i decided to see how far will it go. Got bored around 60-65 turn, still hilarious summon for 800k lds and over 1 milion dmg , and . But as said warrior would get even higher numbers since his starting lds is highter. Same thing happen with illusion on ghosts on 3rd lvl it lasts 5 turns with high enough int and kid_charna. When they go over lds limit you still keep control on them.
Any idea about phoenix spell ? When both you and enemy hero cast it ?
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  #9  
Old 12-26-2011, 09:20 PM
MattCaspermeyer MattCaspermeyer is offline
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Default 1 Phoenix per side

Quote:
Originally Posted by Fatt_Shade View Post
It took me 60 turns, but when i saw that summoned units doesnt effect lds cap i decided to see how far will it go. Got bored around 60-65 turn, still hilarious summon for 800k lds and over 1 milion dmg , and . But as said warrior would get even higher numbers since his starting lds is highter. Same thing happen with illusion on ghosts on 3rd lvl it lasts 5 turns with high enough int and kid_charna. When they go over lds limit you still keep control on them.
Any idea about phoenix spell ? When both you and enemy hero cast it ?
Summoned units don't effect Leadership cap?! Wow I didn't know that one! I know that they are treated differently (they are not affectd by morale, for example), but didn't realize summon cap was also in the list! I'll see if there is a way to fix that - I know that morale is ignored on temporary (and all enemy) units no matter what you set it to.

I think the rule is 1 Phoenix per side - I saw in the code where it checks which side it's on. It is probably best that way, otherwise, it would be easy to kill the other's side's Phoenix by casting your own.

Also with Gift, I agree with you there - I'll increase its cost a bit.

With Archdemon, it looks like Pygmy just won't work for a post-hit effect as I can't get it to be small no matter what I do. I'm now thinking about whether I should give them both Sheep and Pygmy as abilities and still have the other spells as post-hit effects if I can't figure out a way for Pygmy to work properly as a post-hit effect...

/C\/C\
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  #10  
Old 12-28-2011, 09:26 AM
MattCaspermeyer MattCaspermeyer is offline
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Cool Screenies of new Archdemon and Ogre Abilities / Features

Okay, here's the screenies of the new Archdemon and Ogre Abilities and Features.

The new Archdemon ability is Amalgamation - essentially an equal chance to cast Blind, Pygmy, or Sheep on a target.

The new Archdemon feature is the post-hit Odium feature - essentially an equal chance to cast Fear, Helplessness, or Magic Shackles on a unit after attacking.

I came up with Amalgamation after I couldn't get Pygmy to work properly as a post-hit effect.

The new Ogre feature is the post-hit effect Clobber - it has a chance to stun the target and if stun is successful then it also has a chance to knock the target unconscious.

I'm also thinking about doing something similar with Giants since their club is bigger than the Ogre's.

/C\/C\
Attached Images
File Type: jpg Archdemon New Amalgamation Ability.jpg (182.2 KB, 6 views)
File Type: jpg Archdemon New Odium Feature.jpg (209.7 KB, 5 views)
File Type: jpg Ogre New Clobber Feature.jpg (243.2 KB, 6 views)
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