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Mods Armored Princess mods

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  #1  
Old 12-29-2011, 12:16 AM
Csimbi Csimbi is offline
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Well, I took the simplest route.
Come up with a good way to expand it and I'd be happy to code it.
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  #2  
Old 12-29-2011, 01:49 AM
Fatt_Shade Fatt_Shade is offline
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I thought i said some of my ideas form top of my head
1) not making possible to lvlup some skill to 4/5 lvl if earlier skills arentlvled up at least to 3rd lvl.
2) change holy rage to not just give simple amount of def reduction, but also -resistance%
3) adrenalin/higher magic/rush skill bonuses are to much
4) check bladekings last post on this page and see what i mean by adding something new to this game, and try to come up with something of your own
http://forum.1cpublishing.eu/showthr...attackb&page=6
5) making tactics lvl 3/4 to slow/lower enemy initiative speed in first turn like opposite from rush. Or slower enemy for tactics, and lower initiative for rush.
6) i mentioned you to check link for homm3 mod for KB-tL, because i liked what Matt there did for skills and % usage. Lower lds% requirements for glory and unit class skills(quick draw, for range units, archmage for magic units, iron fist for melee fighting type) , % bonuses for healer skill, etc. What he did in that mod is new for this game, and interesting to play with so try it out and come up with something your own.
7) i already coded by myself changed medal upgrade for fire mage (to lower enemy elemental resistances magic/fire/poison/astral), and iron warrior (+physical dmg% for lvl not simple rage bonus , i though warriors medals were most limited because useless in boss fights so i added something my own like this). I added new lvls for some early game items, to make them interesting later in game. Also made some new items (not functional 100%, but when i cheat code them in my inventory they work with no problems).
I say this not to bitch about, just to show that i know a few things about moding this game but you come to idea for more lvls for skills (we have medals up to 4/5 th lvl so why not skills also, great idea, but how to make it more interesting? so why not going a step further and adding something new.
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  #3  
Old 12-29-2011, 03:19 AM
Csimbi Csimbi is offline
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Quote:
Originally Posted by Fatt_Shade View Post
4) check bladekings last post on this page and see what i mean by adding something new to this game, and try to come up with something of your own
http://forum.1cpublishing.eu/showthr...attackb&page=6
I see only two pages (I have "Show 100 posts per page set), and bladeking's last post left me scratching my head; I am pretty sure I am looking at the wrong one.
Could you link the actual post? (There's a #number in the upper right corner of each post; to the left of the "Report post" icon.)
Thanks.
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  #4  
Old 12-29-2011, 04:28 AM
Fatt_Shade Fatt_Shade is offline
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It`s post no 59. I asked him to try making some function to add bonus for att/def stats, not just simple max 300% dmg output , and 30% received. So he made it so every 5 attack points give 1% crit chance, an every 5 def points give 15 res all to units in army. This is just 1 example to make stats a bit more interesting. Bonus for spells isnt limited like att/def bonuses are for pure dmg unit vs unit, he made this addon for att/def stats.
This is what i meant that just adding att to units isnt enough, but it`s needed to lower enemy res, or boost your units dmg (crit% in this case). It should cost more runes then basic 3lvls, but in 4/5 lvl give something that will make it interesting to invest runes in that skill.
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  #5  
Old 12-31-2011, 03:44 AM
Csimbi Csimbi is offline
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Quote:
Originally Posted by Fatt_Shade View Post
I thought i said some of my ideas form top of my head
1) not making possible to lvlup some skill to 4/5 lvl if earlier skills arentlvled up at least to 3rd lvl.
2) change holy rage to not just give simple amount of def reduction, but also -resistance%
3) adrenalin/higher magic/rush skill bonuses are to much
4) check bladekings last post on this page and see what i mean by adding something new to this game, and try to come up with something of your own
http://forum.1cpublishing.eu/showthr...attackb&page=6
5) making tactics lvl 3/4 to slow/lower enemy initiative speed in first turn like opposite from rush. Or slower enemy for tactics, and lower initiative for rush.
6) i mentioned you to check link for homm3 mod for KB-tL, because i liked what Matt there did for skills and % usage. Lower lds% requirements for glory and unit class skills(quick draw, for range units, archmage for magic units, iron fist for melee fighting type) , % bonuses for healer skill, etc. What he did in that mod is new for this game, and interesting to play with so try it out and come up with something your own.
7) i already coded by myself changed medal upgrade for fire mage (to lower enemy elemental resistances magic/fire/poison/astral), and iron warrior (+physical dmg% for lvl not simple rage bonus , i though warriors medals were most limited because useless in boss fights so i added something my own like this). I added new lvls for some early game items, to make them interesting later in game. Also made some new items (not functional 100%, but when i cheat code them in my inventory they work with no problems).
I say this not to bitch about, just to show that i know a few things about moding this game but you come to idea for more lvls for skills (we have medals up to 4/5 th lvl so why not skills also, great idea, but how to make it more interesting? so why not going a step further and adding something new.
1, 2, 3 and 5 are addressed in update 2.
As for the rest. I am partial to touching the LUA files. Why? Firstly, because my only intention was to allow leveling skill just a bit further (at some point you are going to have unused runes that you might want to spend on developing your own class rather investing in another) and secondly, because touching the LUA files (those that need touching) will cause incompatibility with other mods.

If you have recommendations to adjust the stats further, please let me know.
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