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#1
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1) Everything about you wrote I already did, I singled out 10 folders and proper files from RSE. I little modifying them so that they compatible with Red Sands (I removed modyfication of experience, spells etc. coming from RSE). I used the program winmerge for comparing files and I left only these records which concern new creatures. Everything okay, but analysing the RSE structure I concluded, that in files in the folder locs are determining which creatures, items and in what quantity are available in shops. In RSE in the folder locs you open files debir.embryos and debir_dungeon_1.embryos and you will find them names of new creatures, items etc. What for me from new creatures if not is it possible to buy them and only it is possible to fight with them?
Maybe we must use KB editor to change this files? P.S. In RSE mod all creatures are available on Debir. I would like to keep original the setting from Red Sands, and adding the new creatures in suitable stages of game. Hmm... Azure dragon is not looking good, but Champion is really looking good. Can you place on forum relating champion files which you single out from adventure mod? Last edited by Krzysiek; 05-07-2012 at 07:15 PM. |
#2
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If you try to add new creatures in already started game it wont work, you have to add all files concerning some unit, and then start new game so it appears in it. Same as for difficulty lvl you can`t change it mid game, you have to start anew.
Try coping all those files you think are needed and start new game, Maelstrom should appear in main castle on Debir island (its made this way in RSE mod) so you`ll know did you succeed. Because all this mixing of files is reason i stop trying to add champion in my RSE. In my previous post i listed all files i found mentioning champion unit 5 files just for champion, and 7 more that contain something about units in general : champion.atom , champion.png , army_champion.atom , champion.bma , champion_diff , colision_champion.cms , addon_unit_features.lua , eng_units.lng , special_attacks.lua , special_params.txt , unit_features.lua , unit_morale.lua Other problem with importing champion in RSE or regular red sands, is his special skills battle spirit that gives him bonus att/def with every hit on/against him and in red sands all humans have passive skill battle spirit that give them % for 1 more turn after acting in that battle round. So i had problem finding all battle spirit strings for champion in `adventure mod`, and renaming them so they wouldn`t conflict with battle spirit talent of all humans in `red sands` , all in all to much problems for importing 1 unit ( bladeking77 did great job with creating new units) but had bad luck naming it`s passive talent same as red sands crew so it`s big trouble to add champion in newer mods. As for azure dragon it`s interesting unit to play, only if you set it possible to resurrect by inquisitor/demonolog like any other unit in game. In original settings it`s completely magic imune but in difference to black dragon (who are possible to revive inquisitior) you cant keep them alive at all ![]() |
#3
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Thanks.
I made small test with we new creatures from my singled out files. When I ignore error in time starting game new creatures appeared in game, but it didn't work properly. When I "create" original mod RSE in Red Sands this same error appeared in time starting game too. |
#4
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I am playing Red Sands mod 1.6.1 version currently. I have 2 problems, one minor and one major.
1. Minor: Ball of Lightning pet ability description is wrong. I've tried to fix it according to this post from Fatt_Shade: Quote:
2. Human spirit doesn't work at all in my game. When it is triggered, there is a message in text box, there is an animation, but my unit doesn't act again in that turn. Has anyone experienced similar problem? Does anyone know how to solve this? Thanks in advance! |
#5
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@Shadan
1) bad luck with that, but i`m sure you have those files just need to find them ![]() 2) try post #63 on this tread , or on this tread #63 post from grimeleven http://forum.1cpublishing.eu/showthr...=25587&page=15 I fixed prob with fighting spirit in my game but i cant remember which was solution, but i`m sure it`s 1 of those 2 ways. Save mentioned files outside you`re game folder and try 1 way if it doesnt work, load original file, and try second post. Should work , good luck ![]() |
#6
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Thanks, I've tried both and none of them worked. I realized the exact problem: instead of 2nd turn my humans get battle cry buff when battle spirit procs. Description of battle spirit says 2nd turn, but maybe it was too strong ability and in 1.6.1 they changed to battle cry?
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#7
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![]() Quote:
Attacking enemy unit, it can with probability 10% raise on 1 round your initiative about 1. Every bonus or punishment to morale raises or it reduces chance about 1%. Giving deadly hit, unit has raised about 3% probability increase your initiative. |
#8
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![]() Quote:
This file you find in C:\ProgramFiles\1Company\.....\sessions\red_sands\ red_sands_ses or other path when you install this mod. Open red_sands_ses with winrar, open inside archive folder localization\eng\other and you find them file eng_!!!exp_pet_hint. In polish version I delete [shock] from description: "spmi_thr_ball_txt=^int_pet_tH0^Your dragon demonstrates the wonders of magic, calling a ball of lightning onto the battlefield. The ball pursues the enemy, hitting it with a third level lightning spell, causing magical damage equal to [damage2] of the overall health of the troop. There is a [shock] chance to shock the target. Charges: [charges]. [rest][rage] <gen=gen_pet_exp_hint>" and problem disappeared. Unfortunately, then you don't see shock chance in lighting ball statistics. Other idea: Ask your English friends to send you file "eng_pet.lng", change what you want and copy them to folder localization\eng\other in Red Sands. |
#9
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Thanks Krzysiek!
1. I have installed 1.6.1, but tooltip of human spirit still writes bonus turn not bonus initiative. It is not big problem, since it is officially changed, so tooltip doesn't bother me because I know what should I expect. 2. I found and corrected it, thanks. No shock %, but other numbers are fine. |
#10
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[QUOTE=Shadan;428296]Thanks Krzysiek!
1. I have installed 1.6.1, but tooltip of human spirit still writes bonus turn not bonus initiative. It is not big problem, since it is officially changed, so tooltip doesn't bother me because I know what should I expect. if you want to have a correct description you go to ..\sessions\red_sands\red_sands_ses\localization\e ng\other and change description in file "eng_units_features" Find: human_morale_hint=^def_hint_t1^When attacking an enemy, unit has a 10% chance to get a second turn. Each bonus or penalty of Morale raises or lowers the chance of 1%. Inflicting a fatal blow, the squad has increased chance of second turn by 3%.<br>Gives 1 AP <br><gen=gen_cur_battle_spirit_bobus> and change: human_morale_hint=^def_hint_t1^When attacking an enemy, unit has a 10% chance to raise on 1 round your initiative about 1. Each bonus or penalty of Morale raises or lowers the chance of 1%. Inflicting a fatal blow, the squad has increased chance to increase your initiative by 3%.<br>Gives 1 AP <br><gen=gen_cur_battle_spirit_bobus> English is not my basic language then you write this according to the own recognition. Last edited by Krzysiek; 05-22-2012 at 06:41 PM. |
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