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| Mods King's Bounty: Crossworlds Mods |
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#1
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Hmmm...
You may be on to something here - you've got my hamster running on the wheel... I see why you chose some of your upgrade paths, because of the advancements in skills like Offense, for example. But I may have an even better idea germinating - stay tuned... /C\/C\ |
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#2
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Okay, I now know how I'm going to implement the Tomes.
I've already modified the Portrait of Bill Gilbert to produce Tomes after a certain number of battles. The way it works right now is that it uses a cumulative counter so that you get a few Tomes pretty quickly, but then it slows down. The way it works, is the counter starts off at 1 and then increments and adds to itself. So you'll get a Tome after the 1st, 3rd, 6th, 10th, etc. battle. There are approximately 320 battles in CW and so you'll get roughly 24 tomes out of 172 or so Tomes during a single playthrough (if you married all the wives and had all the children in my H3B mod, you had the possibility of 32 babies). This seems okay for now - we'll see how it goes and the counter can always be increased to have fewer Tomes, but I think this will give sufficient variety to try them out. I could also just go with getting a Tome every 10 battles, but then you'd get about 32 of them in game (which may be too many for one playthrough - not sure). This will be the only way to get a Tome - they won't be sold or acquired through any other means. This also means that they won't have an impact on the existing items in the game. If you don't want any more Tomes, then you can simply get rid of your Bill Gilbert painting and you won't get any more. I'm going to experiment with what item type to make them - I'd like to make them a combined regalia / artifact item, but that didn't seem to work. So I can either just make them artifacts or maybe I'll consider them like the metamorph item and they can fit in any slot. We'll see - if I can't figure out how to make them regalia / artifact, then I'll probably make them metamorphic during the early alpha development to aid in checking out their bonuses, etc and then just make them artifacts at the end. Unfortunately, there are only 4 artifact slots max right now, and for some class / companion combinations you might only get 1 or 2 slots - the Warrior and Paladin only have 1 artifact slot. I may also consider making them other item types based on their HOMM3 hero class (i.e. maybe Knights are Shields or Armor). I'm also going to implement 5 levels for each Tome, and some Tomes will transmute to others (think Mutare and Mutare Drake), whereas others may have up to level 10 for an item level (although it may be entirely possibly that defeating the guardians to get that high is impractical - we'll see how it goes, but think how hard the Towers were with level 5 items in my H3B mod and you can imagine that going much higher will be an exceptionally difficult battle). Also, with respect to items, think of the H3B children as roughly a level 3 item. So for lower levels, their skills will be stripped so that they only have one or two bonuses. Take Fafner, for example. His skills are Resistance, Scholar, and Nagas. So this is his level 3 form. For level 1, he'll just get Nagas (which will be the equivalent of all snakes in AP / CW). Something new that I'm going to implement, though, are the Hero's actual starting stats as bonuses to your stats. Once again, referring to Fafner's level 3 "hero", his starting stats are Attack: 1, Defense: 1, Spell Power: 2, and Knowledge: 2 (6 total points). Spell Power will be 5% increase in KB Spell Power per point, and Knowledge = Intellect. His level 1 equivalent will have just 2 total points (Spell Power: 1 and Knowledge: 1). So if you got Fafner's Tome, he would provide +5% Spell Power and +1 Intellect and give bonuses to all snakes. I'm still debating what to do with the unit bonuses, but I'll probably make it so that the level 1 items only give a bonus to (say) Attack and Defense and most likely a modest Leadership Reduction, and then with each new level, there are more bonuses and greater leadership reduction. For example, Fafner's level 1 "Nagas" bonus would probably be: Attack / Defense: +Unit Level (Snakes, Swamp Snakes, and Royal Snakes), Leadership Reduction: (Snakes and Swamp Snakes) 4% and (Royal Snakes) 3%. The idea is that you would take the Leadership Reduction values and multiply them by the Tome level (for -12% and -9% for level 3 Fafner and -20% and -15% for level 5 Fafner). The Leadership Reduction scale would be such that @level 5, you'd get this for the given unit levels: Level 1: -25% Level 2: -20% Level 3: -15% Level 4: -10% Level 5: -5% Those are pretty small for the higher level units, but when coupled with Glory's -2, -5, and -10% Leadership Reduction bonus those values above will be much more substantial. Plus, it may be possible to combine the Tomes with other items to get much higher bonuses. These are just some preliminary values and may be subject to change based on how things go, but should be a good start. I have the proof of concept working with respect to being able to give Tomes to your hero, but I need to work on getting the pictures, descriptions, etc. into the game, but hope to make good progress on this in the following weeks... I'm also implementing the bonus system for the Tome Hero's skills. For starters, it is based on the H3B mod bonuses, but now that you can get any hero, I'll do my best to make sure that each Tome's skills are different (the hero bonuses to your hero will be the same for each class type - Fafner is an Alchemist and so you'll see the same (or almost the same) bonuses for all other Alchemits). There are a few special heroes that may get an extra skill or an extra point (or two) in their hero bonuses and that's because they were special heroes in HOMM3. Also, I'm going to implement all 8 H3B wives as tomes (since there are only 8 of them out of 172 or so they are going to get a little bit better hero stats and their bonuses will be very similar to what you saw in H3B). Also the 4 spirits will be implemented as Tomes as well and once again they'll have higher bonuses and these will be the items that you can take up to level 10 if you're able (you'll have a really low chance of getting one in a game because there's only 4 of them). I'll probably have them provide spell scrolls of all their abilities (possibly even the ones not included in CW like Lina's mana / rage balls, etc.). I also may consider allowing the H3B wives to go to level 10 as well - we'll see. There may also be some "set" Tomes. As an example, Calh and Marius were married at one point in the HOMM3 storyline and so I may make them have a set bonus if you're fortunate enough to get both of them. Catherine and Roland Ironfist also come to mind since they were married as well. I also may try to make some combined Tomes as well (think of the "young" versions of a few heroes, i.e. Gem, Sandro, Yog, and Christain) so that if you find both hero variants you can combine them into a more powerful Tome. Mutare will be special in that you'll get her from level 1 to 5 and then you can upgrade her to the Mutare Drake (this will simulate her drinking the vial of Dragon Blood) where her levels will be 6-10. I also may do the same with Young Sandro and possibly Gem. Note that for the set Tomes and combination Tomes to work, you'll have to have the same Tome level (i.e. both level 1, 2, etc.). So anyway, that's the current state of development for this aspect of the mod and some ideas with respect to the Tomes. /C\/C\ |
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#3
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You really got yourself nice little project with implementing ToM&M in this game
Nice ideas, with set tomes, paired tomes and upgrading (10lvl`s i think is to much but test it and see what those fights look like and decide). About Portrait of Bill Gilbert giving tomes every 10 battles, do you plan to make it player must keep in in inventory to count battle, or must have it in backpack with items that he dont use (because portrait is terrible item, and among first i change in every game Wives and rage spirits from the Legend, damn great plan, but HOW ??? This seems like to complicated to be functional. How will spirits work ? will they have active spells like in tL, or just giving some passive bonuses like items, just special in area of influence. Wives i figure will just have bonuses to whole race like in tL, and that will work nicely i think. I got 1 idea my own. After i started new game with your change to starting units in tL and for paladin i got cerbery , ent and vampires i thought WTF am I supposed to do with this starting army So i want to make certain hero skills when upgrading to unlock 3rd/4th/5th lvl units special attacks, but to place them in all skill tree, not just in Heroism. Expl : Archmage unit - Battle mage will be unlocked on 2nd lvl Heroism, as it gives archies more dmg potential. Magic shield will be unlocked on 2nd lvl of glory (glory inspires heroes army to noble acts of valor and help each other Inquisitor holy rage gives rage and makes your units to make more dmg to undead/demons so it goes to 1st vll heroism, but revive is glory 1st lvl. . . All 1 and 2 lvl units have all active battle abilities from start, but 3rd lvl units need some hero skill to unlock their and not all with same skill, 4th lvl units need 2lvl of that skill to work in battle, and 5th lvl units need 3lvl skill for them ( 5th lvl will be boring here, but in AP/CW there are much more 5th lvl units so there this will work nicely i think). And about placing abilities in skill tree, it depends if it is support it is mind/magic depending on type, if it`s active and work on enemy units it goes to might tree (dryad lullaby cast on enemy units and is might/heroism, summon thorn mind/glory, elven song is magic/wisdom it`s basically battle cry spell for elves). Some abilities i`m not sure where to put : demonolog tread of life is dmg ability against enemy unit but it revives ally so might or mind, alchemist trowing potions are all like spells but dmg enemy so might or magic , and some others. My question to you is : Where in your HoMM3 mod files is reference how to unlock human units abilities with heroism skill on 1/2/3 lvl ??? |
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#4
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I've been doing some minor testing with my game I just finished and it seems to work okay so far... Quote:
I'm still working on what their bonuses are going to be, but I've got some ideas... Quote:
By the way, the starting armies and spells are now randomized. This gives you a chance to start with a totally different set of units. It is fully customizeable, and can add and remove units to pick from (I'll be implementing this feature in AP / CW sooner or later). Quote:
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I got the pictures implemented and am now working on bringing in the item description labels, etc. I'll have to check the Artifact / Regalia slots of the hero classes and companion and see what the max Tome slots would be. With Mage and Elenhel you get 5 slots... /C\/C\ |
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#5
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As for making tomes artifact/regalia, hm . . . why not set it different type of items ; army/dmg type like Crag Hack goes and such to weapon, defense bonus shield/belt/armor , mostly -lds% regalia . . . So you can have them in all slots not just 2 type of slots in hero inventory. As you plan it now warrior will be at most disadvantage, and mage will be able to carry with Elenhel 6 tomes (artifact, belt/artifact , shield/artifact , regalia/artifact and 2 in Elenhel). Or best to make it as metamorphic axel, all tomes same (since kids in KB-tL didnt choose where to appear, just show up on random wife slot and that was it)? |
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#6
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The general idea, though, is to make it as fair as possible for all hero class / companion combinations so you can equip 4-5 items. We'll see how it goes... /C\/C\ |
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#7
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I've still been working on my mod, but it is has been slow going due to my limited time and (until recently) the lack of the capability to reference the LUA library.
Nonetheless, I've been making good progress with the implementation of the tomes and some other ideas. Notably, I've finished implementing the capability that I added in my TL H3 Babies mod: random starting armies and spells for the 3 different hero classes. I've also augmented this system with random item generation as well including containers (i.e. eggs, etc.) and a select list of level 1 items for each class. Some screenshots are attached below, but essentially, each hero class's sections have been augmented to increase variability of starting units, spells, and items and each part is implmented via:
I've also added some new item combination slots to give more variability to each class's item choices as well as to ensure that each hero class has at least 3 artifact / regalia slots for Tomes (which are both artifacts and regalia and therefore equipable in either slot). The new combination slots are: 1) artefact,belt (i.e. Artifact/Belt), 2) shield,regalia (Shield/Regalia), and 3) artefact,gloves (Artifact/Gloves). The first two were in The Legend, but removed for some reason in AP/CW, whereas the third one is new that I just created. Look for these icons in the attached pictures below. I've also tweaked the experience and leadership tables such that they have a consistent growth throughout the game (whereas the previous lists had inconsistent growth in a few spots). Here are the class-specific sections for the armies, spells, items, and slots (note that commented sections have a starting "//"): Warrior: Code:
// New! Just list the units and a random number within the hero's leadership will be selected
army=peasant,sprite_lake,thorn,thorn_warrior,dragonfly_lake,sprite,dragonfly_fire,devilfish,spider_venom,skeleton,spider_undead,archer,spider,robber,hyena,miner,dryad,pirat,snake_green,graywolf,robber2,snake,zombie,barbarian,barbarian2,footman,goblin,zombie2,goblin2,priest,bowman,satyr,pirat2,footman2,werewolf,snake_royal,bear,ghost,elf,bear2,orc,vampire,dwarf,griffin,priest2,druid,ghost2,catapult,unicorn,orc2,elf2,bear_white,unicorn2,blackknight,knight,vampire2,horseman,archmage,necromant,shaman,cannoner,paladin,alchemist,ent,griffin2,kingthorn,ogre,ent2,bonedragon,cyclop,giant,greendragon,runemage,reddragon,blackdragon
// New! Chance of getting a spell if it is set to 0
spell_chance=5
// New! Chance that a random spell is a scroll
scroll_chance=75
// New! Set spell = 0 for a random spell / scroll at start based on chance above
spells {
spell_healing=0
spell_defenseless=0
spell_stone_skin=0
// spell_last_hero=0
spell_dragon_arrow=0
spell_magic_axe=0
spell_bless=0
spell_adrenalin=0
spell_pacifism=0
spell_anger_management=0
spell_accuracy=0
spell_haste=0
spell_slow=-1
spell_reaction=0
spell_berserker=0
// spell_shroud=0
spell_target=0
spell_dragon_wake=0
spell_trap=0
spell_ghost_sword=0
spell_fire_arrow=0
spell_smile_skull=0
// spell_oil_fog=0
spell_fire_breath=0
spell_weakness=0
spell_kamikaze=0
spell_totem_adrenalin=0
spell_balance=0
spell_armor=0
spell_splash=0
}
// army=bowman|3|footman|5|bear|2
// spells {
// spell_haste=-1
// }
items {
time_clock=1
picture_inspirit=1
rage_potion=2
black_dragon_egg=-1 // negative values mean chance and max number of that item
bonedragon_egg=-1
red_dragon_egg=-2
dragon_egg=-1
dfly_egg=-40
ent_seed=-5
griffin_egg=-10
skeleton_grave=-40
snake_egg=-20
spider_egg=-40
thorn_seed=-50
vampire_grave=-10
simple_helm=-1
warrior_helm=-1
shtopir=-1
simple_sword=-1
round_shield=-1
shield=-1
chain=-1
leather_armor=-1
chief_belt=-1
boots=-1
graceful_boots=-1
valor_sign=-1
beast_rage_book=-1
guard_braces=-1
ball_dress=-1
}
slots {
// slot name in the interface types of items that can be added in a comma-separated list
// Do not forget to use important combinations hero.txt -> slot_bgs
1=helmet
2=weapon
3=armor,dress
4=boots
5=shield,regalia
6=weapon,shield
7=artefact,gloves
8=regalia,belt
wife=wife
}
Code:
// New! Just list the units and a random number within the hero's leadership will be selected
army=peasant,sprite_lake,thorn,thorn_warrior,dragonfly_lake,sprite,dragonfly_fire,hyena,miner,dryad,graywolf,barbarian,barbarian2,footman,priest,bowman,satyr,footman2,werewolf,bear,elf,bear2,dwarf,griffin,priest2,druid,unicorn,elf2,bear_white,unicorn2,knight,horseman,archmage,paladin,alchemist,ent,griffin2,kingthorn,ent2,cyclop,giant,greendragon,runemage,reddragon,blackdragon
// New! Chance of getting a spell if it is set to 0
spell_chance=10
// New! Chance that a random spell is a scroll
scroll_chance=50
// New! Set spell = 0 for a random spell / scroll at start based on chance above
spells {
spell_dispell=0
spell_healing=1
spell_defenseless=0
spell_stone_skin=0
// spell_last_hero=0
spell_dragon_arrow=0
spell_magic_axe=0
spell_bless=1
spell_adrenalin=0
spell_pacifism=0
spell_dragon_slayer=0
spell_phoenix=0
spell_animal_call=0
// spell_gifts=0
spell_demon_slayer=0
spell_lightning=0
spell_resurrection=1
spell_divine_armor=0
spell_holy_rain=0
spell_angel_avenger=0
spell_accuracy=0
spell_haste=0
spell_reaction=0
spell_exorcism=0
spell_totem_adrenalin=0
spell_balance=0
spell_armor=0
spell_orb=0
spell_icethorn=0
spell_gizmo=0
}
//army=gorguana|50|blackdragon|20|griffin2|5|griffin_spirit|12|paladin|15
// army=footman|4|peasant|28|bowman|2
// spells {
// spell_bless=1
// spell_healing=1
// spell_pacifism=-1
// }
items {
time_clock=1
picture_inspirit=1
mana_potion=1
rage_potion=1
black_dragon_egg=-1
red_dragon_egg=-1
dragon_egg=-2
dfly_egg=-45
ent_seed=-10
griffin_egg=-20
thorn_seed=-50
concentration_bandage=-1
guard_helm=-1
simple_helm=-1
warrior_helm=-1
simple_sword=-1
round_shield=-1
shield=-1
chain=-1
simple_belt=-1
steel_band=-1
graceful_boots=-1
steel_boots=-1
valor_sign=-1
beast_rage_book=-1
guard_braces=-1
ball_dress=-1
walking_dress=-1
}
slots {
1=helmet
2=weapon
3=armor,dress
4=boots
5=regalia,artefact
6=shield,gloves
7=shield,regalia
8=belt,regalia
wife=wife
}
Code:
// New! Just list the units and a random number within the hero's leadership will be selected
army=sprite_lake,thorn,thorn_warrior,dragonfly_lake,sprite,dragonfly_fire,devilfish,spider_venom,archer,spider,dryad,snake_green,graywolf,spider_fire,snake,goblin,goblin2,priest,bowman,satyr,werewolf,snake_royal,elf,griffin,priest2,druid,catapult,beholder,unicorn,elf2,unicorn2,knight,beholder2,horseman,archmage,necromant,shaman,cannoner,paladin,alchemist,ent,griffin2,kingthorn,ent2,bonedragon,cyclop,giant,greendragon,runemage,reddragon,blackdragon
// New! Chance of getting a spell if it is set to 0
spell_chance=15
// New! Chance that a random spell is a scroll
scroll_chance=25
// New! Set spell = 0 for a random spell / scroll at start based on chance above
spells {
spell_dispell=0
spell_healing=-1
spell_defenseless=0
spell_stone_skin=0
// spell_last_hero=0
spell_dragon_arrow=0
spell_magic_axe=0
spell_bless=0
spell_adrenalin=0
spell_pacifism=0
// spell_dragon_slayer=0
// spell_phoenix=0
spell_animal_call=0
spell_anger_management=0
// spell_gifts=0
// spell_demon_slayer=0
// spell_lightning=0
// spell_resurrection=0
// spell_divine_armor=0
// spell_holy_rain=0
spell_angel_avenger=0
spell_accuracy=0
spell_haste=0
spell_slow=0
spell_reaction=0
spell_berserker=0
spell_shroud=0
spell_pain_mirror=0
spell_target=0
spell_magic_source=0
spell_dragon_wake=0
spell_trap=0
// spell_invisibility=0
spell_ghost_sword=0
// spell_phantom=0
// spell_teleport=0
// spell_pygmy=0
// spell_blind=0
// spell_hypnosis=0
// spell_geyser=0
spell_exorcism=0
// spell_time_return=0
spell_fire_arrow=1
spell_smile_skull=0
spell_scare=0
// spell_oil_fog=0
// spell_plague=0
spell_fire_breath=0
spell_magic_bondage=0
spell_ice_serpent=0
spell_fire_ball=0
spell_sacrifice=0
spell_weakness=0
// spell_evilbook=0
spell_kamikaze=0
spell_crue_fate=0
// spell_ram=0
// spell_demonologist=0
spell_fire_rain=0
// spell_necromancy=0
// spell_zlogn=0
// spell_armageddon=0
// spell_death_star=0
// spell_inferno_dragon=0
spell_totem_adrenalin=0
spell_balance=0
spell_fishes=0
spell_rockfall=0
// spell_quake=0
spell_armor=0
spell_splash=0
// spell_orb=0
spell_icethorn=0
// spell_gizmo=0
// spell_souldrain=0
// spell_darkhole=0
}
// army=sprite|11|peasant|20|dragonfly_lake|11
// spells {
// spell_fire_arrow=1
// spell_slow=1
// spell_fire_ball=-1
// spell_healing=-1
// }
items {
time_clock=1
picture_inspirit=1
mana_potion=2
black_dragon_egg=-2
bonedragon_egg=-1
red_dragon_egg=-1
dragon_egg=-1
dfly_egg=-40
ent_seed=-5
griffin_egg=-10
skeleton_grave=-40
snake_egg=-20
spider_egg=-40
thorn_seed=-50
vampire_grave=-10
concentration_bandage=-1
straw_hat=-1
disciple_staff=-1
road_staff=-1
leather_armor=-1
boots=-1
graceful_boots=-1
old_boots=-1
white_slippers=-1
fisher_net=-1
inkpot=-1
snake_ring=-1
warm_gloves=-1
novice_dress=-1
}
slots {
1=helmet
2=weapon
3=armor,dress
4=boots
5=regalia,artefact
6=shield,artefact
7=belt,gloves
8=artefact,belt
wife=wife
}
Images:
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#8
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Just want to give everyone a brief update...
I have finished the first cut of the tome bonuses and their descriptions. This task has literally been Herculean as I've been working on the system to generate the tomes and their descriptions since I initially posted this thread with the only breaks being my brief foray into WotN, my last H3B playthrough / development cycle, and Heart of the Swarm. Each item has 5 levels and there are 11 tome groups where you draw upon a tome from each group your first pass through (after 11 tome awards) and then after that any tome that hasn't been given is available. Currently the item logic is setup to give you a tome after the 1st, 3rd, 6th, 10th, 15th, 21st, etc. battles. This way you get a lot of tomes early for checking them out and ensuring they work. Once the alpha phase is complete I'll probably change it to give you a tome once every 15-20 battles. I think there are around 330 battles in AP (or is it CW?) so currently you should get around 24 tomes, whereas you'll get 16-22 depending on whether I implement 20 or 15 battles down the road. I still need to figure out how to transmute certain tomes to others (i.e. Rina -> Zombie Rina), but I'm going to worry about that a little bit more down the road. There are 180 tomes, although some of these are dual (i.e. Rina & Zombie Rina) and 5 levels for each tome giving you technically 900 new items! When you upgrade the tome to the next level, you fight the typical Gremlin Towers plus the HOMM3 / TL Hero for that item - that is the part I need to work on next is the HOMM3 / TL Enemy Hero files. These heroes will have their abilities from HOMM3 / TL for their level. Once this task is complete (hopefully within a month) I'll be able to provide the next alpha release since right now if you try to upgrade an item the game will crash since they don't exist. There are 180 new possible tomes (a few less due to dual tomes such as Rina / Zombie Rina) and giving 16-22 tomes per game should create a lot of re-playability. I'm really starting to get excited as I'm now close to a position where I can start adding the non-tome content from my H3B mod. Thanks for your patience as this kind of development work simply takes a long time! Matt /C\/C\ |
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#9
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Wow, this looks awesome, and it's great to see it's still being worked on!
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#10
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Another brief update...
Okay, I've generated the following files: 1. *.act files for the tomes 2. *.hero files for the tomes For both of the above this is 900 files (for a total of 1800!). These files are needed for the tome heroes when you suppress / upgrade the tomes. I now have all the tome files implemented in one fashion or another. This is the first cut, but it should be at least 80% of the way there. Right now I'm working on a common release for both AP & CW. The way this works is that I've determined which files are the same, which ones are different, and which are AP / CW only. The general idea is to edit the files that are the same between AP / CW (or nearly the same) first. This way I can maintain commonality between the two games as much as possible before the development forks. For example, ITEMS_MONSTER.TXT is the same for both games, so if I edit this file and have it include H3_TOMES.TXT, this will add the tome items to both games without me having to edit ITEMS.TXT, which are different for each game. When it comes to the *.LNG files, it doesn't matter if I have extra labels from CW so long as they don't improperly overwrite the AP ones. So I'm going to do my best here with respect to adding new labels that work with both games. I'm in the process of determining whether I can have bonuses for units that don't exist in AP. So for example if an item has a bonus to Orc Hunters, then I'm hoping that if I have it in AP the game won't crash. The work around would be to include the missing ATOM's in AP, but I want to avoid that if possible. So we'll see how all this goes, I'd still like to release an alpha update that is common to both games within a couple of weeks or sooner if possible... Matt /C\/C\ |
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