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  #1  
Old 01-30-2013, 03:23 PM
MattCaspermeyer MattCaspermeyer is offline
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At least I found out a way to get you to use Swordsmen!



/C\/C\
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  #2  
Old 01-30-2013, 10:17 PM
Fatt_Shade Fatt_Shade is offline
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Well with Sorsha, they are logical pick And with low lds, they are great unit in high numbers.
On side note, i played with rage spirit files, and got to lina/gizmo. What dmg type is it`s attack ? For ice thorns, you make it physical , for slime there is poison type and physical for fishes. But for gizmo no dmg type ?

And rage spirit skills prevail physical dmg, and fire dmg not at all. Zerroc 3 phy skills, Sleem have 2 poison/1 phy , Lina 2 phy (orb and now ice thorns)/1 magic (i think gizmo is magic type), Death 2 astral, and soul rip i have no idea dmg type.
How about make falling rocks 50% phy/50% fire dmg ? Rocks falling from sky, burn chunks of lava ... ? Quake is pure phy dmg, and it makes sense , but how about making at least 1 rage skill part fire ?
And is there any way to make destroying rock wall and thorns to regain rage ? As it is now there are lots of situations i want to spend rage to get at least some exp for spirits, but without dmging enemy units i keep at bay before finishing battle. So my choices are rock wall/glot armor/frozen orb/time return. Only rage skill I as player can attack are wall and thorns, but as it is now they give absolutely no rage in return (as it is in Ap/CW). Idea is this possible.

Last edited by Fatt_Shade; 01-30-2013 at 11:39 PM.
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  #3  
Old 01-31-2013, 01:13 AM
MattCaspermeyer MattCaspermeyer is offline
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Quote:
Originally Posted by Fatt_Shade View Post
Well with Sorsha, they are logical pick And with low lds, they are great unit in high numbers.
Yah, Sorsha's great for Swordsmen / Guardsmen.

Quote:
Originally Posted by Fatt_Shade View Post
On side note, i played with rage spirit files, and got to lina/gizmo. What dmg type is it`s attack ? For ice thorns, you make it physical , for slime there is poison type and physical for fishes. But for gizmo no dmg type ?
I thought Gizmo was Astral. In fact I just looked at it's not listed because they set it to Astral in SPIRIT_LINA.LUA. So it is Astral damage - that's why it's so good at attacking everyone.

Quote:
Originally Posted by Fatt_Shade View Post
And rage spirit skills prevail physical dmg, and fire dmg not at all. Zerroc 3 phy skills, Sleem have 2 poison/1 phy , Lina 2 phy (orb and now ice thorns)/1 magic (i think gizmo is magic type), Death 2 astral, and soul rip i have no idea dmg type.
How about make falling rocks 50% phy/50% fire dmg ? Rocks falling from sky, burn chunks of lava ... ? Quake is pure phy dmg, and it makes sense , but how about making at least 1 rage skill part fire ?
Believe it or not, I tried making Spirit Abilities multi-damage types and it will end up showing the damage of only the first type listed. I played around with that quite a while back and never figured out how to get it to list both damage types so I gave up.

Quote:
Originally Posted by Fatt_Shade View Post
And is there any way to make destroying rock wall and thorns to regain rage ? As it is now there are lots of situations i want to spend rage to get at least some exp for spirits, but without dmging enemy units i keep at bay before finishing battle. So my choices are rock wall/glot armor/frozen orb/time return. Only rage skill I as player can attack are wall and thorns, but as it is now they give absolutely no rage in return (as it is in Ap/CW). Idea is this possible.
I'm not sure - these type of things are "pawns" and so they are treated like destroying barrels, etc. which don't give any rage either. I can see why they shouldn't generate rage though as they are just barriers and it'd be an easy thing to exploit.

/C\/C\
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  #4  
Old 02-01-2013, 06:12 PM
Gza Gza is offline
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Does not reduce the negative moral the attack, defense, critical hits. This bug?
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  #5  
Old 02-02-2013, 12:57 AM
MattCaspermeyer MattCaspermeyer is offline
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Question It should...

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Originally Posted by Gza View Post
Does not reduce the negative moral the attack, defense, critical hits. This bug?
It should - I don't think I changed any of this. Can you show or describe an example, if possible?

Thanks!

/C\/C\
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  #6  
Old 02-02-2013, 10:43 AM
Gza Gza is offline
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I tried to save a picture, but I do not know where to save the print screen button.
For example: If you are undead and people in the military, did not reduce the attack, defense, critical blow when poor morale. Nothing changes.
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  #7  
Old 02-02-2013, 06:45 PM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation Let me investigate this further...

Quote:
Originally Posted by Gza View Post
I tried to save a picture, but I do not know where to save the print screen button.
Screenshots are saved to:

C:\Users\<Your User Name>\Documents\My Games\Kings Bounty\screenshots

Quote:
Originally Posted by Gza View Post
For example: If you are undead and people in the military, did not reduce the attack, defense, critical blow when poor morale. Nothing changes.
I'm not sure if I fully understand what you're saying, but here are some Morale comments:
  • Undead do not have Morale
  • The AI troops do not use Morale
  • As I understood the game behavior in the original TL, I assumed that if your Morale changed during combat that the unit's values would change.
  • There are quite a few units that give +Morale to other units in the original TL, but I have not checked to see that if they die, whether their bonuses disappear.
So I'm not sure if the actual Attack, Defense, and Critical attack values are changing (I think this is what you are saying) when your Morale changes during combat. The text tip on the happy / frowny face says that it has changed, but I haven't checked to see if the values actually have changed - I thought they were.

So let me investigate this further, I assumed that this part of the game was working in the original TL, but maybe it's not and I'll have to do something about it if possible...

Thanks for pointing this out!

/C\/C\
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  #8  
Old 02-05-2013, 09:14 PM
tolknaz tolknaz is offline
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Aside from a bit of a confusing name, it seems like you've created a really nice mod (and definately more than just a micro-expansion). I was just planning on playing through both Legend and Crossworlds once again. Might as well install your mod to spice things up. Is it compatible with the interface mod by the way (or does it include similar tweaks)?

Last edited by tolknaz; 02-05-2013 at 09:16 PM.
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  #9  
Old 02-06-2013, 05:55 AM
MattCaspermeyer MattCaspermeyer is offline
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Quote:
Originally Posted by tolknaz View Post
Aside from a bit of a confusing name, it seems like you've created a really nice mod (and definately more than just a micro-expansion). I was just planning on playing through both Legend and Crossworlds once again. Might as well install your mod to spice things up. Is it compatible with the interface mod by the way (or does it include similar tweaks)?
Unfortunately, I do not have the interface mod, but I'm pretty sure it's not compatible.

It'd actually be nice to be able to look at that mod to be certain, so if you have it, could you please post it to this forum topic as it is no longer available - thanks!

I do have some improved information, especially on the spell hints, and new children, but not as extensive as the interface mod, which does sound like it has some good stuff (like listing the item sets and other things like that).

/C\/C\
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  #10  
Old 02-06-2013, 03:14 PM
tolknaz tolknaz is offline
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One place i found interface mod (and some other old mods) available is:

http://spammmods.narod.ru/kb

The files with eng in the name are for english version.

Edit: posted the link in the other thread too.
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