Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King's Bounty: The Legend > Mods

Mods Everything about mods

Reply
 
Thread Tools Display Modes
  #1  
Old 03-05-2013, 07:09 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

I agree wth statement that Rina got dream team, but NOT for mage or paladin class She have only 4 available kids intellect/spell oriented (Aislin, Nimbus, Sandro, Septienna ), and all off them give less bonus then 2 kids from Diana/Xeona. Also on that note Nimbus(18% intellect) and Nagash (24% mana , 84% gold) have to low bonuses
And as you said paladin have highest leadership now and it`s great, but neither glory nor holy rage works on undead, so he have high lds, but need to spend lots of magic runes to get to necromancy and utilise undead army, and lots of might runes for dark commander to make them movable.
My thought is that warrior would be best class for all undead army. Dark commander easy, and magic runes he get only thing he needs is really necromancy skill, no need for to much upgrading other magic tree skills.

As for best kids Moandor is great if necromant rise undead is permanent like necromancy spell (if not then you dont need huge number of them, only 1 will be enough to cast plague on start of battle and that`s it for them. Death Hart and Vidomina are great -15%lds for all and -21%for bone dragons, but i would pick Vokial over Tamika regardless how crazy it seems (that +6%dmg and +1poison dmg would be great if you lead thousands of skeletons and spiders, but for leading bone dragons, 2*vampires, black knights, necromants that +dmg is not so much). And Vokial gives +24% attack for necromants not 24%dmg = 3 dmg for 1 unit in army.
With Haart, Vidomina, Vokial, Moandor and 3rd lvl necromancy you`ll have -31% for all undead and more reduction for vampires, necromants and bone dragons. All in all nice team build But to limiting, since only bonus you get next to lds reduction and little boost for those 4 troops. No hp bonus, resistances, moral etc like for living units with other kids.
All in all Rina is interesting for playing, but you get her on start when there are no undead available, and even those you can find are total crap (some zombies, and skeletons in Marshan swamp with no way of keeping them alive). If there`s way to upgrade Rina or something like that once you get to undead lands beyond Elven territory it would be great to keep her, beyond that she`s not much of a keeper
Reply With Quote
  #2  
Old 05-10-2013, 08:32 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

Hello Mat
I`m back after disappointment WotN turned out to be
Currently spend more time checking how you modded certain things, instead playing, and found some weird things.
1) for rage spirits Lina Devatron skill, in lina.atom and eng_spirits.lng
codes dont match. In eng_spirits file you made code for your new dmging/freexing ice shards, but in lina.atom there is old code for upgrading passive shards that only block (lowering rage cost, and rest time). There is nothing connecting exploding/freezing shards to make them work on lvlup. And i cant make them work at all in my game

2) you added some new lvls , mostly for lowering rest on certain skills death - rage gain/black hole, in their .atom files, but forgot to add same lvlup code lines in eng_spirits.lng file.

Hope to see/play some rough version for Ap/Cw and help bug proofing at least
Reply With Quote
  #3  
Old 05-11-2013, 07:59 AM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 553
Question Do you have the latest mod?

Quote:
Originally Posted by Fatt_Shade View Post
Hello Mat
I`m back after disappointment WotN turned out to be
Yah I stopped before the spider fight because I didn't want the game spoiled by playing with all the bugs. Now I'm worried that they won't fix all the issues and just gave up since there hasn't been an update since January it seems like.

Quote:
Originally Posted by Fatt_Shade View Post
Currently spend more time checking how you modded certain things, instead playing, and found some weird things.
1) for rage spirits Lina Devatron skill, in lina.atom and eng_spirits.lng
codes dont match. In eng_spirits file you made code for your new dmging/freexing ice shards, but in lina.atom there is old code for upgrading passive shards that only block (lowering rage cost, and rest time). There is nothing connecting exploding/freezing shards to make them work on lvlup. And i cant make them work at all in my game
Hmmm... not working for you? I checked all this stuff out and it works.

Here's what I got for LINA.ATOM, devatron:

Code:
  devatron {
    no_hint=1
    script_attack=lina_devatron
    script_calccells=devatron_calccells
    script_highlight=devatron_highlight
    level=4
    default=level1
    upgrade {
      level1=level:0/damage:physical:150:250,rage:7,rest:1,exp:7,level:1,freeze:20,duration:2,thorns:10,killedunitexp:1
      level2=level:1/damage:physical:+150:+250,rage:+3,rest:+1,exp:+3,level:2,freeze:+20,duration:+1,thorns:+10
      level3=level:2/damage:physical:+300:+500,rage:+6,rest:+1,exp:+6,level:3,freeze:+20,duration:+1,thorns:+10
      level4=level:3/damage:physical:+600:+1000,rage:+12,rest:+1,exp:+12,level:4,freeze:+20,duration:+1,thorns:+10
      level5=level:4/damage:physical:+1200:+2000,rage:+24,rest:+1,exp:+24,level:5,freeze:+20,duration:+1,thorns:+10
      rage1=rs:0,level:>2,LV:>16,rage:>10/rage:-10,rs:1:exp:+10,ragelevel:1
      rage2=rs:1,level:>4,LV:>25,rage:>15/rage:-15,rs:2,exp:+15,ragelevel:2
      rest1=restlevel:0,level:>1,LV:>5,rest:>1/rest:-1,exp:+2,restlevel:1
      rest2=restlevel:1,LV:>15,rest:>1/rest:-1,exp:+4,restlevel:2
      rest3=restlevel:2,LV:>25,rest:>1/rest:-1,exp:+6,restlevel:3
    }
Does your LINA.ATOM have this?

Here's ENG_SPIRITS.LNG for devatron:

l
Code:
vu_devatron_name=^spirit_tM^[devatron]
lvu_devatron_level1_info=^int_spr_LvlUp_tAD^[new]Surrounds the area of 3 cells with fragile ice thorns that block and damage enemies.<br>[d][damage] [s][dmgAMinNew]-[dmgAMaxNew][/s]. [freeze] [s][freezeNew][/s]. [thorns] [s][thornsNew][/s]. [duration] [s][durationNew][/s].
lvu_devatron_level2_info=^int_spr_LvlUp_tAD^[damageCap][damage] [dmgFMinNew]-[dmgFMaxNew]. [freeze] [freezeNew]%. [thorns] [thornsNew]%. [duration] [durationNew]. [rest] [restNew]. [rage] [rageNew]^[damage] [dmgFMinOld]-[dmgFMaxOld]. [freeze] [freezeOld]%. [thorns] [thornsOld]%. [duration] [durationOld]. [rest] [restOld]. [rage] [rageOld].
lvu_devatron_level3_info=^int_spr_LvlUp_tAD^[damageCap][damage] [dmgFMinNew]-[dmgFMaxNew]. [freeze] [freezeNew]%. [thorns] [thornsNew]%. [duration] [durationNew]. [rest] [restNew]. [rage] [rageNew]^[damage] [dmgFMinOld]-[dmgFMaxOld]. [freeze] [freezeOld]%. [thorns] [thornsOld]%. [duration] [durationOld]. [rest] [restOld]. [rage] [rageOld].
lvu_devatron_level4_info=^int_spr_LvlUp_tAD^[damageCap][damage] [dmgFMinNew]-[dmgFMaxNew]. [freeze] [freezeNew]%. [thorns] [thornsNew]%. [duration] [durationNew]. [rest] [restNew]. [rage] [rageNew]^[damage] [dmgFMinOld]-[dmgFMaxOld]. [freeze] [freezeOld]%. [thorns] [thornsOld]%. [duration] [durationOld]. [rest] [restOld]. [rage] [rageOld].
lvu_devatron_level5_info=^int_spr_LvlUp_tAD^[damageCap][damage] [dmgFMinNew]-[dmgFMaxNew]. [freeze] [freezeNew]%. [thorns] [thornsNew]%. [duration] [durationNew]. [rest] [restNew]. [rage] [rageNew]^[damage] [dmgFMinOld]-[dmgFMaxOld]. [freeze] [freezeOld]%. [thorns] [thornsOld]%. [duration] [durationOld]. [rest] [restOld]. [rage] [rageOld].
lvu_devatron_rage1_info=^int_spr_LvlUp_tAD^[rageCap][rest] [restNew]. [rage] [rageNew]^[rest] [restOld]. [rage] [rageOld]
lvu_devatron_rage2_info=^int_spr_LvlUp_tAD^[rageCap][rest] [restNew]. [rage] [rageNew]^[rest] [restOld]. [rage] [rageOld]
lvu_devatron_rest1_info=^int_spr_LvlUp_tAD^[restCap][rest] [restNew]^[rest] [restOld]
lvu_devatron_rest2_info=^int_spr_LvlUp_tAD^[restCap][rest] [restNew]^[rest] [restOld]
lvu_devatron_rest3_info=^int_spr_LvlUp_tAD^[restCap][rest] [restNew]^[rest] [restOld]
Is this what you see? You can see that the levels, rage, and rest all match.

Did you start a new game? If you loaded an old save then that might be the problem since I'm not sure what would happen.

Quote:
Originally Posted by Fatt_Shade View Post
2) you added some new lvls , mostly for lowering rest on certain skills death - rage gain/black hole, in their .atom files, but forgot to add same lvlup code lines in eng_spirits.lng file.

Hope to see/play some rough version for Ap/Cw and help bug proofing at least
Are you sure about this, too? I tested all this - I used the cheat codes to level the spirits all the way up and it all worked fine.

For Death:
  1. Reaping
    1. 7 levels
    2. 3 rage level ups
    3. 4 rest level ups
  2. Rage Gain
    1. 8 levels
    2. 2 rage level ups
    3. 4 rest level ups
  3. Time Return
    1. 5 levels
    2. 2 rage level ups
    3. 4 rest level ups
  4. Black Hole
    1. 5 levels
    2. 2 rage level ups
    3. 4 rest level ups
Both my DEATH.ATOM and ENG_SPIRITS.LNG are matched here.

You might want to re-download the 5-part update and re-extract it and check with the above.

Quote:
Originally Posted by Fatt_Shade View Post
Hope to see/play some rough version for Ap/Cw and help bug proofing at least
Yah, that makes two of us - I'm working on the Tomes right now and just need to finish the Fight and Mod sections. I don't have anything to put up right now, but hoping to get the Fight and Mod sections done.

Once I get that done, I should be able to complete the *.LNG for it and then hopefully I can release another alpha. I'm still working on getting the bonus sections down, but I have the codes for all the upgrades as well as the functions needed to have the Tome morale work.

I also got the groups defined and the Bill Gilbert picture works at handing out a random tome. So we'll see how it goes...

Back to the H3B mod, the only thing I can suggest is to double check that you got the March 18th version and you probably should restart your game if you haven't as there are too many changes for it to work properly with an older save I'm guessing...

Let me know how it goes...

Matt

/C\/C\
Reply With Quote
  #4  
Old 05-11-2013, 05:15 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

Yea, i had version from February , and there was source of problem for devatron, and lvlup missing lines for death spirit

And now remembered this :
- did you change something in quest part where you exchange dragonfly wings for magic crystals in Greenworth, in village near castle. In old game was 3 wings for 1 crystal, and now i get 3 crystals for 1 wing.

- do you know where is formula for spirit exp gain in battles? I`m testing lvlup for some skills on start with this lineup 2x1 inquisitor - rage generators, 2x1 dryad - enemy controlling (got them random on game start), 1x1 marauder - gold digging unit, (i got gift spell early so i use search on every dead unit, and with weak dryad plant summons i`m 8lvl hero, with 350k gold in Greenworth/Verlon forest My total army leadership is 270, and when i battle enemy that are marked as invincible and have total leadership of 2000+ i use rage spirits all time and keep whole enemy army asleep and kill stacks 1by1. Even though enemy is 10x stronger leadership wise and my rage skills exp gain should be nominal value from .atom file x10. But i get only nominal value listed after each rage skill use. Any idea where/how to change this?

Last edited by Fatt_Shade; 05-11-2013 at 05:28 PM.
Reply With Quote
  #5  
Old 05-11-2013, 07:55 PM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 553
Post Here's the spirit experience detailed info

Quote:
Originally Posted by Fatt_Shade View Post
Yea, i had version from February , and there was source of problem for devatron, and lvlup missing lines for death spirit
Ok, glad you got that sorted out!

Quote:
Originally Posted by Fatt_Shade View Post
And now remembered this :
- did you change something in quest part where you exchange dragonfly wings for magic crystals in Greenworth, in village near castle. In old game was 3 wings for 1 crystal, and now i get 3 crystals for 1 wing.
Yep, I sure did - now you can get rid of all your dragonfly wings and it helps get you more crystals, which you still won't have enough of anyway.

Quote:
Originally Posted by Fatt_Shade View Post
- do you know where is formula for spirit exp gain in battles? I`m testing lvlup for some skills on start with this lineup 2x1 inquisitor - rage generators, 2x1 dryad - enemy controlling (got them random on game start), 1x1 marauder - gold digging unit, (i got gift spell early so i use search on every dead unit, and with weak dryad plant summons i`m 8lvl hero, with 350k gold in Greenworth/Verlon forest My total army leadership is 270, and when i battle enemy that are marked as invincible and have total leadership of 2000+ i use rage spirits all time and keep whole enemy army asleep and kill stacks 1by1. Even though enemy is 10x stronger leadership wise and my rage skills exp gain should be nominal value from .atom file x10. But i get only nominal value listed after each rage skill use. Any idea where/how to change this?
Yah, Dryads are very powerful vs non-mind immune level 1-3 units, especially early in the game.

As far as the spirit experience gain, it is all done internally. The only thing that can be done is to scale the base spirit experience, which you see in their ATOM's or increase the sp_addexp_spirit counter via items / skills. If you look at SPIRITS_COMMON.LUA you'll see the function spirit_after_hit where it computes the base spirit experience from the spirit's ATOM (this is exp_add) and then modifies it with sp_addexp_spirit (this is exp_bonus) and then it uses the Attack library function add_exp to take the exp_add * exp_bonus and determine internally what the actual experience rise is.

The internal spirit experience gain formula is listed in the King's Bounty user manual, which can be downloaded somewhere here on the forum. I implemented this formula (and this is the exact same formula you see in CW for the spirit experience during battle), but found that it doesn't quite give you the same experience from this formula so there's something going on internally that is slightly different than what is described. That is why you see that I list an experience range during combat because I don't know exactly what the add_exp Attack library function is doing in the C++ code. Some of this variability is also related to whether you are using a "static" versus "dynamic" spirit ability. Static abilities are ones that don't do any damage while dynamic abilities are ones where you do. Since the experience gain formula factors in unit deaths when using it I can't know beforehand (except maybe for mass damage abilities) how much damage you're going to do. So for static abilities I should know how much experience you should get, but found that it could be off by 1, hence the range (i.e. 4-5 experience) for even static abilities.

Well, anyway, that's probably too much information, but that's what's going on there.

Matt

/C\/C\
Reply With Quote
  #6  
Old 05-15-2013, 12:42 PM
jorko80 jorko80 is offline
Approved Member
 
Join Date: Mar 2009
Posts: 64
Default

Hello. Thanks for the great mod. I just want to share some impressions.
The good part:
-the babies are a really good idea. Now it's actually good to have babies.Before I always used the slots for artifacts.
-the wife companions give really good bonuses and you can try the game with a different approach. Before the good wifes were just 2 or 3.
-many changes add a different experience
the bad part:
-The spirits are way too powerful. I don't know if thats normal ,but my evil shoal did 900-1100 dmg at lvl 4.
-Generally I found the game very very easy and got bored at some point,no real challenge.
I even played harder then you intended. I have changed the impossible difficulty to 300% and the bosses to 500% and also the money income from 0.6 to 0.4 . But nevertheless it was very easy. Killing the Turtle with 10 000 hit points was very easy. The idea for difficulty changes I've got,because previously I played a russian mod called : "grandmaster" - it is really a big challenge . Also the spells in your mod are with really high prices ,but there are so many that can be found and sold that it just makes aquiring money faster.
Some bugs I encountered :
-The werewolf hero in Darion crashed always my game, I had to edit him and remove his spells in order to finish this quest. He had 3 spells,I don't know which is responsible for the crashing.
-When my hero is in a castle and I have 5 armies and click an army in the garrison ,it just vanishes, then I discovered it was added in my reserve slot,but I haven't access to it yet.
I stopped playing after clearing the Pirate Islands. Maybe later the game will be more difficult , if it is please share
Thanks one more time for the mod.
Reply With Quote
  #7  
Old 05-15-2013, 09:54 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

Hi jorko80
First of glad you joined this group in HoMM3 experience.
As for your notations :
- Spirits - you had luck with random upgrading Sleem, with 4 skills, and many more lvls for each (max spirit lvl is 48 now) it hard to get lvlup choices you want/need. best worst thing in this game is randomness and you had good pick this time, and next time you could have horrible lvlup choice item/unit distribution and so on. Only thing i can say is that it changes throughout game.
- I agree in this mod, start is rather easy, even on impossible for those with a bit more experience in KB series. Money never was much of a problem in this game, so higher price of spells is OK. Changing enemy army and bosses early might be fun, but later you`ll have very hard time, because with further location all enemy units get % bonuses for their stats : more hp, more att/def/speed ... And resistances so higher dmg for rage spirits will be welcome in late Hadar, elven/undead lands and demon realm. For me hardest challenges in this mod are enemy heroes, because Mat made them so they give their units bonuses same as you with skills/items. Expl : enemy hero with highest attribute intellect will have higher magic and cast 2 spells per turn, for 2/4/6 turns in battle depending on hero lvl. Those who have intellect above 30 will cast 3 spells/turn. Enemy with highest attack will lower your unit initiative/speed in first 2 turns and give crit% to their units(i`m not sure about this), and high defense hero will give more resistance to his units, or lower you own units. You have time to get to Sonya in elven islands , but she have high intellect, and defense so she lowers you units magic resistance -40% , and cast 3rd lvl lightning spell 2 time/turn with devastating effects to your troops (Mat added bonuses to spells shock effect with working +turns with every 15 intellect , i say working because this didnt apply in original game settings). So trust me, later in game normal enemy stacks will be just something to try new tactics, but real fights wil be with enemy heroes. All up to dwarf lands are rather easy , but elven/undead/demon land heroes are horrible on impossible difficulty lvl

For bugs, i hope Mat will check what problem is, i didnt encounter that with werewolf hero. Just go through dwarf areas, and you`ll have much more fun after that
Reply With Quote
  #8  
Old 05-16-2013, 06:56 PM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 553
Smile Great Comments!

Quote:
Originally Posted by jorko80 View Post
Hello. Thanks for the great mod. I just want to share some impressions.
Thanks!

By the way, which version are you playing? V2013-03-18?

Quote:
Originally Posted by jorko80 View Post
The good part:
-the babies are a really good idea. Now it's actually good to have babies.Before I always used the slots for artifacts.
-the wife companions give really good bonuses and you can try the game with a different approach. Before the good wifes were just 2 or 3.
-many changes add a different experience
I worked a lot on this and am currently working on this part for my AP / CW version of the mod. I'm taking a slightly different take this time around, but I think it will greatly add to the flavor of the game like it has done here with TL.

Quote:
Originally Posted by jorko80 View Post
the bad part:
-The spirits are way too powerful. I don't know if thats normal ,but my evil shoal did 900-1100 dmg at lvl 4.
Well, one of the issues that I had with the original game was that the spirit abilities were too low in power. So I bumped up their abilities so that you have a good rise in their damage, but I did it so that it was in line with what you might be doing damage-wise with your units and spells at that point in the game.

I also did my best to make each spirit ability useful. I think you'll find that they are all pretty useful now. The toughest one to make useful was Poison Cloud, but I think I got it such that you can do some serious damage with it if you decide to level it up.

Can you do me a favor and post a screenie of your hero screen at a certain point (or points) in the game so that I can get a feel for what your army lineup was, etc.? Maybe you can also tell me which spells you were using a lot, general strategies, etc.

Quote:
Originally Posted by jorko80 View Post
-Generally I found the game very very easy and got bored at some point,no real challenge.
Well, I'm sorry to hear that - can you go into more detail as to how it was too easy and boring?

For example, do you skip battles and save fights for later so that you can get easy victories for tallying victory counters for items. Or do you clear an area as you get to it. Do you go into each battle with full rage, etc.

Quote:
Originally Posted by jorko80 View Post
I even played harder then you intended. I have changed the impossible difficulty to 300% and the bosses to 500% and also the money income from 0.6 to 0.4 . But nevertheless it was very easy. Killing the Turtle with 10 000 hit points was very easy.
Well, I don't think the Turtle is supposed to be that hard and once you survive its area of effect attack without taking losses you can pretty much finish it off no matter how many hitpoints it has (well at least until you run out of mana). Did you experience the rage / mana gain decreasing effects, yet as the combat goes longer?

By the way, I did not do anything to change the boss battles, they were left alone. So I don't think you'll see much difference from the Kraken and Spider, either.

Have you tried any item suppression fights, yet? You should note that they are more challenging.

Quote:
Originally Posted by jorko80 View Post
The idea for difficulty changes I've got,because previously I played a russian mod called : "grandmaster" - it is really a big challenge . Also the spells in your mod are with really high prices ,but there are so many that can be found and sold that it just makes aquiring money faster.
This is certainly true, and you can buy lots of stuff early if you sell early, but it may make sense to not sell those spells until you get your trade skill up to level 3 since you'll probably want more money for later...

Quote:
Originally Posted by jorko80 View Post
Some bugs I encountered :
-The werewolf hero in Darion crashed always my game, I had to edit him and remove his spells in order to finish this quest. He had 3 spells,I don't know which is responsible for the crashing.
Okay - I will look into this problem and see if I can find what is crashing the game. Also, if memory serves, I may have fixed this in a recent update if you're not using the latest version.

Quote:
Originally Posted by jorko80 View Post
-When my hero is in a castle and I have 5 armies and click an army in the garrison ,it just vanishes, then I discovered it was added in my reserve slot,but I haven't access to it yet.
Hmmm... I don't think I've seen this problem, but I've had a problem where I'm in the castle screen and it will stop showing me the item hints. I wonder if this is related...

If I reload from the autosave when you enter the castle it is okay. I'll see if I can recreate the army garrison problem you're having and try my best to fix it. The item hint problem I've only seen twice in my entire play-through and so I haven't been able to track it down.

Once again, your version of the mod here will be helpful...

Some of this may be related to the changes I made to some of the *.LOC files so I'll try to track these down, but they're tough to repeat so it makes it really hard for me to fix them.

Quote:
Originally Posted by jorko80 View Post
I stopped playing after clearing the Pirate Islands. Maybe later the game will be more difficult , if it is please share
Thanks one more time for the mod.
Can you do me a favor and keep playing? I'd like to hear if it gets difficult at any stage for you.

Plus, you'll have to share with me some of your strategies for why it is so easy early. Which class are you playing? Any opinion on the skill tree changes? It sounds like you're playing on impossible.

Did you try to fight any heroes too early in the game and lose to them? There are plenty of heroes that should be really challenging early in the game, so I'm guessing you bypassed them until you were higher level. For example, the Ghost in Verlon Forest is usually too hard until you are about her level. I find that most heroes are hard to dispatch when you are a lower level than they are.

For me, personally, I find the game challenging during the hero battles throughout on impossible, but when I play I fight as few battles as possible until I get Rina and then I fight 40 battles to get her children and then switch to Feanora and do the same, switching every 40 battles to a new wife so that I can ensure that the children work properly as I debug-play my mod. So I get a bit of a reset on the bonuses every 40 battles (although I'll put items in those slots if I got them) and I tend to not sell spells until I get my Trade up to level 3 so that I can maximize my cash earnings since I end up spending the money on Crystals and Runes later.

I do mow through "normal" battles pretty easily, but since you can always bypass battles that are too hard until later, there is really not much I can do about that. The hero battles, though, I find tough and Xeona is especially difficult if you try to get her as soon as possible as you probably can't beat her without losses on impossible until you are at least her level or possibly higher.

Anyway, it'd be great to hear some of your strategies in more detail to give me a feel for how you're playing the game and I also have a game change idea that I'm probably going to implement with my AP / CW mod that will make the "normal" battles harder, but since you can bypass them for the most part anyway, I'm not sure how much good it will do.

By the way, do you use the units that you get bonuses from with each wife / their children or do you just use your favorite units available?

Questions, questions, but the more information you can provide the more useful it will be for me if I make changes in the future or I can use this information to help me with my AP / CW version of the mod.

Thanks again for you great comments and please keep them coming as that's really the only way I can improve this mod!

Matt

/C\/C\
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:36 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.