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#1
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@Sirlancelot
Ahhh to be naive and still dont know what is waiting me in enemy heroes battles 1) Avoiding enemy heroes does you good for only a while because sooner or later you`ll have to do hardest battles with them to proceed in gameplay (quests and like) so their speed isnt important. 2) All encounters in game are determined moment you start new game, so ambushes are only wish. I asked this couple times, and answer was it`s impossible for enemy stacks to simply appear in game on areas already cleared or unexplored. 3) By this you mean skill scouting ? Never thought of it much, and lvled it up only for 1lvl for later skills. Interesting concept, maybe would be nice to get surprise form time to tie. But mostly ppl play this in way that you start battles when have good strategy and neutrals strength isn`t crucial. Good luck and have fun playing this great mod fellow tactical strategist |
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#2
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I've had a lot of fun with this mod. I played through with an older version twice awhile ago (roughly March or April 2013, can't recall for sure). I've tried playing with the current version, but I have a fair number of crashes in fights with heroes now.
The werewolf in Greenwort Drammina (dwarven woman in the mines) The robber in Marshan Swamps 2nd Arena fight All crash to desktop when the enemy makes their first move. No other fights have given me issues yet. I just entered the dwarven mines. Windows XP, Steam version if it matters. |
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#3
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Could you please tell me which version of my mod you're playing? I just want to double check that you're playing 2014-01-28. Since these are all Hero battles (I assume 2nd Arena Fight is Robin of Greenwood).
***BEGIN EDIT*** Okay, whoops, these are the original spell lists for each hero: Quote:
***END EDIT*** **BEGIN EDIT2*** Ok, I've confirmed (at least with Robin of Greenwood) that the Shroud spell is cast properly without crashing the game. So I'm pretty sure this issue is fixed in my latest released version [2014-01-28] and also in my latest unreleased build. So hopefully that is the problem you're having... ***END EDIT2*** Do you have save games where you can easily check to see if those problems are still there? Depending on whether you're using the latest version or not, could you check and see if the game still crashes. If the game still crashes, I'd appreciate you emailing me the savegame files with instructions on how to get the game to crash (my email is in the README file included with my mod). This way I can bring up the LUA debugger and see where the game is crashing. Thanks! /C\/C\ P.S. Glad you've enjoyed playing, hopefully either the issues are fixed or your savegames will help me fix them. Quote:
Last edited by MattCaspermeyer; 04-27-2014 at 10:14 PM. Reason: Listed the old spells, not the new ones... / Also confirmed that spell Shroud is working... |
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#4
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I think I figured out what was causing it. I thought I was using the 2014-01-28 version. However, I had put a previous version in an extra folder I made to archive it if I wanted to go back to an old save(King's Bounty The Legend/Data/Archived). KB must have been trying to use that instead of the current one. When I deleted that folder, I stopped getting crashes. And I can confirm that Robin of Greenwood and Martin Vodash both cast shroud without crashes now.
Come to think of it, I must have played with an earlier version before shroud was causing issues, then downloaded the one with issues, then quit playing KBTL for awhile because of the crashes. |
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#5
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Congratulations for the new creature!
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On King's Bunty: TL, however, I'm not totally against raising enemy stats due to its chess-like game mechanics and I concurr some measures were and are necessary to increase challenge but, according to my vision and preferences, I'd use a slightly different formula: something like a tiny fixed increment (let's say 3% Hard, 6% Impossible) plus a partially random amount: +3/+6 % + map difficulty modifier + *, where * is a quantity between -4% and +20%: -4 (2%), -3 (3%), -2 (5%), -1 (5%), 0 (10%), +1% (10%), +2 (10%), +3% (10%), +4% (10%), +5% (10%), +12 (5%), +14 (5%), +16 (5%), +18 (5%), +20 (5%) , this means most creatures (60%) would have equal or simmilar stats compared with default, but some of them be notably more powerful. Concretely up to +26 on Impossible, which is roughly the same maximum as you planned, and Hard would be even Harder. Quote:
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Not sure about Alchemists, though. Quote:
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Obviously to set random encounters the object used as a trigger should be invisible and the "click" involuntary. Quote:
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#6
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Thanks - if you have any suggestions on abilities be sure to post them. Ideas are great for brainstorming what will mesh well with Drahha's mythos.
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I may visit the actual unit AI in the future because there are some things that I scratch my head about, like for example, when a shooter runs away from a troop and still shoots it even though it can only do a small amount of damage when it could do more damage to another troop further away. Quote:
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I certainly want to maintain the level of play that Sir Whiskers is talking about as that is what makes the game truly fun! I also think that I've actually made plants useful now, whereas before they were pretty useless. With the increase to talent abilities, enemy Ancient Ents now really pack a wallop with their Wasps ability. Anyway, I certainly don't want to undo the utility of plants and so that's why I may keep Ents (normal Level 4 ones) with reloadable summons (plus if the combat goes long enough abilities don't recharge any more any way). 6 attacks (or 4 technically if there are no Undead) might be enough. But their potions are pretty much reloadable now in the other KB games... Quote:
I'll at least do a little probing to see if I can get a feel for how implementable something like this is... Quote:
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Well, thanks for the comments! Some interesting things to think about! /C\/C\ |
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#7
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I do consider scouting mostly useless. I only bothered with the first rank of it for a long time. Search radius basically reduces tedium, but doesn't make a gameplay difference, since you'd dig up the same things with or without it. Assuming you run around constantly hitting D like I do. Eventually I went for rank 3 just for the int bonus.
About Ancient Ents: I've noticed that enemy ancient ents are obsessed with summoning. When I was first encountering them, looking at their resists and realizing it would be tough to kill them quickly, I was dreading their ranged attack. Instead, they all seem to summon on their first turn, usually giving me enough time to kill them. I'm playing as a mage with an elf army - my hunters'/elves' attacks feel like they barely scratch enemy ancient ents, until I use hellbreath. Which is a spell I rarely used in the vanilla version of the game, so that's a nice change. Last edited by Kiras; 04-29-2014 at 09:12 AM. |
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#8
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Their summoning is a priority if your army is smaller than theirs. Rooted becomes more important if they are on fire or your army is bigger than theirs. One thing is that the unit AI currently does not account for damage types, although I added extensive statistics for the spell AI. For example, I catalog the percent of damage of each type so that this can be used when casting spells such as Stone Skin or Divine armor. Conversely, resistance types are also catalogued so that it can be determined whether casting Hell Breath can be used effectively. Stuff like that. After I release my current development mod, I'll probably visit the unit AI to see if this data can be leveraged to aid the AI in choosing what to do... /C\/C\ |
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#9
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Please find attached (at the bottom) the latest update to my H3B mod!
This update contains a lot of changes! There is also some debug information that you will find at the start and during combat that I've left in for now so that you can get a feel for certain things that affect combat. The first is the map location and what terrain type it is as well as the time of day since these parameters are very important with respect to bonuses or penalties. I've been using this to update the arena location types so that arenas give proper bonuses. My work here is not done and so I plan to continue to use the information that you see on the first line to help me in altering the terrain type of a certain arena. As an example of this, there are many forest locations that have an arena type that is normal. I've changed these to be forest so that Elves now benefit from their "Loves the Forest" feature since technically you are running all around through the forest. The next combat message you will see appear is a listing of the enemy hero / tower spells and their score. I've spent a lot of time developing a much more strategic system with respect to the generation of the spell's score, which affects its probability of being cast. So if you are interested, you can scroll back through the combat log in fights with enemy spellcasters and see what the scores are for their spell choices. This information was invaluable in helping me improve this part of the game. Both of these messages will be removed in a future version, but for now I've left them since they help me with mod development and debugging. You can simply ignore these messages as they don't affect anything. This update also includes the addition of Blue Dragons as a new unit! I had a lot of fun developing them and so I hope you have fun playing them or fighting them. Note that you will need to start a new game to be able to "legitimately" use them since the *.LOC files that I edited only affect new games. Nonetheless, I've also added Blue Dragon Eggs and so you can always use the cheat command (tilde, ~) to open the cheat dialog and type "item blue_dragon_egg" to add one (or repeat for more) to your inventory. You can then hatch them and try them out in your current game! This is what I did to debug them. Note that I have added logic in ARENA.LUA to allow the AI to use their abilities, but this part I have not debugged yet to ensure that it works. There are also now several NPC's that will exchange a certain container type for crystals (eggs, seeds, etc.). So far I have Lady Beaulla (Ent Seeds), Frogus Bogis (Dragonfly Eggs), Old Chvakah (Spider Eggs), Milk Woman Wilma (Thorn Seeds), and Witch Helga (Snake Eggs). I still have more work to do here... Drahha will now offer to exchange dragon eggs for runes. You need to talk to him a couple of times after finishing his quest to get the option to make the exchange. Another big change is that the difficulty and map location bonuses now apply to enemy unit talents as well. This means that they do more damage with abilities that cause damage, summon more allies, have a higher percent chance of certain effects, etc. Ice damaging spells / abilities now amplify damage based on half of the target's fire resistance if the target is fire immune or they are demons and damage reduction from physical resistance is only half if they fit the above requirements. This change means that there is a pseudo "ice" damage to targets that should normally be vulnerable to ice spells (like Dragons and Demons, for example). There are also a ton of bug fixes that either you have pointed out or that I've discovered on my own. So let's hope that I've made the mod better in this regard. There are also myriad other changes, some deal with making units more interesting / playable (like the changes to bears and unicorns), others with adding penalties (like the new penalties to the Undead), and some that are just general. Since there are a ton of changes in this update, there may still be some bugs out there, so if you have any problems with this update, be sure to post them here. I'm not done making all the changes that I want, but I think I've implemented all the changes that require a restart. The only reason to restart is if you want to get the *.LOC file (note that the arena LOC changes do not require a restart) changes (like Blue Dragons, etc.), otherwise feel free to continue your game like normal after an update. Once again, thanks for downloading and trying out my mod - I hope you enjoy this update! Here is the detailed (long) list of changes (and the mod can be downloaded below): Version Beta 2014-05-08
Wow! Lots of changes! With so many, there are bound to be some areas that I haven't debugged yet, but I can restart a new game without it crashing and I've resolved all issues I've discovered to date. Nonetheless, I'll continue playtesting and debugging this release, but don't let this stop you from downloading this update and trying it out! Enjoy! /C\/C\ Download removed due to new version available. Please see the last post in this thread for the latest version - thanks! Last edited by MattCaspermeyer; 05-12-2014 at 04:36 AM. Reason: New version available so download links removed |
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#10
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Well, I'm relieved that it is working for you now!
I do my best to squish as many bugs as possible, but there are some that take a long time to find. My current unreleased version has many bug fixes. Since there are a lot of changes and I'm not finished implementing everything yet I'm holding off on releasing it, but am trying to get it finished as soon as I can. As always, if you ever have any additional issues, please let me know - thanks! /C\/C\ Quote:
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