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Mods Armored Princess mods

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  #11  
Old 12-10-2009, 05:35 PM
DGDobrev DGDobrev is offline
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Well... I'm not certain that can be programmed. However, I think that it may be possible to have a separate mod file that can change the race of the units that can spawn in Debir. However, that will mean that in each playthrough you will be required to change it.
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  #12  
Old 12-10-2009, 06:21 PM
zubovsergei zubovsergei is offline
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Quote:
Originally Posted by Direwolf View Post
i gotta agree with all the other sentiments expressed here.

In fact...having other units available in the beginning might be really cool, because then i might use units that i otherwise never do.

You know what would be really cool...a mod that allows you to pick your race at the beginning of the game and that races units are what are populated at Debir.

DW
Yea that would be even better but probably too hard to make as a mod. Yea basically, by the time you get any elves or orcs, you have better units so you never play an elf or orc army. Lizardman, forget it. This way you could actually have some fun on replays.
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  #13  
Old 12-11-2009, 01:57 AM
blacklegionary blacklegionary is offline
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If you guys want to edit the unit avaiable in shop you need a tool called KB database editor. It decode the game files databases, namely *. act, *. chat, *. hero, *. loc, *. lu and *. qst. To edit the shop you need to edit the file *.embryos.loc for each region, ie: debir.embryos.loc, shatterra.embryos.loc. After the file has been decoded to text file, open it and search for the phrase "{A}{class} = {castle}" and look up, it's the key word to end a shop data. I'm sure from now you will figure how to do it because it's quite simple. If you have any trouble just ask here, i may help but don't expect much because i'm also new to it . I have uploaded the mod i made as an example, I also reup the tool or you can find it in this link http://translate.google.ru/translate...istory_state0=
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File Type: zip a12_NoStealMap.zip (135.3 KB, 87 views)
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  #14  
Old 12-11-2009, 10:14 AM
rancor26 rancor26 is offline
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Quote:
Originally Posted by blacklegionary View Post
If you guys want to edit the unit avaiable in shop you need a tool called KB database editor. It decode the game files databases, namely *. act, *. chat, *. hero, *. loc, *. lu and *. qst. To edit the shop you need to edit the file *.embryos.loc for each region, ie: debir.embryos.loc, shatterra.embryos.loc. After the file has been decoded to text file, open it and search for the phrase "{A}{class} = {castle}" and look up, it's the key word to end a shop data. I'm sure from now you will figure how to do it because it's quite simple. If you have any trouble just ask here, i may help but don't expect much because i'm also new to it . I have uploaded the mod i made as an example, I also reup the tool or you can find it in this link http://translate.google.ru/translate...istory_state0=
Well i would like to have some explanation because when i open kb edit it shows this screen:
EDIT: nvm i found out how to use it but i didn't quite get what to mod to change chances and all that (prob? percentage?) i'm sure someone will figure it out but just to let everyone know it'll take awhile to mod all those shops to be able to get all units randomly.

Last edited by rancor26; 12-11-2009 at 10:29 AM.
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  #15  
Old 12-11-2009, 03:11 PM
zubovsergei zubovsergei is offline
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Quote:
Originally Posted by rancor26 View Post
Well i would like to have some explanation because when i open kb edit it shows this screen:
EDIT: nvm i found out how to use it but i didn't quite get what to mod to change chances and all that (prob? percentage?) i'm sure someone will figure it out but just to let everyone know it'll take awhile to mod all those shops to be able to get all units randomly.

I try to run the editor but it doesn't want to run for me. I don't think you need to edit everything just certain locations would be enough. I will try the editor again later on my laptop maybe I can figure some stuff out.
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  #16  
Old 12-11-2009, 06:25 PM
RYTEDR RYTEDR is offline
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Alright, this may be an obvious question, but I've just tried this program and I have a little bit of a problem. I've changed the values to what I want, but it seems like KB doesn't register the "decoded" file I used to replace the old file. Everything simply isn't there in the game (As in, the buildings, chests, and enemies in the "embryos" file do not appear). What am I doing wrong and, if possible, how do you "undecode" it back after you're finished?

Thanks.
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  #17  
Old 12-11-2009, 06:47 PM
rancor26 rancor26 is offline
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Quote:
Originally Posted by RYTEDR View Post
Alright, this may be an obvious question, but I've just tried this program and I have a little bit of a problem. I've changed the values to what I want, but it seems like KB doesn't register the "decoded" file I used to replace the old file. Everything simply isn't there in the game (As in, the buildings, chests, and enemies in the "embryos" file do not appear). What am I doing wrong and, if possible, how do you "undecode" it back after you're finished?

Thanks.
Well you don't have to replace anything just make a folder called "mods" to the data folder and put your mods there.
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  #18  
Old 12-11-2009, 07:57 PM
RYTEDR RYTEDR is offline
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Quote:
Originally Posted by rancor26 View Post
Well you don't have to replace anything just make a folder called "mods" to the data folder and put your mods there.
Thanks. I tried that instead but still nothing comes up. Everything involved in that file doesn't appear when you run it through the program.

I did a little test and made a whole new embryos file with the program without changing any values, put it in the mods folder, and started the game. Still, even without editing anything, the game won't show any of the structures/units/chests.

So it definiately needs to be "re-decoded" back to normal for it to function right. At least...I think? Am I totally off here? Any ideas?
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  #19  
Old 12-11-2009, 11:39 PM
blacklegionary blacklegionary is offline
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You are right, you need to convert it back to *.loc for the game to recognize it . The 2nd line in the editor menu will do the job, and i don't think a new *.embryos.loc file will work, each of these file is used for certain location, ie: debir,embryos.loc is used for the upper ground area of Debir. Well as for the shop data let's have a look .
*The entire information for a shop's slot should look like this :

{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{Y}{units}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 1 elements
{
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements
{
{A}{races} = {}
{A}{units} = {beholder,100:5:300,beholder2,100:5:300,bear2,100: 5:300,graywolf,100:5:300}
{A}{level} = {}
{A}{kolvo} = {}
{U}{prob} = {10}
}
}
}

It means this slot can have 100-300 beholder, evil beholder (which codename is beholder2 if some1 don't know), ancient bear (codename bear2) and gray wolf. The number 5 put between them mean the number will always be able to divide for 5.If you see something like this:
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{Y}{units}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 1 elements
{
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements
{
{A}{races} = {demon}
{A}{units} = {beholder,100:5:300,beholder2,100:5:300,bear2,100: 5:300,graywolf,100:5:300}
{A}{level} = {2:5}
{A}{kolvo} = {100:200}
{U}{prob} = {10}
}
}
}

It mean this slot may have 100-200 demon unit lv 2-5 as well as those troops listed before. If remove the info in the unit line then this slot can only have demon unit lv 2-5. The kolvo line is used to determine the number of troops may appear if it's not in the unit line. Now about this prob line, first let's have a look at this :
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{Y}{units}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 2 elements
{
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements
{
{A}{races} = {undead}
{A}{units} = {thorn,1000:10:3000,thorn_warrior,1000:10:3000,kin gthorn,20:50,hyena,1000:10:3000}
{A}{level} = {1:2}
{A}{kolvo} = {200:500}
{U}{prob} = {10}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements
{
{A}{races} = {}
{A}{units} = {}
{A}{level} = {}
{A}{kolvo} = {}
{U}{prob} = {10}
}
}
}
It means this slot can have 1000-3000 thorn warrior, thorn hunter, hyena, 20-50 royal thorn OR it can be a blank slot. Let's look at another example:
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{Y}{units}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 3 elements
{
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements
{
{A}{races} = {undead}
{A}{units} = {}
{A}{level} = {1:2}
{A}{kolvo} = {500:1000}
{U}{prob} = {10}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements
{
{A}{races} = {undead}
{A}{units} = {}
{A}{level} = {3}
{A}{kolvo} = {200:500}
{U}{prob} = {10}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements
{
{A}{races} = {undead}
{A}{units} = {}
{A}{level} = {4}
{A}{kolvo} = {10:30}
{U}{prob} = {10}
}
}
}

It means this slot can have 1000-2000 undead unit lv 1-2 or 200-500 lv 3 undead or 10-30 level 4 ones (this suck imo), not all of them. The prob line is used in these condition, the higher the prob value the higher the chance it will appear in a lot. If you want to add a new slot to the shop remember to check it carefully, it must end with 3 }, the embryos.loc file is often long so it's not easy to find the error and fix it. If you habe anymore questions just ask, I'll try to answer.
Note: rancor misunderstand me, I mean most of the crap units lv 1-2 are human/neutral (ie:bowman, swordsman, robber, dragon fly,hyena, spider...) not the entire human race is crap, those knight, paladin along with black knight on the other hand is too strong (although very expensive so they're worth the price) in player's hand while they can be easily isolated in the AI's command .
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  #20  
Old 12-13-2009, 03:29 AM
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jaylo101 jaylo101 is offline
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@blacklegionary
Your mod is exactly what i was planning to do, good job.
I have made a couple of changes in my game though. I don't know if it was a mistake but you left out the druid from the elven roster, so i added that & as it's a "use whatever race you want from the begining" mod i feel that you should be able to choose all units from that race so the 50\50 chance race units i made both 100% available.
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