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Mods Armored Princess mods

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  #1  
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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  #2  
Old 12-11-2009, 07:57 PM
RYTEDR RYTEDR is offline
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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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  #3  
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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  #4  
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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  #5  
Old 12-13-2009, 06:12 AM
rancor26 rancor26 is offline
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So if i add all races to the race section does that basically mean that all units can be in that shop?

Last edited by rancor26; 12-13-2009 at 08:46 AM.
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  #6  
Old 12-13-2009, 07:51 AM
CurtisJasper CurtisJasper is offline
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Thanks blacklegionary. Is it also possible to change the quest triggers that add units to castles?
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  #7  
Old 12-13-2009, 11:30 AM
rancor26 rancor26 is offline
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I was also wondering where's the file that contains army spawns? i would like to edit that one also

EDIT: oh i see, they are in the same file

Last edited by rancor26; 12-13-2009 at 11:55 AM.
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  #8  
Old 05-16-2010, 12:29 AM
Lynxs1981 Lynxs1981 is offline
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Do changes made here only show up on new games? I've tried making changes but they don't show up when I'm playing.
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  #9  
Old 05-18-2010, 09:50 AM
rancor26 rancor26 is offline
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Quote:
Originally Posted by Lynxs1981 View Post
Do changes made here only show up on new games? I've tried making changes but they don't show up when I'm playing.
Yes you need to start a new game to make them work.
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