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#1
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Just add icedragon in list for last grimelevens update for -10% lds 5th lvl troops.
Question about lds bonus with lvlup of her, i tried some old save and on 34th lvl i got 648 lds. How did that happen? What did file you change to get this number for lds growth. |
#2
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Saw it too fast before my edit, removed 1 added 1
![]() With a mage? then it should be "leadership=13" in hero.txt |
#3
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Sup ya'll. I haven't played the original red sands, neither CW. Last time I tackled this game was a year ago, an Armored Princess campaign on impossible. It just happens on a day I decide to play modded CW, red sands extreme comes out.
So I had to "cheese" through the beginning. My first failed attempt showed that you can't really afford to lose anything or you'll run out of gold before next weakest encounter. So, strong humans troops, especially with armor/steel armor/valor (paladins+knights+horsemen+inquisitors+fire mages) were way to go for flawless victories. When about half the scarlet wind was cleared there's a need for stronger troops though. I had to kite a bit around bolo(scarlet wind acess + droid cave for amulet and treasure) then scarlet wind for bottle quest and chests and sitting at 35k gold at level 8 with almost no army. Now the hardest decision lies in selecting a new army, given how much choice there is. |
#4
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How about this idea ppl : almost every unit in game have some item/skill to lower leadership requirement. So i thought to add beholder units to mage`s archmage class skill -10/17/25% lds to spell casting units. Since every beholder have some active spell, this could be way to get new units in red sands more usable.
Found miss in quick draw, and triger companion : add titan and asmodean in list of archer units there. Last edited by Fatt_Shade; 08-27-2011 at 10:09 AM. |
#5
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I think that's a good idea (especially for the sinister
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#6
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How do you add the battle camera and the highlight for pickable objects in the minimap (like those star thing seen in the adv mod ?
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#7
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Found some weird things in files of this mod, so i ask WTF does they mean :
1) in skills.lua file this strings function skill_rune_stone(name,level) local bonus = skill_power(name,1,level-1) local cur_might=Logic.hero_lu_item("rune_might","count") local cur_magic=Logic.hero_lu_item("rune_magic","count") Logic.hero_lu_item("rune_might","count",cur_might+ bonus) Logic.hero_lu_item("rune_magic","count",cur_magic+ bonus) This is description of old paladin runic stone skill from KB-TL, so i ask what it do here ? 2) function skill_archer(name,level) local bonus = skill_power(name,1,level-1) if level >1 then bonus=bonus-skill_power(name,1,level-2) end local cur_archer=Logic.hero_lu_item("sp_lead_archer","co unt") Logic.hero_lu_item("sp_lead_archer","count",bonus+ cur_archer) I guess it`s suposed to lower lds requirements for archer units, but in skills.txt and eng_skills.lng it isnt mentioned, or given function for it. How to add this function in other 2 files connected to skills ? 3) function skill_archmage(name,level) local bonus = skill_power(name,1,level-1) if level >1 then bonus=bonus-skill_power(name,1,level-2) end local cur_archer=Logic.hero_lu_item("sp_lead_archmage"," count") Logic.hero_lu_item("sp_lead_archmage","count",bonu s+cur_archer) It`s mage`s archemage skill, but it have string cur_archer ??? What should be there instead cur_archmage or something else ? 4) function skill_warrior(name,level) local bonus = skill_power(name,1,level-1) if level >1 then bonus=bonus-skill_power(name,1,level-2) end local cur_lead=Logic.hero_lu_item("sp_lead_warrior","cou nt") Logic.hero_lu_item("sp_lead_warrior","count",bonus +cur_lead) Same as for archer skill, should this lower lds for warrior units listed in special_params.txt file ? And what skill is warrior anyway ? |
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