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  #1  
Old 12-02-2011, 12:39 AM
Fatt_Shade Fatt_Shade is offline
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Found small miss in wifes.txt for mirabella , in string sp_lead_footmn, `a` missing
Got bored with rina and swapped to neoka, it`s interesting but i`m thinking neoka is better for warrior and huge hordes of not retaliating sprites/dryads and ancient ent teleported in enemy lines to entangle everyone, or all archer 100% crit army. But on other hand neoka have many kids with int related bonuses so it`s a gamble
Orcelyn would be also interesting if orcs werent so inferior compared to their CW edition cousins
But any way this is great mod, and many interesting ideas and solutions.
Still w8ing on some idea for kid with tower lowering stats ( i just tried to suppress dwarf hammer and got my ass handed to me
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  #2  
Old 12-02-2011, 06:06 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Great catch with footmn and great comments!

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Originally Posted by Fatt_Shade View Post
Found small miss in wifes.txt for mirabella , in string sp_lead_footmn, `a` missing
Great catch! Just corrected it and it'll be in the next update!

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Originally Posted by Fatt_Shade View Post
Got bored with rina and swapped to neoka, it`s interesting but i`m thinking neoka is better for warrior and huge hordes of not retaliating sprites/dryads and ancient ent teleported in enemy lines to entangle everyone, or all archer 100% crit army. But on other hand neoka have many kids with int related bonuses so it`s a gamble
Bye Rina! Sorry you had to go!

Hello, Neoka! Hopefully you'll have fun with her! Don't forget you have to get the Tree's permission to have kids with her!

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Originally Posted by Fatt_Shade View Post
Orcelyn would be also interesting if orcs werent so inferior compared to their CW edition cousins
You know I've been toying with the Shaman's Dancing Axes right now. I have a test build where it resurrects Orc allies, then heals allies with the remaining energy, and then damages the remaining enemies with the last bit of energy, but I can't get it to damage the remaining enemies properly (it's either too much or too little and I can't quite figure out how the Attack damage library works). Anyway, that's just an experiment, I want something to happen with the extra energy from the Dancing Axes attack, but I haven't figured out a good solution, yet.

Got any Orc improvement ideas (without adding CW adrenaline)? I was thinking of having the Healing Totem dispel bad spells on your units and might increase the radius +1. The Death Totem I might increase the radius +1 as well and maybe it should do something else.

Hmmm... what to do with those Orcs!

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Originally Posted by Fatt_Shade View Post
But any way this is great mod, and many interesting ideas and solutions.
Thanks! Glad you're enjoying it!

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Originally Posted by Fatt_Shade View Post
Still w8ing on some idea for kid with tower lowering stats ( i just tried to suppress dwarf hammer and got my ass handed to me
Yah, I need to think more about the Towers...

Yep, suppressing items in general is a lot tougher and the Tower's spells are attuned to their allies and you, the enemy! I was actually thinking if I could do the same thing for enemy heroes - hmmm...

I've got Diana now (I basically go in wife order when I play: Rina -> Feanora -> Mirabella -> Gerda -> Orcelyn -> Diana -> Neoka -> Xeona) and just started getting a couple of kills (no kids, yet). Once I get 4 kids then I switch to the next wife so that I can double check the children and make sure their bonuses work, etc. I got Royal Thorns in the game (I rarely see them) and so I'm going to have fun with them and Diana gives bonuses to all Thorns (as well as other units including Dragonflies, Sprites / Fairies, Dryads, Unicorns, and Ents) and goes well with Neoka since Sprites, Lake Fairies, Dryads, and Ents get bonuses from her, too!

Okay, back to playing...

/C\/C\
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  #3  
Old 12-02-2011, 11:22 AM
Fatt_Shade Fatt_Shade is offline
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Yea i forgot about permission form tree to get kids with neoka (you cant even sleep with your wife without other`s approval and had 4 fights before kissing her first time, so no big miss there.
I`we always seen orcs as horde, and great in big numbers so no mage/orc build for me. But as for some improvements, hm . . . could you convert orc abilities form CW witout adrenaline : kid that gives bonus to ogre`s give them drain ability, for veteran orcs miss chance . other kid that gives bonus to veterans give them vicious strike (so not to have 2 kids with same bonus). This is big change to orcelyn but i cant think of anything else to help that race except already made changes in AP/CW. Nice idea to strenghten shamans totems/dancing axes, but what about other orc units ? They have almost nothing to boost : goblins nothing, orcs only running , ogre only rage so not much to work with on them since they dont have anything to start with Poor orcs.
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  #4  
Old 12-03-2011, 04:40 AM
Fatt_Shade Fatt_Shade is offline
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Hey Matt Q :
did you on purpose made gift of life to take 2 turns to resurrect plant you need ? I tried some ents with neoka, and first move is to summon some unit, then with that unit you need to summon on some killed unit, and then you can use first summoned unit to resurrect starting ent . . . It takes to much time, and lose 2 whole turns with 2 units. Why not activate gift of life on first unit after summoning in way that `I summoned you, now you sacrifice yourself to revive me`, but lower resurrected % maybe. As it is now, to resurrect 1 plant, we need 2 killed units near for summoning, and 2 turns to actually do it.
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  #5  
Old 12-03-2011, 11:20 AM
MattCaspermeyer MattCaspermeyer is offline
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Default I sure did!

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Originally Posted by Fatt_Shade View Post
Hey Matt Q :
did you on purpose made gift of life to take 2 turns to resurrect plant you need ? I tried some ents with neoka, and first move is to summon some unit, then with that unit you need to summon on some killed unit, and then you can use first summoned unit to resurrect starting ent . . . It takes to much time, and lose 2 whole turns with 2 units. Why not activate gift of life on first unit after summoning in way that `I summoned you, now you sacrifice yourself to revive me`, but lower resurrected % maybe. As it is now, to resurrect 1 plant, we need 2 killed units near for summoning, and 2 turns to actually do it.
I sure did! By having them use their Sowing to enable their Gift of Life your resurrection ability is limited by the number of corpses on the battlefield. If there are no corpses then no Gift of Life. Also note that when a Thorn uses its Gift of Life, that there is no corpse generated (it is totally absorbed by the plant it heals). This makes the use of Thorns a lot more strategic for resurrection purposes. There are plenty of Thorn Generators that don't need a corpse to create the Thorns (Ents, Dryads, and Royal Thorns) and so even though it takes more time you should be able to get some Thorns to heal your plants before finishing off the combat.

It can still be exploited somewhat if you keep a non-retaliator stack alive and let it keep killing your generated Thorns for fresh corpses. The only way to prevent this issue would be to change all the Thorn Generating abilities to have charges. I've gone back and forth here experimenting with making them charges and reloadable and because Thorns are mowed down so easily that you need a steady stream of them (numbers!) for them to be effective I decided to keep that capability reloadable. This is an advantage to entice people to play with plants.

/C\/C\
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  #6  
Old 12-03-2011, 03:45 PM
Fatt_Shade Fatt_Shade is offline
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I dont think you understood what i was implying.
Lets say thorn hunters cast summon on some corpse, but if you want to use gift of life to resurrect starting unit you need 1 more corpse to use summon thorn by already summoned. When use summon plant i dont need ability to heal summoned unit, but one i`m taking with me in next battle.
Why not activate gift of life in reverse order, unit that summoned stack can sacrifice it to resurrect itself. This is most problem with thorns, as you said many gift of life using units dont need it but consider this : dryads dont need that ability they summon meat shields, royal thorn also with speed 1(2 at best) summon minions and send them to fight then if need be those units use summon and return to heal royal thorns. For ents there is even less need for res with their tree of life ability. So most vunerable are basic units thorn warriors/hunters and need for to heal 1 stack you need 2 corpses.
I understand that you wanted to make this limited in battle, but it just seem to complicated for simple way of keeping plants alive since they have no active skills/mass aoe dmg or passive like stun/shock. They are useful in large numbers but that`s it. ANd are so vunerable, that`s why i asked about this way of using gitf of life.
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  #7  
Old 12-03-2011, 08:01 PM
MattCaspermeyer MattCaspermeyer is offline
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Smile Oh - I think I get what you'e saying now...

Oh!

I think I understand what you're saying. You're saying you want Thorn-Hunters and Thorn Warriors when they use there Sowing ability to have the created Thorn have its Gift of Life ability enabled since it used a corpse to generate it. All other Thorn generators would stay the way they are.

This is an interesting idea. For the AI, they both would run to the nearest high level plant and use their Gift of Life ability (that's pretty much how I programmed it). For people, you wouldn't sacrifice your starting Thorn because then that'd be a loss in combat that you wouldn't want, but you would probably heal them with the new unit once you got the chance if you needn't it.

Hmmm... I guess this would be okay and it would help the AI more, too. Since it would only apply to Thorn-Hunters and Thorn Warriors I guess it wouldn't be exploited by human players since they couldn't sacrifice their starting Thorns if they wanted to minimize losses and it would be easier (at the beginning of the game) to use Thorns and try to heal them.

I'll think about this some more, but it seems like this idea would be okay to implement...

Thanks for the idea!

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Originally Posted by Fatt_Shade View Post
I dont think you understood what i was implying.
Lets say thorn hunters cast summon on some corpse, but if you want to use gift of life to resurrect starting unit you need 1 more corpse to use summon thorn by already summoned. When use summon plant i dont need ability to heal summoned unit, but one i`m taking with me in next battle.
Why not activate gift of life in reverse order, unit that summoned stack can sacrifice it to resurrect itself. This is most problem with thorns, as you said many gift of life using units dont need it but consider this : dryads dont need that ability they summon meat shields, royal thorn also with speed 1(2 at best) summon minions and send them to fight then if need be those units use summon and return to heal royal thorns. For ents there is even less need for res with their tree of life ability. So most vunerable are basic units thorn warriors/hunters and need for to heal 1 stack you need 2 corpses.
I understand that you wanted to make this limited in battle, but it just seem to complicated for simple way of keeping plants alive since they have no active skills/mass aoe dmg or passive like stun/shock. They are useful in large numbers but that`s it. ANd are so vunerable, that`s why i asked about this way of using gitf of life.
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