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-   -   "Adventure" Mod (http://forum.fulqrumpublishing.com/showthread.php?t=22725)

infernal1800 08-01-2011 10:33 AM

Thanks for a quick reply but I cannot figure out how this guy come from chinese can add more reserve slots :(

I want to balance the higher level and lower level creature in my mod because ppl keep using higher level without consider lower level monster. I decided to make a drawback when buying higher level monster by raising the price of them up to 3 times. So that, the player has to consider carefully before decide to buy a level 5 unit :) What do you guys think about it? Any suggestion is appreciated :)

sunblaze 08-02-2011 01:29 PM

Quote:

Originally Posted by sunblaze (Post 315290)
OK.....

So I tried your mod and so far it looks fine, but I constantly get pop-up windows where some sort of recource is requested. Seems like missing files or missing links. I did a complete reinstall and installed everything new but no change.

Also many descriptions seems missing and only show the link of the variable and not the text itself. Examples of that are King Frederick's last comment at the beginning or various skill-descriptions.

Anything I maybe missed to install?


Anyone an idea why I continue to get wierd text during game and bug-messages for missing content?

Sir Whiskers 08-02-2011 09:43 PM

Quote:

Originally Posted by infernal1800 (Post 317766)
I want to balance the higher level and lower level creature in my mod because ppl keep using higher level without consider lower level monster. I decided to make a drawback when buying higher level monster by raising the price of them up to 3 times. So that, the player has to consider carefully before decide to buy a level 5 unit :) What do you guys think about it? Any suggestion is appreciated :)

There are several drawbacks to using low level units:
-Many abilities do not affect level 5 units, but do affect the others. Sheep, Hypnotize, taunting, fear (it has no real impact on L5 units), and so on.
-All stacks lose combat power as they take losses. Lower level units have fewer hit points, so such losses tend to be magnified. In addition, healing a level 5 unit is much cheaper than resurrecting lower level units.
-Replacing units after battle can be a royal pain. At the very least, you waste time going back for more. At worst, you run out of a particular unit and have to resort to expedients such as Sacrifice.

Simply changing the gold cost won't balance these drawbacks. The second point can be addressed by lowering the mana cost of the Resurrection spell, or granting units more powerful resurrection abilities. The last point can be addressed by an ability like the Paladin Resurrection skill.

I don't see any simple fix to the first problem, which is sometimes the most troublesome. As those abilities make units more interesting, I wouldn't favor making mass Magic Shackles cheap or some similar change that nerfs such abilities.

I've tried to go through a game with lower level units, but at some point, I always end up in a fight where the troops simply are too vulnerable to enemy abilities and/or spells. Perhaps I could get through such fights, but I'm not inclined to reload over and over while trying. I'd love to see you come up with a fix for this, I'm just not sure what it it.

infernal1800 08-03-2011 07:14 AM

Quote:

Originally Posted by Sir Whiskers (Post 318559)
There are several drawbacks to using low level units:
-Many abilities do not affect level 5 units, but do affect the others. Sheep, Hypnotize, taunting, fear (it has no real impact on L5 units), and so on.
-All stacks lose combat power as they take losses. Lower level units have fewer hit points, so such losses tend to be magnified. In addition, healing a level 5 unit is much cheaper than resurrecting lower level units.
-Replacing units after battle can be a royal pain. At the very least, you waste time going back for more. At worst, you run out of a particular unit and have to resort to expedients such as Sacrifice.

Simply changing the gold cost won't balance these drawbacks. The second point can be addressed by lowering the mana cost of the Resurrection spell, or granting units more powerful resurrection abilities. The last point can be addressed by an ability like the Paladin Resurrection skill.

I don't see any simple fix to the first problem, which is sometimes the most troublesome. As those abilities make units more interesting, I wouldn't favor making mass Magic Shackles cheap or some similar change that nerfs such abilities.

I've tried to go through a game with lower level units, but at some point, I always end up in a fight where the troops simply are too vulnerable to enemy abilities and/or spells. Perhaps I could get through such fights, but I'm not inclined to reload over and over while trying. I'd love to see you come up with a fix for this, I'm just not sure what it it.

Yes, you're right. I have thought about the replacing unit after battle and I think extra reserve slots are the most effective way to fix this issue. Also we can stock all the shop with various of lower unit so we dont have to travel that far :( Maybe I will provide lower unit some talents like summoning,attack spell or more skills. How do you think?

Fatt_Shade 08-03-2011 07:52 AM

I wouldnt call relationship low/high lvl units so unbalanced as you ppl say it is.
Early game you can lead only couple of 5th lvl units because leadership requirements, and low lvl are your basic power. Later whit more leadership 5th lvls take over that role but still there is no way to compare dmg output of 1-2 lvls with 5th. It all depends of what you want of your army : survivability, tanking while kil enemy with spells, or other . . .
Low lvl units are not suposed to be used with mage, their strenght is in numbers(leadership) and +1dmg items, hight lvl are best for mage due to double cast and high % phantom spell (virtualy doubling army).
I managed 480000 crit with lake fairies and gorgunas once, that is simply not possible with any high lvl unit no matter what buff/debuf you use (girl power build and item set-initiative 13, speed 7, dmg 4-6 on 1st lvl unit).
All i want to say no need to rebalance low/high lvl units, because they all have their roles throughout game, it`s only question what you as player and their commander want of them. No1 can play shrek build and 100% crit archer at same time, just make your mind and lead army, if you want to change 5 reserve slots will be of great help, but keeping 2 diferent army build is simply bad commander :-)

DeepSoul 08-03-2011 08:28 PM

Quote:

Originally Posted by Fatt_Shade (Post 317749)
I agree elf and dwarf races are inferior to human undead, and so much harder to keep alive for no loss, (elf have only faun to resurrect and only plants-thx so much developers wtf am i suposed to do about my archers,unicorns and hordes of fairies in my army, dwarfs are even worse only droids can be kept alive).
Races in game arent balanced, but game have so much potential and with some good ideas, and spare time it all can be moded to interesting situations :-) (my problem is stupid buged editor that crashes every time i try to eidt some item in it, so i ask other ppl to do it for me :-(
As for more reserve slots, check this tread pcbun add it in his mode, so either PM him, or check his mod files and try to figure it out
http://forum.1cpublishing.eu/showthread.php?t=14741 Good luck :-)

It's true that elves and dwarves are a bit weaker but elves can get some nice morale boosts with Fairies, Dryads, Druids, Ents and Unicorns. Ancient Ents have 1400 hp, so you shouldn't need to resurrect them often if you use some protection spell like stoneskin/glot's armor. If you combine Dryads with Royal Thorns and Crown of Blackthorn you will do sick damage with your thorns. On top of that it doesn't matter if the thorns will die. Imagine having lvl 5 Trigger with those. CoB is just too OP so I stopped using it because it was boring. When it comes to resurrection, I think druids should be able to resurrect at least elven units, because they are probably the weakest unit in the game compared to their LS cost. There is no really good all-elven combo but they aren't bad when combined with other troops, like pallys or inquisitors.

Dwarves actually have a good set. It's Set of the young techno-alchemist which boosts your Engineers, Alchemists and Droids. The idea is to let the droids take the damage while your Engineers and Alchemists do the damage. Throw in a Giant for some extra toughness. I haven't tried it myself but it doesn't sound that bad?

Demons can resurrect with eviln? I tried it with my Demoness and they took damage from it. The only ways I found out to resurrect them was with Demonologists or Runemages.

Fatt_Shade 08-03-2011 09:06 PM

Ok all elven build is great for high moral (with princess set faries have +5 morale, wtf am i suposed to do with it, 3 is more then enough), but that`s it. No elven unit have mass attack, like giants, dragons, necromancers etc. That`s why i said elves are great in huge numbers and with warrior hero, and some +1(poison, fire) dmg item would be nice to have. As for druid resurection, it sound normal to at least ressurect animals: bears, unicorns and such. It stay`s that full elf army is weak considering full human/undead/orc or even dwarf, not to mention all dragon army.
Dwarfes do have nice setup, but their morale is problem, add any other human/neutral unit and no bonus, droids by default have neutral moral all time. They have some interesting builds but all droid is boring, add mechanics,alchemist and giants it`s more interesting but still low dmg output comparing to other races canonner is joke of unit for all ecsept towers, miner/foreman are useless without eachother and even if you have both of those units in army they die easy and no resurrection for them after :-( Dwarf fighter is also useless. Set of young alchemist is nice but hard to complet and your plan to dmg with alchemist/mechanic wont work great because their low speed, in new red sands mod there is new dwarf set Mountain king that is great but also hard to find complet :-(
Demon can resurrect with evlin ??? Who said that :-) i love dmeons/executioners for their retaliations and dmeon rage, it`s just funny to teleport/infernal excange them in enemy army and just watch carnage :-). Bad thing is only couple of buff spells available to them :-( No divine shield, bless, hell breath etc, and resurrection as way to keep them alive is so weak, rune mages are better choice even demonologist are bad because you need alive no magic imune enemy to cast. Demon set is also great, but even with it 360 leadership for executioner is to much. Just comparing 98 LS black knight on whom you cast hell breath, and 288 LS executioner with almost no available buff spells blackie win every time :-( Just not fair.

DeepSoul 08-04-2011 01:43 AM

Demonologists are great if you get them early. Their demons are expendable and they will take great numbers with them in death. But late game they probably won't be that great. If you have real demon stacks, you would have to be careful with them, since ressing them is hard as already mentioned. I like getting no losses because of the LS bonus and that is needed in harder difficulties. On normal you can probably beat the game with a couple of thorns and no trap bonus at all. ;) There are quite few enemies with magic immunity/resistance in the game. Only dragons, mages and gryphons and you don't fight those very often. There should be a unit vulnerable to magic in any army, if you don't attack a dragon's den.

Runemages are not that great imo. Their revive is weaker than inquisitors and their beam is also quite weak unless you have a lot of unused runes. I would prefer to use all my runes however. Their phantom skill is quite useful though.

DeepSoul 08-04-2011 06:33 AM

Look how this thread turned into a discussion about units when it should be about adventure mod. I have encountered a bug in this mod. I can't go up to the second level in Wizard's Tower. Am I the only one who has this problem?

infernal1800 08-04-2011 11:11 AM

Quote:

Originally Posted by DeepSoul (Post 318955)
Look how this thread turned into a discussion about units when it should be about adventure mod. I have encountered a bug in this mod. I can't go up to the second level in Wizard's Tower. Am I the only one who has this problem?

Come on, Adventure mod is going to close as Bladeking somewhat doesnt care about his topic :)

I totally agree that Elf too weak compare to other race. It is no way using those monster, even Ancient Ent. Despite of 1400 health, he still vulnerable to fire and TOO SLOW. I have beefed up the strength of Elf race in my mod now and they have another level 5 unit which can deal poison damage. Druid now has resurection spell which only affect his race and all other Elf unit have new skills and talent :) Dwarf is also stronger too, does anyone has any ideas to help demon race. I think they're suffering in our game and we gonna help them :(

To deep_soul: I think your problem is the portal lead to the second floor. If you can use the Editor, tell me and I will go into detail how to fix this issue :)

Fatt_Shade 08-04-2011 11:38 AM

@Deep_soul Ok we did go a bit out of topic, but this forum will die if ppl dont discuss about things, anything as long as it`s connected to KB games. Since developers wont give us any news considering next game in this series, it`s up to gamers to mod and keep this game alive, but for that we need to share ideas,problems/solutions etc to help eachother.
About adventure mod question for Bladeking or any1 who know : to copy champion unit in some other mod whatfiles i need ? Champion.atom , champion.bma , champion.png and . . . i moved those files in red sands but no champion unit anywhere. I edited battle academy file to upgrade horseman to champion but since chat in academy is untranclated (all white text) i cant see can i actualy upgrade it in game.
@infernal1800 For demons i would give something like bonus dmg after each kill, they have interesting change in red sands to get action points, and rage apearance instead killed unit so you could get them some personal buff after killing enemy units, which will go great with demon rage and unlimited retaliation (not overpowered like black knight rising rage), something like +15% dmg after kill. Or skill reset after each enemy kill.

And can some1 actualy add new spell in chaos magic bonus poison dmg, like hell breath but giving +% poison dmg ??? I tried it, but cant add spell slot in book for that new spell.

infernal1800 08-04-2011 04:52 PM

Quote:

Originally Posted by Fatt_Shade (Post 319028)
@Deep_soul Ok we did go a bit out of topic, but this forum will die if ppl dont discuss about things, anything as long as it`s connected to KB games. Since developers wont give us any news considering next game in this series, it`s up to gamers to mod and keep this game alive, but for that we need to share ideas,problems/solutions etc to help eachother.
About adventure mod question for Bladeking or any1 who know : to copy champion unit in some other mod whatfiles i need ? Champion.atom , champion.bma , champion.png and . . . i moved those files in red sands but no champion unit anywhere. I edited battle academy file to upgrade horseman to champion but since chat in academy is untranclated (all white text) i cant see can i actualy upgrade it in game.
@infernal1800 For demons i would give something like bonus dmg after each kill, they have interesting change in red sands to get action points, and rage apearance instead killed unit so you could get them some personal buff after killing enemy units, which will go great with demon rage and unlimited retaliation (not overpowered like black knight rising rage), something like +15% dmg after kill. Or skill reset after each enemy kill.

And can some1 actualy add new spell in chaos magic bonus poison dmg, like hell breath but giving +% poison dmg ??? I tried it, but cant add spell slot in book for that new spell.

Yes, I dont understand why so many people still discuss in king's bounty princess box, why they dont come here?? Perhaps they dont have crossworld or even dont know about the existing of this box.

About balancing the Demon, do you know to make this bonus (15% each kill), can you explain further, I dont know much about how to deal with those special_attack and addon_special_attack files. It's weird that you didnt have the spell slot in magic book, I think you missed somethings :confused: Of course, I like your idea about that new spell, I will give it a try later on :)

For the unit champion, I think you forgot the champion_diff.dds file. I used redsand mod too but I dont copy those rus_*** file (localization) I just need those new units, maps, new skills, talent... not quests and dialogs which I can do it myself :) Champion still spawn in my mod and I dont have any trouble with him. How about Human Archer and Azure Dragon? Can you use them normally or they just disappeared too?

Fatt_Shade 08-04-2011 08:09 PM

Yea upgrading demons was just idea of top my head, but now that think aobut it i have no clue how to do it actualy :-( In red sand they add featuer to demons that after kill enemy stack rage ball is left on field, if you could find file where that is explained (i cant find it mentioned anywhere) maybe something would come to my mind.
About my spell idea, i can add spell.txt file just changing hell breath mana cost, dmg type from fire to poison, it`s all no problems i used already existing but when i want to add new spell slot in book i cant figure how to do it. Because spell book by default have limited spell slots, since this spell would be +1 in book i cant make it work.
And champion problem, i keep separated adventure and red sands mod, so i at this time i dont have champion in red sands but want him there(new human battle spirit is sick :-) so i wonder what files i need to copy from sessions/adventure_mod to sessions/red_sands_mod/atoms or whereever.

DeepSoul 08-04-2011 10:04 PM

Speaking about upgrading demons, there is a mod that adds a gate ability to Archdemons, which can resurrect any demon troop. If there is one thing demons need, it's a way to resurrect. They are already powerful in all other aspects.

Fatt_Shade 08-04-2011 10:44 PM

Yea i tried that `mod`, it`s actually only 1 file changed archdemon that add them 1 ability that resurrect demon units (1 charge, which resets after killing enemy). It`s great idea i agree, but it`s not mod, and it`s not changed demon units only 1. If all demon get ability reset after kill that would be great, but in their default settings they are inferior comparing to undead/human because no resurrection option and lacking of positive spells/buff for them. Archdemon demon gate (in mod you mentioned) ability is nice but it`s not enough to bring demon race to playability throughout game.
And i wouldnt agree they are powerful in all other aspects. Demon/executioners are great tank/dmg units but to high LS, demoness great support but low speed limits her 2 abilities seduce whip attack, and seduce doesnt work on bunch of units (mechanical, undead,plants,animals,5th lvl),archdmeons are great for opening battle and block enemy range units but if you jump in enemy lines first they`ll take serious dmg before rest of army come to help them. And all demons have serious problems with poison resistance. They are great in some battles, but lack supporting units/abilities/spells.

DeepSoul 08-05-2011 12:08 AM

You are free to do any mods you like but you don't really have to play with only demons. It's possible to combine some units with demons without moral penalties and for the units that suffers from it, you can equip an item that boosts morale or invest in the persuasion skill. Just saying.

infernal1800 08-05-2011 07:38 AM

Quote:

Originally Posted by Fatt_Shade (Post 319279)
Yea upgrading demons was just idea of top my head, but now that think aobut it i have no clue how to do it actualy :-( In red sand they add featuer to demons that after kill enemy stack rage ball is left on field, if you could find file where that is explained (i cant find it mentioned anywhere) maybe something would come to my mind.
About my spell idea, i can add spell.txt file just changing hell breath mana cost, dmg type from fire to poison, it`s all no problems i used already existing but when i want to add new spell slot in book i cant figure how to do it. Because spell book by default have limited spell slots, since this spell would be +1 in book i cant make it work.
And champion problem, i keep separated adventure and red sands mod, so i at this time i dont have champion in red sands but want him there(new human battle spirit is sick :-) so i wonder what files i need to copy from sessions/adventure_mod to sessions/red_sands_mod/atoms or whereever.

I do know the file that adding those rage orb for demon but I dont know how it works. I tried to delete this skill in the file but the Demon still spawn this rage ball or maybe I forgot somethings :confused: You can find it in addon_unit_feature.lua file and look for the line "function inferno_breath(corpse, dmgts)" that's it. The Elf race in Redsands mod also has "Power of the Elemental" which add powerful bonus to the unit depend on the element (fire,water,earth,wind) and I think this is a very powerful skill. Dwarf also has Drunken stance which cool too. I think those guys made Redsands are very good at dealing with those lua files because they made many interesting spells, skill and talents :)

I remembered that Redsands has many new spell for hero. You can look at those spell.txt or spell.lua for more information. I havent tried it yet but perhaps I can understand how it works ;)

About Champion, I you need to put atom file in atom folder; army_champion in army_atom folder; champion.bma in models folder and champion_diff.dds in textures folder.

Quote:

Originally Posted by DeepSoul (Post 319335)
Speaking about upgrading demons, there is a mod that adds a gate ability to Archdemons, which can resurrect any demon troop. If there is one thing demons need, it's a way to resurrect. They are already powerful in all other aspects.

Can you guys copy the link of this mod for me, I dont know about this mod :confused:

Quote:

Originally Posted by Fatt_Shade (Post 319350)
Yea i tried that `mod`, it`s actually only 1 file changed archdemon that add them 1 ability that resurrect demon units (1 charge, which resets after killing enemy). It`s great idea i agree, but it`s not mod, and it`s not changed demon units only 1. If all demon get ability reset after kill that would be great, but in their default settings they are inferior comparing to undead/human because no resurrection option and lacking of positive spells/buff for them. Archdemon demon gate (in mod you mentioned) ability is nice but it`s not enough to bring demon race to playability throughout game.
And i wouldnt agree they are powerful in all other aspects. Demon/executioners are great tank/dmg units but to high LS, demoness great support but low speed limits her 2 abilities seduce whip attack, and seduce doesnt work on bunch of units (mechanical, undead,plants,animals,5th lvl),archdmeons are great for opening battle and block enemy range units but if you jump in enemy lines first they`ll take serious dmg before rest of army come to help them. And all demons have serious problems with poison resistance. They are great in some battles, but lack supporting units/abilities/spells.

Does the skill "halve" of archdemon works, I havent tried it yet :|

Quote:

Originally Posted by DeepSoul (Post 319385)
You are free to do any mods you like but you don't really have to play with only demons. It's possible to combine some units with demons without moral penalties and for the units that suffers from it, you can equip an item that boosts morale or invest in the persuasion skill. Just saying.

Nah, of couse we can combine many race together but Fatt_Shade is talking about the balance between races :) imo, Demon is lacking of survivability, in no-loss run there's almost no way to use Demon because we cant heal it and resurrect it. My friend told me that the Demonologist's talent "Thread of Life" only resurrect 1 troop of targeted stack :| Does its true?

zhaozhilong 08-05-2011 10:21 AM

Overtweaking Adventure Mod
 
Hi All

I think I overdid the mod by changing my leadership upgrade on level up @ 30 times level.....

So, I am just wondering whether there is a part where I can retweak enemies level and difficulties, without having to restart the game...

;)

DeepSoul 08-05-2011 06:11 PM

Quote:

Originally Posted by infernal1800 (Post 319570)

Can you guys copy the link of this mod for me, I dont know about this mod :confused:



Does the skill "halve" of archdemon works, I havent tried it yet :|



Nah, of couse we can combine many race together but Fatt_Shade is talking about the balance between races :) imo, Demon is lacking of survivability, in no-loss run there's almost no way to use Demon because we cant heal it and resurrect it. My friend told me that the Demonologist's talent "Thread of Life" only resurrect 1 troop of targeted stack :| Does its true?

Here is the link: http://forum.1cpublishing.eu/showthread.php?t=16965

The skill "halve" works fine but last time I saw it happen was in AP. I haven't tried it in Crossworlds yet.

Thread of Life resurrects a number of hp depending on how large your army stack is and the total hp of the target enemy. It takes their hp and adds it to your unit. If the enemy unit is too small it won't have full effect.

infernal1800 08-06-2011 03:32 AM

Quote:

Originally Posted by zhaozhilong (Post 319632)
Hi All

I think I overdid the mod by changing my leadership upgrade on level up @ 30 times level.....

So, I am just wondering whether there is a part where I can retweak enemies level and difficulties, without having to restart the game...

;)

I dont understand, can you explain further :)
Quote:

Originally Posted by DeepSoul (Post 319950)
Here is the link: http://forum.1cpublishing.eu/showthread.php?t=16965

The skill "halve" works fine but last time I saw it happen was in AP. I haven't tried it in Crossworlds yet.

Thread of Life resurrects a number of hp depending on how large your army stack is and the total hp of the target enemy. It takes their hp and adds it to your unit. If the enemy unit is too small it won't have full effect.

Really, I havent tried "halve" skill yet but I didnt see anything related with this skill in atom file of archdemon :confused: Is there any other mod that balance or create new skill/talent for unit :cool:

DeepSoul 08-06-2011 09:43 PM

Quote:

Originally Posted by zhaozhilong (Post 319632)
Hi All

I think I overdid the mod by changing my leadership upgrade on level up @ 30 times level.....

So, I am just wondering whether there is a part where I can retweak enemies level and difficulties, without having to restart the game...

;)

No, you can't tweak the difficulty after starting a game, because that is set at the start. But you can change your leadership by opening the console and type leadership [the number you want] without the []. I also think you can tweak how much LS you get on levelup in a text file but I don't know if it will have any effect on your saved game.

infernal1800 08-09-2011 11:25 AM

I've thought about how to balance the strength of monster races, how do you guys think about a level 6 creature :) Recently, I have created a level 6 creature and his pet (level 5) for demon race. Below are some screenshot for what I've done:

http://imageshack.us/photo/my-images/89/lucifery.jpg/
http://imageshack.us/photo/my-images...ifermelee.jpg/
http://imageshack.us/photo/my-images...cifercast.jpg/
http://imageshack.us/photo/my-images...erspecial.jpg/

http://imageshack.us/photo/my-images...aosdragon.jpg/
http://imageshack.us/photo/my-images...ragoncast.jpg/
http://imageshack.us/photo/my-images...onspecial.jpg/
http://imageshack.us/photo/my-images...nspecial2.jpg/
http://imageshack.us/photo/my-images...nspecial3.jpg/

Currently, I'm still making more higher level monster for every race. Is this ok for a level 6 creature? Any suggestion will be appreciated :)

1darklord 08-10-2011 11:31 AM

Well I think it looks pretty cool! :-P

Daniel.

DeepSoul 08-10-2011 01:38 PM

Warhammer doesn't have any description, only {item warhammer}. It's possible that other items have the same problem, I haven't checked. Can I do something about this?

infernal1800 08-10-2011 01:44 PM

Quote:

Originally Posted by DeepSoul (Post 322155)
Warhammer doesn't have any description, only {item warhammer}. It's possible that other items have the same problem, I haven't checked. Can I do something about this?

Which mod are you playing, Adventure or Redsands. You should look at the original eng_items.lua and eng_item_base.lua, search the line contain information about the item and simply copy paste it to the one you are currently using :)

DeepSoul 08-10-2011 03:14 PM

Quote:

Originally Posted by infernal1800 (Post 322157)
Which mod are you playing, Adventure or Redsands. You should look at the original eng_items.lua and eng_item_base.lua, search the line contain information about the item and simply copy paste it to the one you are currently using :)

I'm playing adventure or I wouldn't post here :). It seems I had copied over my eng_items.lua with another mod so I needed to add the lines from his file. Now it works.

infernal1800 08-10-2011 04:29 PM

Quote:

Originally Posted by DeepSoul (Post 322191)
I'm playing adventure or I wouldn't post here :). It seems I had copied over my eng_items.lua with another mod so I needed to add the lines from his file. Now it works.

Have you tried Redsands, you can combine 2 mod together, they work just fine :)

zini4_tha_grunt 08-13-2011 03:46 PM

Quote:

Originally Posted by infernal1800 (Post 322223)
Have you tried Redsands, you can combine 2 mod together, they work just fine :)

Tou telling horrible things!
These campaigns can have files with the same names and it may lead to different random bugs.

infernal1800 08-14-2011 05:45 AM

Quote:

Originally Posted by zini4_tha_grunt (Post 323306)
Tou telling horrible things!
These campaigns can have files with the same names and it may lead to different random bugs.

I know, but if you understand how the mod is running, you can combine it easily. Do you know which file contain information about the spawning rage ball skill of demon race, I cant find it anywhere :(

zini4_tha_grunt 08-14-2011 09:45 AM

Quote:

Originally Posted by infernal1800 (Post 323493)
I know, but if you understand how the mod is running, you can combine it easily. Do you know which file contain information about the spawning rage ball skill of demon race, I cant find it anywhere :(

It's in arena.lua

infernal1800 08-14-2011 03:12 PM

Quote:

Originally Posted by zini4_tha_grunt (Post 323516)
It's in arena.lua

Thanks :)
there is a bug when your demon kill a stack of ghost, griffin spirit or anytroop that doesnt leave corpse => the game crash. Do you know how to fix this :(

zini4_tha_grunt 08-14-2011 04:02 PM

Quote:

Originally Posted by infernal1800 (Post 323591)
Thanks :)
there is a bug when your demon kill a stack of ghost, griffin spirit or anytroop that doesnt leave corpse => the game crash. Do you know how to fix this :(

Yes, I do. I have fixed it for beta tests of Red Sands 1.4.
There will be a few new arenas, which fans created for our contest. So, stay tuned.

infernal1800 08-15-2011 06:02 AM

Quote:

Originally Posted by zini4_tha_grunt (Post 323615)
Yes, I do. I have fixed it for beta tests of Red Sands 1.4.
There will be a few new arenas, which fans created for our contest. So, stay tuned.

I've tried to tweak some lua files such as unit_features.lua, special_attack... I dont understand some scripts like:

"Attack.act_belligerent(receiver, 16)"
"Game.GVNumInc("magic_shield_used", 1)"

I've tested the first one and figure out 16 is the code for rabid status. When our troop is rabid, it's just like "auto-fight" function not rabid, but when enemy troop is rabid, it started attack it's ally. I think it's not fair :| Do you know how to fix it :)

Btw, can you list us the differences between Redsands v1.1 and other version. Are there any changes?

grimeleven 08-15-2011 06:48 AM

Off-topic but here is your answer, http://translate.googleusercontent.c...KbkbrAzZnGhDg#

Click the Changes +

infernal1800 08-15-2011 09:50 AM

Quote:

Originally Posted by grimeleven (Post 323807)
Off-topic but here is your answer, http://translate.googleusercontent.c...KbkbrAzZnGhDg#

Click the Changes +

Nahh, I cannot access to the site you posted :( Can you give me the original russian post

Sederien 08-15-2011 01:29 PM

Quote:

Originally Posted by infernal1800 (Post 323862)
Nahh, I cannot access to the site you posted :( Can you give me the original russian post

Here you go:

Quote:

ВНИМАНИЕ! Устанавливать только на лицензионную версию игры 1.3.1. билд 6170!
Мы снимаем с себя ответственность за глюки при установке патча на пиратскую версию.

Перед установкой патча УДАЛИТЕ все моды!

Если у вас 1.0:
Патч 1.3

Если у вас стоит версия 1.1 и 1.2 лайт:
Патч 1.3


Если у вас стояла 1.2 полная:
Патч 1.3

Изменения:
Скрытый текст
Исправления 1.3:

0. Для инициации диалога с Ленни на "Пески" теперь не обязательно брать контракт на Робина Гудмена.

1. Вылет на Советниках.

2. Вылет на Книгах Кошмаров.

3. Квест на "Пески" не сдавался.

4. Баг с предметом Доспехи Гор (не падала мораль).

5. Хинт для таланта Асмадео Темный Ритуал (исправлена ошибка, когда в список попадали "лишние" существа).

6. Вылет при добиваниях Адептом и демонами.

7. Исправления текстовых опечаток.

8. Зависания при наборе опыта у простых отрядов.

9. Предмет Ворон (не выдавал СМС в диалоге).

10. Исправлена расовая особенность демонов.

11. Исправлена ошибка со штрафом морали Нежити и Демонам у Геральда.

12. Ускорена перезарядка умения у спутника Гном-в-Капюшоне (стало по 15-25%, было 10-15%).

13. Исправлена ошибка, из-за которой Спутники Морон Дарк и Некромант Мешмер не наделяли союзных воинов нежити дополнительной некроэнергией.

14. Исправлена ошибка с Безумной Ненавистью - свойством, накладываемым Морскими Дьяволами (накладывался эффект, даже если они промахнулись).

15. Исправлена ошибка, приводящая к крашу, когда Асмадео погибал с висящей на нём Бомбой-Липучкой.

16. Замедлена скорость накопления силы артефактом Алукард.

17. Исправлена ошибка, когда Саботажники получали полный урон от Ловушек.

18. Исправлена ошибка с неполучением опыта Адептами Тьмы при использовании таланта Сила Тьмы.

19. Добавлен спецэффект при лечении Фавнов.

20. Исправлена ошибка с "вызволением" фамилиара.

21. Переработана система прокачки Асмадео, которая теперь учитывает выбранную игровую сложность и класс героя.

22. Исправлена ошибка таланта Песнь Шивы у Нимф Льда, когда рядом не было доступных целей.

23. Предмет Алукард теперь снижает мораль драконам на 2, а не на 1.

24. Исправлен баг с заклинанием Камнепад, когда подсказка по уроу выводила неверное значение.

25. Перебалансировано в сторону увеличения урона с ростом уровня и удешевлено заклинание Камнепад.

26. Немного усилен минимальный наносимый урон заклинанием Клинки Земли.

27. Исправлен баг с навыком Контр-Атака, когда бонус получали нечеловекоподобные воины.

28. Исправлен баг, из-за которого вражеский герой применял заклинание Ледяная Змея на Ледяных Драконов.

29. Исправлен баг с использованием компьютерным игроком таланта Безволие (выводилось окошко с сообщением).

30. Исправлена ошибка с возможностью выбора в качестве цели для таланта Асмадео Мистический Ритуал вражеского союзника с зависшим над ним Гизмо.

31. Теперь отряды Мёртвых Ящеров, как и порталы/входы в пещеры/храмы появляются только после взятия квеста у персонажа Призрак.

32. Исправлена ошибка, из-за которой могла возникнуть ситуация с невозможностью взятия Ящера Шиониса в спутники.

33. Исправлена ошибка, когда могла возникнуть ситуация с непроходимостью второстепенного квеста Красных песков - квеста Цветы для варвара.

34. Исправлена ошибка, когда можно было заморозить существ с иммунитетом к заморозке.

35. Исправлена ошибка, из-за которой Рунные Чародеи могли клонировать призываемых волшебных существ.

36. Исправлена ошибка, приводившая к тому, что у Алхимиков могло быть 4 таланта.

37. Переделана система получения опыта существами за атаки, не наносящие урона.

38. Исправлена ошибка, из-за котрой Асмадео мог не восполнить здоровье в свой ход.

39. Исправлена ошибка, из-за которой мог прокачатсья не тот талант, который был применён Асмадео.

40. Бригадиры Корректно ослепляются Прожектором Дроидов Стражей.

41. Переработана система начисления опыта за небоевые действия существ, улучшен баланс набора опыта в развитии существ.

42. Рунные Черодеи больше не могут накладывать специальные эфекты при использовании таланта Разрушение.

43. Исправлена ситуация, когда Ассассины, Палачи и Шаманы Крови могли под заклинанием Испуг атаковать существ выше себя по уровню.

44. Исправлена ошибка, из-за которой урон ответных атак Асмадео мог быть очень маленьким.

45. Теперь умение Боевой Дух дает воинам 1 ОД, а не по параметру Скорость.

46. Исправлена ошибка, из-за которой Пиромаги не могли поражать боссов талантом Град Огненных Стрел.

47. Для баланса введена таблица максимальных значений поулчаемого опыта на каждом ранке.

48. Предмету Живой Лук дополнительно на Элоне прописано 3 возможных места генерации.

infernal1800 08-15-2011 03:05 PM

Quote:

Originally Posted by Sederien (Post 323944)
Here you go:

It's really bad that the first version has too many bugs, my mod include Redsands v1.1 in it and I dont really know how to apply those fixes into my mod. God damn it

zini4_tha_grunt 08-15-2011 06:53 PM

Quote:

Originally Posted by infernal1800 (Post 323977)
It's really bad that the first version has too many bugs, my mod include Redsands v1.1 in it and I dont really know how to apply those fixes into my mod. God damn it

Even in Blizzrad's game various bugs could be found, so what had u expected from a group of fans?

infernal1800 08-16-2011 03:28 AM

Quote:

Originally Posted by zini4_tha_grunt (Post 324039)
Even in Blizzrad's game various bugs could be found, so what had u expected from a group of fans?

Yeah, I know it, sorry, but I want to install your fixes into my mod but I think I cannot do it. Are there any seriously problem if I dont install the latest update :(

Anyway. thanks for this great mod :)

infernal1800 08-18-2011 04:41 AM

To zini4_tha_grunt: I know you are one of those who make Redsand mod. Can you tell me how to make a new color of an unit, I mean when making a new troop, I need a different color. I've already created new units, talents and abilities but the only thing I dont know is how to make a new color for an unit. Thanks in advance :)

zini4_tha_grunt 08-21-2011 09:01 AM

Quote:

Originally Posted by infernal1800 (Post 324764)
To zini4_tha_grunt: I know you are one of those who make Redsand mod. Can you tell me how to make a new color of an unit, I mean when making a new troop, I need a different color. I've already created new units, talents and abilities but the only thing I dont know is how to make a new color for an unit. Thanks in advance :)

You need to recolour model texture?
First of all u need to duplicate native unit's model.
After that u have to use hex-editor, like winhex or any other and with this editor open unit's model (bma file) for "dds" word. Fater finding it you must rename it's name. (for example compare archmage.bma and firemage.bma files to get understanding of proccess).
Once you renamed the texture in bma file - save it. But keep in mind, than new texture name must have the same amount of characters in name as old one.
After that find native texture and rcolour it in photoshop (u must install NVIDIA plugin) or in any other advanced graphic editors. Don't forget to duplicate and remake your new model file (BMA) and new texture (DDS).

infernal1800 08-23-2011 04:57 AM

Quote:

Originally Posted by zini4_tha_grunt (Post 325706)
You need to recolour model texture?
First of all u need to duplicate native unit's model.
After that u have to use hex-editor, like winhex or any other and with this editor open unit's model (bma file) for "dds" word. Fater finding it you must rename it's name. (for example compare archmage.bma and firemage.bma files to get understanding of proccess).
Once you renamed the texture in bma file - save it. But keep in mind, than new texture name must have the same amount of characters in name as old one.
After that find native texture and rcolour it in photoshop (u must install NVIDIA plugin) or in any other advanced graphic editors. Don't forget to duplicate and remake your new model file (BMA) and new texture (DDS).

As you said, we have to edit both BMA and DDS files right? BMA with hex editor and DDS with photoshop or graphic editors. Does that correct?

zini4_tha_grunt 08-23-2011 02:37 PM

Quote:

Originally Posted by infernal1800 (Post 326336)
As you said, we have to edit both BMA and DDS files right? BMA with hex editor and DDS with photoshop or graphic editors. Does that correct?

Exactlly.

Fatt_Shade 08-27-2011 09:59 AM

I finaly figured out what caused problem i mentioned in first post on 4th page of this tread, about instantly killing every troop with 1 hit (1 peasant killing 2 EGD for instance).
It`s something with skill.txt skill.lua and eng_skill.lng files. As soon i learned 1 lvl of dark commander in might tree, this problem started.
Bladeking you also said you encountered this problem before, so just to let you know what caused it. As for fixing it i have no idea how :-(

infernal1800 08-29-2011 08:27 AM

Quote:

Originally Posted by Fatt_Shade (Post 327624)
I finaly figured out what caused problem i mentioned in first post on 4th page of this tread, about instantly killing every troop with 1 hit (1 peasant killing 2 EGD for instance).
It`s something with skill.txt skill.lua and eng_skill.lng files. As soon i learned 1 lvl of dark commander in might tree, this problem started.
Bladeking you also said you encountered this problem before, so just to let you know what caused it. As for fixing it i have no idea how :-(

I also had this problem, but it is special_attacks.lua instead of "skills" files or dark commander as you said. I've created new custom talents and forget to add some "local =" so that the talent is incorrect. Making the creature who has this talent always 1 hit kill :)

btw, I have a warning for any person who want to create new talents for monsters like bladeking77 ( e.g "sapphire scale" of Azure Dragon) You have to edit arena.lua file to create a "guide" for AI of the enemy or they will never use this talent even it available for use. There are some talent dont require doing this but most of talent which we have to create in the special_attacks.lua or addon_special_attacks.lua require editing arena.lua for AI usage

Fatt_Shade 08-29-2011 10:46 AM

Thx for this infernal, i wanted to add champions to red sands, but had no idea how. Also i`ll try to give them push like cyclops skill so they have some active skill like any other 5th lvl unit.
As for my problem with 0dmg - 1 hit kill, i didnt change any special_attack in game, started normaly fought couple battles on debir, kited to verona to see what`s available and on my way back took 1 lvl dark commander and first fight after that problem started without any changinig by my to game files. I`m not saying you didnt have same problem but with other reason then me. Since editor is buged and crash like crazy, players started moding game files by hounch and from mod to mod some problems carry around. Just look my last post on this page, and consider this are from official KB-AP file without any player moding :
http://forum.1cpublishing.eu/showthr...t=25587&page=4

Fatt_Shade 09-09-2011 05:41 PM

I`ve tried to make new composite item but got stuck, if any1 who did this before see problem in my changes pls advice to fix it. Here`s what i`ve added in items.txt
Code:

sacrificial_chest {
  category=o
  image=heroitem_gefestion_bag.png
  hint_config=object_item
  label=itm_sacrificial_chest_name
  hint=itm_sacrificial_chest_hint
  information_label=itm_sacrificial_chest_info
  maphint=
  mapinfo=
  atoms {
    1 {
      atom=
      lu=template_item_mb
      label=
    }
  }
  price=90000
  maxcount=0
  level=5
  race=human
  use {}
  mods {
    sp_addexp_spirit=count,15
    sp_addexp_battle=count,15
  }
  propbits=artefact,usable,rare
  params {}
  actions {
    onuse=200000000000000020000000100000001000000020000000E000000455845435554455F53435249505402000000030000000300000005000000666E616D650C0000007365745F69746D5F6E616D65030000007061720B00000077696E6E65725F62656C7402000000070000004D425F53484F57050000000200000005000000030000000400000004000000050000006C6162656C1200000067006C006F0062007300740072005F0031003700300039003400380037003400340033000300000066727A03000000030000006C756E050000002473656C66030000006E7965E8030000030000006E6E6FFFFFFFFF
    onupg=60000000000000000000000
    apacify=60000000000000000000000
    custom0=2000000000000000400000001000000010000000100000001000000020000000C000000464C5553485F454D4252594F02000000050000000500000002000000617586100C3A02000000696E09000000020000000C000000464C5553485F454D4252594F02000000050000000500000002000000617586100C3A02000000696E0A000000020000000C000000464C5553485F454D4252594F02000000050000000500000002000000617586100C3A02000000696E0B000000020000000B00000052454D4F56455F4954454D03000000030000000500000003000000030000005441470B00000077696E6E65725F62656C7403000000434E5401000000030000004F574E05000000246865726F
    @=0
  }
}

I used png file for chest you dig up on scarlet wind island in base of statue of warrior(for quest from nameless island). In eng_items.lng i added description in this form :
Code:

itm_sacrificial_chest_name=Sacrificial chest
itm_sacrificial_chest_taken=^?^
itm_sacrificial_chest_minfo=^?^
itm_sacrificial_chest_mhint=^?^
itm_sacrificial_chest_info=^?^A powerful artefact, created over a thousand years ago. Used by best army commanders who sought personal growth, instead material gain.<br><br><font=ft1_14><color=254,249,118>Consists of:<br>- Shark's Tooth<br>- Memoirs of the Marshal<br>- Magnifying Glass
itm_sacrificial_chest_hint=^?^Chest for offering gold to needie, but gaining so much more in return.<br>[s]+15% hero and pet dragon exp in battle<br>[sys]Special: [d]a composite artefact.<br>[sys]Use: [d]breaks the artifact into its respective pieces.


zini4_tha_grunt 09-09-2011 08:04 PM

Quote:

As for my problem with 0dmg - 1 hit kill
This bug comes from the arena.lua apply_damage(...) function.
Try running game in debug mode - launch game with paramter -dev.

tbbuc 08-13-2012 11:38 AM

steam help
 
my game is in steam, where do i put the files for the mod?

Fatt_Shade 08-13-2012 06:54 PM

Mod files should go into : game_folder/Kings Bounty Armored Princess/sessions/adventure
Only difference is where you installed your original game. Good luck, have fun :-)

zelurker 10-07-2024 03:13 PM

Great mod
 
12 years after the last post, just tested the mod, the castle on debir is really a great finding, the way to calm down the chaos of everything random, but for a price of course.
Also nice new units, except fighting the champion (the golden horseman) on debir is really a bad moment, luckily he's alone ! And having a level 3 archer for the humans is a good thing too.
Anyway just wanted to say thanks even if the post is lost in time, this mod should probably be reposted on the nexus now...


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