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Mods King's Bounty: Crossworlds Mods

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  #251  
Old 05-22-2012, 01:59 PM
Shadan Shadan is offline
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Thanks Krzysiek!

1. I have installed 1.6.1, but tooltip of human spirit still writes bonus turn not bonus initiative. It is not big problem, since it is officially changed, so tooltip doesn't bother me because I know what should I expect.

2. I found and corrected it, thanks. No shock %, but other numbers are fine.
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  #252  
Old 05-22-2012, 06:36 PM
Krzysiek Krzysiek is offline
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[QUOTE=Shadan;428296]Thanks Krzysiek!

1. I have installed 1.6.1, but tooltip of human spirit still writes bonus turn not bonus initiative. It is not big problem, since it is officially changed, so tooltip doesn't bother me because I know what should I expect.

if you want to have a correct description you go to ..\sessions\red_sands\red_sands_ses\localization\e ng\other and change description in file "eng_units_features"

Find:
human_morale_hint=^def_hint_t1^When attacking an enemy, unit has a 10% chance to get a second turn. Each bonus or penalty of Morale raises or lowers the chance of 1%. Inflicting a fatal blow, the squad has increased chance of second turn by 3%.<br>Gives 1 AP <br><gen=gen_cur_battle_spirit_bobus>

and change:
human_morale_hint=^def_hint_t1^When attacking an enemy, unit has a 10% chance to raise on 1 round your initiative about 1. Each bonus or penalty of Morale raises or lowers the chance of 1%. Inflicting a fatal blow, the squad has increased chance to increase your initiative by 3%.<br>Gives 1 AP <br><gen=gen_cur_battle_spirit_bobus>

English is not my basic language then you write this according to the own recognition.

Last edited by Krzysiek; 05-22-2012 at 06:41 PM.
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  #253  
Old 05-23-2012, 01:06 PM
liveshiptrader liveshiptrader is offline
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A great mod but the level system seems to be a liability as the enemies are set to be one level higher than my highest level character making it worse than useless and the exp you earn scales incredibly poorly.
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  #254  
Old 05-23-2012, 01:30 PM
Fatt_Shade Fatt_Shade is offline
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Enemy are scaled by difficulty lvl, so if it`s to hard try lower ( you didnt say are you playing on normal/hard/impossible).
And when you get highest lvl you`re units will have same bonuses as enemy, only depending how lucky you were in lvlingup and getting useful bonuses. As you play with items,skills,spells,pet dragon, it`s expected to play vs stronger opponents to be at least a bit interesting.
I advertised one great mod for the Legend ( version for AP/CW is in work i think), there enemy heroes have same(or higher bonuses) then you with skills,enemy mage heroes have double/triple spell cast/turn and mana regen 10% of mana pool/turn, warrior heroes lower your units physical resistances, or speed/initiative in first two turn etc. Mana/rage goes to 0 after 15/20 turns , great skills changes, great kid bonuses form wives (2 new wife available). . . Who want to have some fun with old-new version of KB the Legend check this out : http://forum.1cpublishing.eu/showthread.php?t=29080
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  #255  
Old 05-23-2012, 02:05 PM
liveshiptrader liveshiptrader is offline
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The leveling system was suppose to reward players who used the same units but as it stands it makes no difference as the enemies are always roughly the same level as you. I had one unit that was a higher level than the others because it was fast so gained more exp and when I switched it out the enemies levels dropped, so the current level system greatly weakens slower or non attacking units.

Last edited by liveshiptrader; 05-23-2012 at 02:08 PM.
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  #256  
Old 05-23-2012, 05:14 PM
Fatt_Shade Fatt_Shade is offline
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Leveling system rewards player with old unit with new stats , and units that act more often in enemy lines and fighting for their lives are supposed to lvlup faster then units watching from supporting position (priest wil gian exp for using bless, archmage will gain exp for magic shield, but not as much as knight hitting 4 enemy with circle attack). Same goes for hero and pet dragon, each earn exp depending how hard battles are.
And this system for using all 5 units is much better then old where solo unit blackknight/droids were common, now 5 unit build is better.
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  #257  
Old 05-23-2012, 07:56 PM
liveshiptrader liveshiptrader is offline
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Shade if I where to trade my entire army for a different army the level of the enemies would become lower so there is no reward for using old units.

Unfortunately a 5 army unit is actually weaker unless you micromanage your attacks because the slower attackers will get less exp, if anything it encourages single stack armies or split droids since the droids will get double exp from 2 having 2 actions.
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  #258  
Old 05-23-2012, 09:29 PM
Fatt_Shade Fatt_Shade is offline
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Yes droids will get exp faster and lvl up but you will reach cap fast and wont have fun expecting new lvls. I tried this mod when released, and solo maelstrom buiild, and got bored out of my mind halfway through Montero, so i say from my experience solo unit build isn`t as interesting as full army. And even in solo unit build, every lvl is caped with max exp that can be gained in 1 turn, so my maelstorms got exp from 2 retaliations per turn and then lose all exp from rest of attacks, since enemy unit were killed and no exp gained from it. So 2 droid stacks split will actually lose exp per battle, but still get max lvl faster then normal 5 army build. Does this sound OK to you ?
ANd are you sure that enemy unit lose exp lvl`s when you change unit lineup from experienced, to new units ? That weren`t case in 1.3 version that i played.
As for micromanaging 5 unit army, you do realise this is tactical TBS game ? There is no resources (only gold,m and even that isn`t problem 90% of time), no building structures/city , only thing you need to worry about is you`re army and managing it. So if you complain about only thing you need to worry about in game that is made that way, maybe you need to change game genre.
But this is only my opinion, and way of playing. To each it`s own. Have fun.

Last edited by Fatt_Shade; 05-25-2012 at 07:38 PM.
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  #259  
Old 05-27-2012, 08:21 AM
Fatt_Shade Fatt_Shade is offline
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Some time ago i asked for some stats on end game solo asmodean play, but no reply so i decided to try it myself. And run into some weird things :
1) quest mercenaries, i brought 50 bowman, robber and pirate in reserve slots from debir/scralet wind islands, to rusty and go to delivered them to finish quest. But after i finished quest i still had 50 bowman in reserve, and robbers ^ pirates were gone. Bow man were in 5th reserve slot (1 of new, added in this mod), and robber/pirate were located in regular reserve slots. No big problem, just mentioning this little bug.
2) dersu island i took quest pearls for necklace , and found 6 of them. Every game before i find 5/, this time 6/5. Who want to buy pearls ? i`ll make you god price
3) when i pick up fallen star, and try to talk to Aster to update my quest log, and get info to take tools form montero, my game crash I thin i read about this bug before, but cant find it now. Any help ppl ?
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  #260  
Old 06-01-2012, 06:12 PM
fillyra fillyra is offline
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Quote:
Originally Posted by Fatt_Shade View Post
Some time ago i asked for some stats on end game solo asmodean play, but no reply so i decided to try it myself. And run into some weird things:
1) quest mercenaries, i brought 50 bowman, robber and pirate in reserve slots from debir/scralet wind islands, to rusty and go to delivered them to finish quest. But after i finished quest i still had 50 bowman in reserve, and robbers ^ pirates were gone. Bow man were in 5th reserve slot (1 of new, added in this mod), and robber/pirate were located in regular reserve slots. No big problem, just mentioning this little bug.
2) dersu island i took quest pearls for necklace , and found 6 of them. Every game before i find 5/, this time 6/5. Who want to buy pearls ? i`ll make you god price
3) when i pick up fallen star, and try to talk to Aster to update my quest log, and get info to take tools form montero, my game crash I thin i read about this bug before, but cant find it now. Any help ppl ?

3) This seems to be a really common problem that I suspect might be exclusive to the English Red Sands. It's probably a script or something messing up so first thing I am going to see why this bug is happening.
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