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Mods King's Bounty: Crossworlds Mods

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  #1  
Old 11-10-2010, 09:16 AM
hotfix666 hotfix666 is offline
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Quote:
Originally Posted by The Rider View Post
Changes in the gameplay
Nice
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  #2  
Old 11-10-2010, 10:35 AM
yujy yujy is offline
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Hi again, first of all congrats on your work, can't wait to try it out.
I do have a couple of suggestions / problems:
1. If you make the slow spell as a mass spell it will be greatly overpowered. To reduce its potency it might be a good idea to raise the mana cost and to reduce its power (for example not -3 speed but -2 or even -1).
2. I also noticed on your first mod, which i see integrated in this mod, that the anger skill gives you a lot more anger than it should (one small hit with little damage at round 20+ will fill up the rage bar; it gives around 40 rage); maybe you can reduce this to make it a little bit more balanced.
3. Could you add a 4th level to medals. For example when you 100 no loss battles ?

The "spoils of war", you showed in the screen shots at the end of yr. initial post, is only for killing enemy heroes, or its valid for any kind army destroyed? (i assume that its an upgrade to the initial mod which would mess them up when you received several bonuses)
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  #3  
Old 11-10-2010, 06:21 PM
The Rider The Rider is offline
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Hi Yuyi,
on your suggestions:
1. Slow spell is a mass spell but it doesnt lower speed by 3, it does it by 2. Another thing about mass spells - as I understand it, they cost so much mana, because penalty spells lower your morale by 1 - I am thinking at the moment to remove this, morale will be lowered if you have more then one penalty on your units, no as it is in this moment and lower a little bit the mana, because mana is always insufficient and I almost always spend it on resurrections or sacrifices or divine armors.
2. I know about that bug, when I was testing the mod, I wasnt sure what the numbers after 20%...40% etc is about, I learned that it increases the flow of anger by certain % and adds 1, 2 or 3 rage on top of that. It will stay as in the original
3. I will try to do this, the problem with medals is that not all of them can be modded. I am using the KB compilator and I wanted to give more wide variety of spells to be used with the medals, but it never worked, everything is ok with the mod but if I for example add fire rain to the Fire Mage medal, automatically with the start of the game you gain level III Fire Mage, cannt understand yet why is that, maybe some variables are used that are hardcodded. Another thing I wanted to implement by the medals - to raise by certain % the damage range of units, but this is implemented only on the basic attacks not on special attacks. (this was the reason I put critical strikes for specials too, because with the exception of Double Arrow all other special attacks do a little bit more damage on targets which is fine when you have lower chance for critical hit, but at the end of the game you score criticals with 40-60% chance and it is better to use base attacks and skip special attacks) I am working at the moment to make all items/medals damage variables to work with specials but it needs reworking all scripts
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  #4  
Old 11-11-2010, 12:56 PM
marcinl0 marcinl0 is offline
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Great idea with your new mod, I have IMHO a few suggestions:

1. If possible, add the option to make your unit in army to have individual experience level & abilities, like pcbun in awesome KBAP mod:
http://forum.1cpublishing.eu/showthread.php?t=14741

2. Really, the total result maybe would be too overpowered and game finally "boring" even on Impossible difficulty - please really keep the total game balance, for whole gameplay.
For example, in Skill Changes I propose back to original values and even notably lower values of new bonuses if the mod gives so many new almighty, so powerful bonuses.
The total result would be pretty devastating for any enemy, even on beginning/middle of gameplay. I don't want fast game with my army of overpowered quick terminators of any 5-th level enemy units - where would be pleasure from gaming and strategic planning, thinking of wise development of hero, tactical solutions of battles with our even weaker forces?
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  #5  
Old 11-15-2010, 01:54 PM
The Rider The Rider is offline
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marcinl0, you are free not to play this mod Sorry but I will not waste energy to discuss this with you, we already agreed that we disagree in the previous topic.
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  #6  
Old 11-16-2010, 06:40 AM
marcinl0 marcinl0 is offline
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Therefore, for whom you are creating only "overpowered" mods - only for your fans?

Again, what is the problem with two versions:

1. your "overpowered" for fun and

2. "balanced" for not "fun" players?


Or much better: maybe carefully see the pcbun answer for my question:

"I can't do it myself, and now like N3MES1S I see that current "fun" version with too fast exp gain is really too powerful and imbalanced for real KBAP players, especially in middle game units become "terminators" of the strongest 5 lvl enemy units. And in middle game I have 6 stacks of max 20 lvl troops... too many too easy too fast. I think only one especially selected fighting troop would be able to achieve 20 lvl in middle game.
And maybe extend max level maybe to 40 (with new abilities or seldom gain - every 10 lvl not 5) - it is dissapointing that in middle game the selected unit have max lvl, and further lvl up is not possible."


and good pcbun balance solution for ALL KB individual players:

"I can give you some quick note, but I won't do the balancing job.

edit:
expratio=1
set it to for example 0.1 will make exp increase 10 time slower.

if you want more lvl, here are the line
lvlmax={20,20,20,20,20,10,10,10,60}
while first five 20 are the max lvl of lvl 1-5 creatures, you can set the number max at 35

local lvlexp={500,1000,1500,2000,3000 ,5000,7500,10000,12500,15000 ,20000,25000,30000,40000,50000 ,60000,70000,80000,90000,100000 ,1100000,1200000,130000,140000,150000 ,160000,170000,180000,190000,20000 ,210000,220000,230000,240000,250000}
they are the exp need for each lvl. Adding value after it can increase in the max value(35) of maxlvl you can set.

lvlpenalty=0
set it to for example 5, all your creatures will start at a -5 AD at the beginning of the game if you turn on the lvl switch.

lvlattack=0.5 and lvldefense=0.5 the AD will increase or decrease after lvl up.

and the following function control HP of creatures
function healthfactor(lvl)
return (100+lvl*5)/100
end

Just try to amend it yourself if you want the best gameplay. I dun't think it will be easy to satisfy anybody at the beginning of making the mod(just like there are still members complain it's difficult to lvlup in the forum I usually go to), so I leave the mod to be amend as easy as possible.

Well, the org setting.lua is obviously play for fun, so a hardcore may need to do some extra job himself. Like rearrange the skill set or amending the power of skills themself.

Unlike most other mod, I try to encourage the player to DIY, just like I have relase a HOWTO to teach the modder how to make their own creation of unit to work with the lvl system, sadly in my cummunity using of master mod is very rare, so I dun think the HOWTO can help here.

No update will be made for this mod any more, while crossworld is coming up and will be a total new start, so this mod is already abandon.

P.S. kfs is zip file format, just use your winzip or winrar or 7z to unzip them and edit them.

Happy modding."

http://forum.1cpublishing.eu/showthr...t=14741&page=7
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  #7  
Old 11-16-2010, 07:43 AM
yujy yujy is offline
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"marcinl0"

I think it was made clear that you opinion is noted but otherwise unneeded. If you what to do a hard core version I don't think "The Rider" wouldn't have any problems with you editing his mod (just an opinion here), but you can't force him to do anything. It's his mod and he will do whatever he wants to it.
As for pcburns mod, i changed the experience so that they level faster. I didn't try making him to do 10 versions to fit everyone.
Please don't answer this message just take in consideration what I told you and think about it (if you what).

Last edited by yujy; 11-16-2010 at 08:55 AM.
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  #8  
Old 11-16-2010, 09:46 AM
hasim hasim is offline
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It is now the 16th. Where is the mod? do not make me come over there
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  #9  
Old 11-16-2010, 10:19 AM
RichardTyler RichardTyler is offline
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Rider: Thank you for taking the effort and producing this mod. I will be happy to try it out once you release it. As I mentioned before, it looks promising, the screenies are tasty! Take your time. I know how time consuming these things can be.

I hope you permit other fans to use it in future mods? (I mean non-commercial mods prepared by fans) It look too good not to be used.
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