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Mods King's Bounty: Crossworlds Mods

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  #1  
Old 09-06-2011, 12:41 PM
Fatt_Shade Fatt_Shade is offline
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As for not gaining 4% for runic staff when supressing items, it`s same tihng as for other items thet have counters - sword(+10might runes), baner(+10mind runes) or amulet(+10magic runes), ring(+3int) if you carry them in supresing item fight their counter wont go lower after it no idea why. Those fights are counted for no loss medal, and all spell casted/rage used also is counted, but not item thet need certan number of fights to give you some bonus.
Where in files is string for +1mana/rage after evey hero`s lvlup ? I wanted to check something there but cant find it.
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  #2  
Old 09-06-2011, 10:33 PM
yujy yujy is offline
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Question, does anyone knows were the item description is? (per example itm_medal_headhunter_1_name and so on).

All i got in the eng_items is this;

itm_medal_headhunter_1_name=Headhunter
itm_medal_headhunter_1_hint=^?^[ medal]
itm_medal_headhunter_1_info=^?^
itm_medal_headhunter_1_mhint=^?^
itm_medal_headhunter_1_minfo=^?^
itm_medal_headhunter_1_taken=^?^
(for the example i wrote earlier).

I made several changes to the medals to make all classes more fun to play. In that regard i changed the paladins +dmg from paladins, inquisitor and priest to all human (here i want to change the description to say that is all human).
The other change i made to the orc killer medal at mage. I added a lot of intelligence(30+ for medal 5) and also bonus damage to all mage type units (the same as special skill from mage with the -leadership%)

Last edited by yujy; 09-06-2011 at 10:44 PM.
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  #3  
Old 09-07-2011, 12:53 AM
Fatt_Shade Fatt_Shade is offline
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Description for medals is eng_rewards.lng file, in localization/eng/other , there you can change anything you want.
For paladin medal you should change in holy knight medal lvl`s like this :
Code:
  fight {
    {
      filter {
        belligerent=ally
        unit=paladin,priest,priest2,archmage,firemage,runemage
      }
      pbonus=
      dbonus=magic,0,20,0,-100,0,0
      rbonus=
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=ally
        unit=paladin,priest,priest2,peasant,bowman,footman,footman2,knight,horseman,runemage,maelstrom
      }
      pbonus=
      dbonus=physical,0,20,0,-100,0,0
      rbonus=
      attack_on=
      attack_off=
    }
      filter {
        belligerent=ally
        unit=firemage,maelstrom
      }
      pbonus=
      dbonus=fire,0,20,0,-100,0,0
      rbonus=
      attack_on=
      attack_off=
    }
  }
This is only 1st lvl, do same for rest, but change bonus dmg to 25,30,35 or what ever you want. Humans are overpowered since they got fighting spirit, i wouldn add even more dmg to them, but this is how it`s done.
In eng_rewards you need to change also description to :
reward_holy_knight_1=+20% Damage of humans, and for 2,3,4th lvl also.

I also changed fire mage medal as i said on first page of this tread, but i dont get what you did ? Added +30 intellect on 4th lvl medal or what ??? If you did this it`s to much
I found miss in items.txt :
1)for sling_ item add titan in units for bonus crit%
2) add snake_celestial for great druid staff,hunter_armor, hunter_boots
3) add maelstrom for virgin set
4) fireskeleton, venskeleton for set_krit, thunder musket, arbator, fire crossbow, yew bow, master bow
5) add ritualist to horseman_gloves
For upgrading runic staff be very carefull ppl when deciding what item you want, when you reach 100% to upgrade it you can place only 1 rune, then oyu need to fight 10-15 more battles before placing another rune and 10-15 battles more for third. If you place wrong rune i think it can`t be reversed, but to start all over again. Really bad item management, so be careful when doing this.
And question : did any1 try ot make composite item ? Like belt of victor/gloves of destroyer. . . ? I wanted to make new item made of simple +exp% items shark tooth/memoirs/magnifying glass maybe some other, but idea is to have 1item for bonus epx after battle, and leave other slots for something more useful. Before i played high lvl run and had bunch of crappy +exp% items, so i thought to make new item composed of this item type Changing existing item isn`t problem, but making new1 is a bit tricky, any suggestions ?

Last edited by Fatt_Shade; 09-07-2011 at 01:53 AM.
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  #4  
Old 09-07-2011, 11:33 AM
yujy yujy is offline
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I already did the modifications, i just wanted to know where were the hint texts are so that i can change them. As for 30 intelligence is for lvl5 of medal. I will do some tests and will see if is overpowered (take in consideration that mage has low leadership, it's only power is spells, therefore i added a lot of intelligence.)
As for human damage for paladin is up to 50% bonus at lvl5 medal (which will be the same damage as a warrior which has 50% more leadership). Also human is very weak against poison,fire and magic (as a whole race) and i added the bonus to make an entire human lineup an option (until now it could only be affective against physical damage).
The way thing are know you can use only a handful of units (because of the 300% bonus). I want mage to go for a full mage setup with high numbers and damage.
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  #5  
Old 09-07-2011, 12:47 PM
Fatt_Shade Fatt_Shade is offline
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+30int IS overpowered, i did consider mage`s lower lds but his strength isn`t in number of army but in double cast : shroud+fire rain, illusion+illusion, 2xShoal of piranha, mass slow/haste+black hole/death star . . . With 70 int mage black hole make 20K astral dmg to all on battle field.
I`m sorry but i cant agree with that much change to hero. I did change fire mage to +10% to elemental dmg (magic,fire,poison,astral), but +30 int is just to much.
Humans are great in physical/magic dmg but their great feat is moral, and easily resurrected. Also if you take warrior/counterstrike it hilarious to cast stone skin on horseman and kick him in middle of enemy units. Race as itself isnt great, but isn`t weak either.
If you want to make mage setup with high numbers and dmg, then give him x30lds multiplayer , and he`ll have more lds then warrior, more int with your +30 bonus and will be just uninteresting to play with.
I had some ideas to change things in game, but something in area :
1) making items upgradeable so some of them will be useful later in game, not just discarded after we find first better, and making some new composite item of simple 1-2lvl items but useful during game. So far we collected items we dont use to destroy them with neatness for magic crystals, now there will be other options.
2) making some new spells -holy rage(as inquisitor skill) , lower enemy resistances (like goblin shamans passive ability), bonus poison dmg (like hell breath) , human/dwarf/elf/lizard/undead slayer (why to make bonus dmg to dragons/demons only, lets treat all races equally)
3) bladeking gave me great idea here , 9th post on page :
http://forum.1cpublishing.eu/showthr...t=22725&page=6
Why only mage have bonus not restricted. His int can go to 200 and still will get more dmg, att/def are restricted to 300% bonus/reduction, but bladeking try to make my idea work and it`s great.
4) Also here is something interesting http://forum.1cpublishing.eu/showthread.php?t=25742 , crit% working on special attack/spells.

Why i said this? Because you claim only handful units are useful in game because 300% bonus limit. I wouldnt agree , try warrior build with orcs , or melee shrek build, all dragon army with mage , 4th melee units +65% dmg as i mentioned on this tread bottom 8th page, 100crit% archer army with human+elf or orcs , girl power army , now that legendary phoenix can resurrect demons and new dictator 5thlvl unit pick them and go wild . . . There are lots of great unit builds and they arent limited just on mage hero. This changed RSE mod is harder as grimeleven said on start but to play it no need to strenghten mage in your files, just try other units and see what goes and, there is lots of them on debir island. No1 said we must play impossible settings.

I must agree with langtu on his remark maelstroms are overpowered, i have them on 178att/196def , 65%crit , 150-194mdg, it`s just not funny in battles Even black knights were interesting to play then this insane unit.

Last edited by Fatt_Shade; 09-07-2011 at 12:49 PM.
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  #6  
Old 09-07-2011, 02:21 PM
yujy yujy is offline
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I understand yr. point of view, i really do. That's why i lowered the leadership for mage. The intelligence is not that high because at the end you will have 60-70 int, the thing is you wont have to use only int+ items. And few will get the 5th medal for mage, most will have the 4th medal with 20 intelligence. And for the 20k damage from black hole, i did 10k damage with 6 or 8 maelstrom with mage lvl40+. The warrior class can have 15+ maelstroms by the same time with + 3 retaliation (that ends up with 20k dmg with 1 attack possible and 3 retaliations, and they can hit up to 3 targets, which is mostly the case).
My fault for misleading you (about the few units playable), i was referring to the mage class. There are also several builds here, i tried black knight and got bored of it after like 10 fights, and the other builds mostly refer to solo/1 troop army. I want to use 5 mage type units (they will be similar with archer build but lower dmg)
Another thing i wanted to make possible is a mass resurrect spell for paladin (and only for paladin class) something when you hit resurrection lvl 3 skill (i want to buff up this class to, to make it more playable) but not as powerful as lvl 3 resurection (in the area of lvl2) . Probably i will drop the 50% dmg bonus for humans and will make them for all lvl 1-3 units + paladins.

Last edited by yujy; 09-07-2011 at 02:50 PM.
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  #7  
Old 09-07-2011, 04:17 PM
langtu87 langtu87 is offline
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Quote:
Originally Posted by yujy View Post
I understand yr. point of view, i really do. That's why i lowered the leadership for mage. The intelligence is not that high because at the end you will have 60-70 int, the thing is you wont have to use only int+ items. And few will get the 5th medal for mage, most will have the 4th medal with 20 intelligence. And for the 20k damage from black hole, i did 10k damage with 6 or 8 maelstrom with mage lvl40+. The warrior class can have 15+ maelstroms by the same time with + 3 retaliation (that ends up with 20k dmg with 1 attack possible and 3 retaliations, and they can hit up to 3 targets, which is mostly the case).
My fault for misleading you (about the few units playable), i was referring to the mage class. There are also several builds here, i tried black knight and got bored of it after like 10 fights, and the other builds mostly refer to solo/1 troop army. I want to use 5 mage type units (they will be similar with archer build but lower dmg)
Another thing i wanted to make possible is a mass resurrect spell for paladin (and only for paladin class) something when you hit resurrection lvl 3 skill (i want to buff up this class to, to make it more playable) but not as powerful as lvl 3 resurection (in the area of lvl2) . Probably i will drop the 50% dmg bonus for humans and will make them for all lvl 1-3 units + paladins.
I think the strong point of mage is double cast.
The damgage dealer is lighning ball.
Then dragon toy + item gain dmg for lighting + double cast + wake dragon spell -> in late game, I don't even use any damge spell.
So your idea gain int for mage is really good.
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