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Mods King's Bounty: Crossworlds Mods

 
 
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Old 08-27-2012, 08:51 AM
Fatt_Shade Fatt_Shade is offline
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Join Date: Nov 2010
Location: Serbia
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By the way, the starting armies and spells are now randomized. This gives you a chance to start with a totally different set of units. It is fully customizeable, and can add and remove units to pick from (I'll be implementing this feature in AP / CW sooner or later).
That`s why i wanted to limit other unit`s since before you started with human army and had chance to pick some neutrals, couple undead and alchemist in Marshan swamp. So why all other units have unlocked abilities, and only humans need some hero skill to be functional. And now you can start with almost any race units then training limitations make no sense for only human army any more

Quote:
To do so, just look at one of the units I mention above, and you'll see a parameter called "require_skill" and you can update their skills in their ATOM file to require a certain skill and level. Note, though, that if you do this, then the enemy units won't have that skill at all. There's a way around this in theory, but it is complex and you'd have to mess with the LUA files...
Well there goes my idea, back to the drawing board

As for making tomes artifact/regalia, hm . . . why not set it different type of items ; army/dmg type like Crag Hack goes and such to weapon, defense bonus shield/belt/armor , mostly -lds% regalia . . . So you can have them in all slots not just 2 type of slots in hero inventory. As you plan it now warrior will be at most disadvantage, and mage will be able to carry with Elenhel 6 tomes (artifact, belt/artifact , shield/artifact , regalia/artifact and 2 in Elenhel). Or best to make it as metamorphic axel, all tomes same (since kids in KB-tL didnt choose where to appear, just show up on random wife slot and that was it)?
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