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#1
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This is a critical update that fixes an issue with Orcelyn having babies as well as makes many fixes, adds new features, and implements ideas that will also be going into my H3T mod for AP / CW.
The download link is at the bottom of this post - feel free to go down there if you don't want to read the change list. Here are the main changes from an idea / implementation standpoint:
Version: Beta 2012-12-01
That's a lot of changes, but they also serve as a preview of the features that I'd like to implement in my H3T mod for AP / CW. Please see the first or last post for the download link - thanks! /C\/C\ Last edited by MattCaspermeyer; 01-27-2013 at 06:28 AM. Reason: Removed Link Due to New Update |
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#2
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Spirits :
- nice idea to make rest/lvlup change. It was hard to use spirits early when you have only 1 skill and rest like 4 turns - Lina ice thorns is from WotN, also nice touch. At least now she have some bonus for exp, not like before when you needed 100 battles to get her to lvlup. Units : - nice racial bonuses for dwarf/elf ... why would only demon/undead have area bonuses. - maybe give undead +25% on cemetery, because moral gives +stats for att,def,crit%. How about +25% for att/def , instead +50%def ? Hero : - bonus for every 7 points in att/def - spell_dispel , who would figure this out if crashes started - why limit lds reduction ? i loved my 28 lds griffins (Eddric , glory , griffin banner) Spells/specials : - it`ll take some testing to see will it work all Wives : - great for Orcelin, and including shamans. Will this changes go into Ap/Cw version also ? |
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#3
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The Leadership Reduction Limit is specified in CONFIG.TXT and so is easily changed (although you'd have to restart). I thought 50% was a good start, but I'm thinking that maybe 75% would be a better limit. I needed something, though since it was theoretically possible to exceed it with Undead units, even though it was virtually impossible. I don't know what would happen actually (would the game crash?), but thought it best to prevent the possibility. I had actually forgotten about the counter limits (that's how the rage and mana limits work). Let's see, with Edric, you get a total of -58% (18 + 10 + 30) so I'm clipping it 8%. Yah, I'll put that on the list of things to think about for the next update (I still need to check out mass Stone Skin more as well)... Quote:
![]() That's the idea - we'll see if there is any change on the arena bonuses (that's kind of a bummer with being able to implement only 1 bonus / penalty per area). I haven't quite tested everything out, here, but wanted to get this update out since there were a lot of changes... The AP / CW modding is taking a lot longer because I'm unifying the common areas of the mod between both games. I think this will work better (and keep me saner) for the future and if I ever wanted to try to implement things in WotN (although it seems like a mod for that is light-years away, if at all). /C\/C\ |
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#4
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As I've been playing the new beta, I've noticed some bugs that I'll be working on fixing in the near future:
/C\/C\ |
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#5
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This is a critical update that fixes quite a few bugs thanks to playing the game in Windows 8 with the -dev switch. There were quite a few things that I thought were working before, but apparently weren't. I've now fixed every issue I've discovered. I'm going to keep playing with the -dev switch until I finish my current Paladin play through (he's only level 6 so I got a ways to go).
I've also gone through the *.LOC files and increased the probability of getting rare units as well as added the possibility of being able to buy certain containers (i.e. eggs, seeds, etc.) at various shops. I've just started playing a new game and so far the extra variability gives you an opportunity to get some more varied units early in the game to try them out. For example, Druids are now much more of a possibility in Darion. You also now should be able to find Royal Thorns and Ancient Ents in your game, whereas before you could have a game without these units. NOTE: If you want to take advantage of the changes to the *.LOC files you must restart since the game engine only uses them when you start a new game and stores their information in your save game file. I've also implemented variability to the containers so that there is a possibility of getting all variants of a unit type from a container. For example, Spider Eggs now have a chance to produce Cave Spiders, Venomous Spiders, Undead Spiders, or Fire Spiders; Snake Eggs now have a chance to produce Snakes, Swamp Snakes, or Royal Snakes. Also, certain containers now have the possibility to produce their higher level variant after acquiring a certain amount. For example, Thorn Seeds now have a chance to produce a Royal Thorn if you have 47-76 seeds. The probability increases until you have 76 seeds, at which point you'll always produce 1 Royal Thorn for every 76 seeds you use (technically it is a random number of seeds between 47-76 so it is possible to get 2 Royal Thorns with 94 seeds if you're lucky or 152 seeds if you're unlucky). You can still produce Thorns / Thorn Warriors, but you have to use fewer than 47 seeds at a time when you do. This gives quite a bit of variability to these containers, plus since you can resupply your troops without a shop, there now is a slight advantage to using units that you can replenish with a container. NOTE: You must either 1) collect or buy another of these items or 2) restart if no more are available for the change to take effect. I removed the Leadership Reduction counter limits since they cannot be implemented. I improved the AI of certain unit abilities like the Royal Thorn Entangle, the Furious Goblin Throw Axe, and Web, for example. I've made some improvements to some animations here and there (like the Ent / Ancient Ent Summon Plant when summoning Ents / Ancient Ents). Ice Thorns now are treated like enemies and so ranged units cannot use their ranged attack when adjacent to one. The download link is at the bottom of the post - thanks for trying out my mod! I'll keep working on fixing the bugs as I find them, but to my knowledge there are no known crashing issues. Here is the detailed list of changes: Version: Beta 2013-01-26
If you have any problems playing this update, please let me know and thanks for trying out my mod! /C\/C\ Please see the first or last post for the download link - thanks! Last edited by MattCaspermeyer; 01-27-2013 at 07:19 PM. Reason: Removed Link Due to New Update |
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#6
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great i test your mod i begin a new game in impossible
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#7
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Unfortunately, I can't get this to work.
1) Start new game 2) Enter Training area 3) Attempt to save or talk to Richard = crash to desktop It doesn't matter which hero I use, nor whether I rename the hero. I was able to test an earlier version of the mod very thoroughly, so I'm a bit stumped as to what is happening. I uninstalled your mod and the game runs normally. Any suggestions? Running version 1.7, build 35.234, H3B: B2013-01-26 Problem signature: Problem Event Name: APPCRASH Application Name: kb.exe Application Version: 0.0.0.0 Application Timestamp: 562b029a Fault Module Name: kb.exe Fault Module Version: 0.0.0.0 Fault Module Timestamp: 562b029a Exception Code: c0000005 Exception Offset: 0243b193 OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 1033 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 |
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#8
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***EDIT***
I've found a critical error with this version. If you started a new game with this version and want to marry Neoka, there is a strong possibility that the game will crash because of an error in the unit list when marrying her. The error is that I specified "druids" instead of "druid" in the unit shop list and so it is looking for DRUIDS.ATOM. So the fix (provided below) is to copy DRUID.ATOM to DRUIDS.ATOM and put it into the mods folder. This is what is included in the ZIP file. You can then marry Neoka, but don't buy the DRUIDS.ATOM units (their picture will be blank). This is the only way I can fix this problem since the unit shop data is in the save game file. You can continue your game after this (this is exactly what I've done) with Neoka and everything should be okay. If you restart your game with the newer release, this problem is fixed. I'm hoping that there are no more of these crashing type errors, but I'll do my best to review the changes I made to the *.LOC files and look for errors that might cause a crash during certain events. ***EDIT*** Okay I've found the problem and fixed it. I want to apologize for releasing the mod in that state, I guess I got in too much of a hurry to release it last night. Okay, the error was I had incorrectly implemented a couple of the Griffin Egg possibilities in ISLAND_1.EMBRYOS.LOC. Those errors have been fixed! I also added one more change that I had forgotten to implement and that was to give the Necromancer Dwarf a chance to sell Skeleton Graves and Vampire Coffins. Here is the detailed list of changes: Version: Beta 2013-01-27 - ***CRITICAL UPDATE***
Thanks again to Sir Whiskers for promptly listing the problem! I've removed the update since it includes a crashing problem, but provide a temporary fix here: Last edited by MattCaspermeyer; 02-10-2013 at 09:02 AM. Reason: Removed Link Due to New Update, but provide fix for Neoka Crash |
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#9
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A minor bug here. The dialogue always shows zero wings available when selling, but she still trades 3 crystal for one wing.
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#10
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***EDIT***
Okay, I checked to see if I updated all the EN*.LNG files and all their dates and times match the ENG*.LNG files, so that's not it. ***EDIT*** Quote:
I have not had any problem with this in a new game, but I have not tried an old game. Hmmm... you know, does your version use EN for the *.LNG files? I'm going to have to check to ensure that I created a new EN for each ENG that I edited. I do this manually, but need to come up with a way to do this automatically. It's possible I forgot to include the corresponding EN for an updated ENG LNG file... /C\/C\ Last edited by MattCaspermeyer; 02-01-2013 at 07:24 AM. Reason: Checked and things seem to be okay with EN(G)*.LNG |
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