Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King's Bounty: Crossworlds > Mods

Mods King's Bounty: Crossworlds Mods

Reply
 
Thread Tools Display Modes
  #1  
Old 06-23-2013, 05:52 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

Glad to see you`re progressing , but also sad for bumping in so many problems. Ideas for implementing tomes and then `developing` them during game into more powerful items are great, and sadly undoable as you said.
Weird thing about different game mechanics for spells/items ... in the Legend / Ap-Cw / WotN. All 3 are made on same basics but many thing in game itself are very different. It does not make any sense

Item having more then 10 params seems a bit much, but i guess it`s logical to add new param after every upgrade and keep old ones. It wasnt done that way for some items so far : Dragon toy in Cw (you gain 15% dmg for rage skill dmg but lose bonus for mana accelerator, and wall upgrade from separate items).
And having hero in tome upgrading/suppressing battles not necessary because towers already cast spells and more then one/turn. It`ll be like 1 more very strong tower with larger list of spells, and some passive bonus for troops in battle. Maybe you dont need to lose time on making this work.

Good luck in further work Matt
Reply With Quote
  #2  
Old 07-22-2013, 08:03 AM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 553
Exclamation Almost ready for another Alpha Release

I've been making steady progress on the mod.

I found out why it was crashing in CW - there just aren't enough counter resources in CW for me to implement the Tome spell bonuses using counters.

So what I decided to do instead was implement the bonuses to the spells in the spells themselves (SPELLS.TXT).

I've gone ahead and implemented this and it seems to work fine. I added some LUA functions to handle doing bonuses to spells this way instead of the counter system.

Essentially what I do is list the items and their bonus in the spell's parameter list. Then I check if any items in the list are equipped and then sum up the total bonus. It's not as good as the counter system, but it is better in that it doesn't use any counter resources. It also seems like there are sufficient parameter resources available for the spell parameter section to include all the bonuses I intend to implement.

I may also expand this to unit abilities as well - we'll see...

I need to do a little play testing to ensure there are no show-stopping crashing issues, but I think if I can play a little bit and everything seems to be working, I can release an alpha update for CW.

I already have an update for AP that I released about a month ago if you want to check out Tome bonuses and stuff, but plan to release an update in about a week if there are no serious crashing issues.

I still have a lot of stuff to implement, but the idea is that you can start a new game and check things out as I keep doling out updates...

Matt

/C\/C\
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 07:18 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.