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Mods Armored Princess mods |
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Please find attached the next alpha release of the Heroes of Might and Magic 3 Tomes mod!
There is still a lot of work to do, but this mod is playable (in Armored Princess at least) and gives out tomes so that you can at least see this part of the implementation. Unfortunately, I'm not sure why, but the mod crashes Crossworlds when starting a new game. I'm investigating this problem, but have no idea why it works in AP, but not CW. It may be related to having fewer resources in CW (possibly ITEMS.TXT or SPECIAL_PARAMS.TXT). I'll work on getting it working in CW down the road, but if you figure it out, then let me know how you got it to work! I've implemented about 75% of the spell stuff, but a lot of the Tome bonuses for spells currently don't work because I have not implemented the LUA code as yet. I also have not implemented any of my H3B TL functions (for the most part) and so most of the game should behave the same as it has before. Here is what has been implemented, and it has been a tremendous effort to get to this stage!
There are probably going to be a lot of bugs, since I've only played it a tiny bit, but as far as I can tell you should be able to start a new AP game and start playing. You can also just start a new game and use the cheat code "item TOME_NAME" to add a new tome to your inventory to check out the bonuses. To find the TOME_NAME just look in H3_TOMES.TXT, for example if you want to add Fafner, then issue "item tome_fafner" (without the quotes) from the cheat command line and then go check your inventory. If you don't have a new item, then check your spelling! Also, you'll see that some Tomes have CW only content and you'll see NF after the label name (this is with units and spells that aren't in AP). I think I'll at least add the CW spells to AP in the future, but I'm not sure about the units - we'll see how it goes... There are a few tomes that are meant to be transformed into another (i.e. Feanora <-> Frog Feanora), but I have not implemented this yet (don't really know how to currently implement it, actually, but I think i'll be able to figure it out in the future) so certain tomes are technically not available. Also if you see a Tome with a bonus of "gives your hero ... after x victories", note that I have not tested this at all yet. So it may or may not work. The good news is that if it doesn't work it is an LUA fix. As far as the tome bonuses are concerned, they are all implemented and so you should not have to start a new game with successive updates, although I wouldn't get too attached to the game you're playing right now as there may be changes down the road that will require you to restart. Also note that the Tome Level 1 to Tome Level 2 upgrade battles are probably way too easy right now (I think you might be able to beat them with Amelie's starting army)! I'll look into making them tougher down the road... I'm going to keep working on AP for now (technically it should work with CW, since I'm actually using the CW file for those files that are common between the two games, but I'm apparently exceeding CW's resources). I also may have broken some bonuses on the normal items, since I commented some of them out and have not updated ITEMS.TXT - I'll fix those in the near future... Note that I auto-generate quite a few files from my design spreasheet. This helps keep me sane, and also provides a lot of flexibility with respect to bonus implementation. The following files are autogenerated: H3_TOMES.TXT, ENG_H3_TOMES.LNG, ENG_H3_ITEM_LABELS.LNG, H3_SP_EFFECT.TXT, H3_SP_LEAD_GROUP.TXT, H3_SP_LEAD_RACE.TXT, H3_SP_LEAD_UNIT.TXT. I then manually comment out resources I'm not currently using since they are very precious as well as cut the Level 2-5 tomes out of H3_TOMES.TXT and paste them into H3_TOMES_UPGRADES.TXT! At this stage nothing is set in stone with respect to bonuses, and so if you think a bonus seems too high or too low or there are too many or too few victories to get a gift from certain tomes we can change it for the most part. To keep resources low, I have a spell counter for each spell, but intend to set the actually bonus based on the level of the counter. So for example, sp_spell_lightning is set between 1 to 5 to indicate its level. I'll then scale damage, shock, etc. based on the level identified by the bonus. This is a lot different than what I did in TL where I had many different counters for each spell. Since I simply don't have the counter resources available in AP/CW I had to be a lot more judicious with their usage. So if you look at the various H3_SP... files you'll see that I have commented out all counter resources I'm currently not using. Note that the forum is still messed up with respect to posting files and so once again I've split the download into 4 parts. After downloading, remove the trailing .zip from the end of each file and use 7Zip (or equivalent) to extract MOD_H3T.KFS and place it in either:
As always, please provide any comments and thanks for trying out my mod! ![]() Here are the files to download: |
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