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#51
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@Sirlancelot
Ahhh to be naive and still dont know what is waiting me in enemy heroes battles ![]() ![]() 1) Avoiding enemy heroes does you good for only a while because sooner or later you`ll have to do hardest battles with them to proceed in gameplay (quests and like) so their speed isnt important. 2) All encounters in game are determined moment you start new game, so ambushes are only wish. I asked this couple times, and answer was it`s impossible for enemy stacks to simply appear in game on areas already cleared or unexplored. 3) By this you mean skill scouting ? Never thought of it much, and lvled it up only for 1lvl for later skills. Interesting concept, maybe would be nice to get surprise form time to tie. But mostly ppl play this in way that you start battles when have good strategy and neutrals strength isn`t crucial. Good luck and have fun playing this great mod fellow tactical strategist ![]() |
#52
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The resistance to damage cap is still there, but the cap for Attack to Defense ratio can increase based on your Attack (+50% per 7 Attack) and the Defense to Attack goes down by 1 integer per 7 Defense (i.e. normal is 1/3, at 7 Defense it decreases to 1/4, etc.). You know I did not change Dryads one bit, but allowing them to be recruited early in the game, I can see that they can be pretty potent with their sleep ability. The Druid house in Verlon Forest has a chance to sell them, and you can start with them due to the randomized starting army. Even though in this case you wouldn't have many, all you really need is just one. Lately, I've been revisiting reloadable / charged attacks and the Gift spell and so I actually thought that it might be desirable to charge the Dryad abilities. Not sure about it, but something to think about... I've been on the fence with the Druids, Alchemists, and Ents to make their abilities charged instead of reloadable. I currently have the Druid Summon Bear set to 2 charges, the Alchemist potions are 2 charges, and so is the Ent Summon Plant in my latest version I'm debugging. Still undecided what to do here, although, making them charged now lends more to using Gift to recharge those abilities. It may even make sense to make the Royal Thorn's Summon Plant ability have 2 charges. More things to think about... Quote:
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The Build number is shown next to the version in the bottom left when at the Main Menu. Well, thanks for your comments! Let me know if you have any other suggestions, etc. I'm hoping to be able to release my latest version that I'm debugging soon, but you know how it goes - there's only so much time in the day... /C\/C\ Last edited by MattCaspermeyer; 04-22-2014 at 06:20 AM. |
#53
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I've had a lot of fun with this mod. I played through with an older version twice awhile ago (roughly March or April 2013, can't recall for sure). I've tried playing with the current version, but I have a fair number of crashes in fights with heroes now.
The werewolf in Greenwort Drammina (dwarven woman in the mines) The robber in Marshan Swamps 2nd Arena fight All crash to desktop when the enemy makes their first move. No other fights have given me issues yet. I just entered the dwarven mines. Windows XP, Steam version if it matters. |
#54
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Could you please tell me which version of my mod you're playing? I just want to double check that you're playing 2014-01-28. Since these are all Hero battles (I assume 2nd Arena Fight is Robin of Greenwood).
***BEGIN EDIT*** Okay, whoops, these are the original spell lists for each hero: Quote:
***END EDIT*** **BEGIN EDIT2*** Ok, I've confirmed (at least with Robin of Greenwood) that the Shroud spell is cast properly without crashing the game. So I'm pretty sure this issue is fixed in my latest released version [2014-01-28] and also in my latest unreleased build. So hopefully that is the problem you're having... ***END EDIT2*** Do you have save games where you can easily check to see if those problems are still there? Depending on whether you're using the latest version or not, could you check and see if the game still crashes. If the game still crashes, I'd appreciate you emailing me the savegame files with instructions on how to get the game to crash (my email is in the README file included with my mod). This way I can bring up the LUA debugger and see where the game is crashing. Thanks! /C\/C\ P.S. Glad you've enjoyed playing, hopefully either the issues are fixed or your savegames will help me fix them. Quote:
Last edited by MattCaspermeyer; 04-27-2014 at 09:14 PM. Reason: Listed the old spells, not the new ones... / Also confirmed that spell Shroud is working... |
#55
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I think I figured out what was causing it. I thought I was using the 2014-01-28 version. However, I had put a previous version in an extra folder I made to archive it if I wanted to go back to an old save(King's Bounty The Legend/Data/Archived). KB must have been trying to use that instead of the current one. When I deleted that folder, I stopped getting crashes. And I can confirm that Robin of Greenwood and Martin Vodash both cast shroud without crashes now.
Come to think of it, I must have played with an earlier version before shroud was causing issues, then downloaded the one with issues, then quit playing KBTL for awhile because of the crashes. |
#56
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Congratulations for the new creature!
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On King's Bunty: TL, however, I'm not totally against raising enemy stats due to its chess-like game mechanics and I concurr some measures were and are necessary to increase challenge but, according to my vision and preferences, I'd use a slightly different formula: something like a tiny fixed increment (let's say 3% Hard, 6% Impossible) plus a partially random amount: +3/+6 % + map difficulty modifier + *, where * is a quantity between -4% and +20%: -4 (2%), -3 (3%), -2 (5%), -1 (5%), 0 (10%), +1% (10%), +2 (10%), +3% (10%), +4% (10%), +5% (10%), +12 (5%), +14 (5%), +16 (5%), +18 (5%), +20 (5%) , this means most creatures (60%) would have equal or simmilar stats compared with default, but some of them be notably more powerful. Concretely up to +26 on Impossible, which is roughly the same maximum as you planned, and Hard would be even Harder. Quote:
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Not sure about Alchemists, though. Quote:
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Obviously to set random encounters the object used as a trigger should be invisible and the "click" involuntary. Quote:
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#57
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My opinion is influenced by a battle I had in my last game. I stumbled into a really nasty fight. My army consisted of some dragons and several ancient ents. The dragons went down almost immediately, but the ents (barely) held out using summons, swarms and rooting, along with my mage's spells. I think I finished the battle with a single ent, which made for a memorable fight. It was one the most enjoyable fights of the game, precisely because I had to work so hard over multiple rounds to pull out the victory. If the ent summons had been single charge, I'd have lost the fight within the first 7-8 rounds and simply reloaded. Just my two cents... |
#58
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Well, I'm relieved that it is working for you now!
I do my best to squish as many bugs as possible, but there are some that take a long time to find. My current unreleased version has many bug fixes. Since there are a lot of changes and I'm not finished implementing everything yet I'm holding off on releasing it, but am trying to get it finished as soon as I can. As always, if you ever have any additional issues, please let me know - thanks! /C\/C\ Quote:
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#59
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Thanks - if you have any suggestions on abilities be sure to post them. Ideas are great for brainstorming what will mesh well with Drahha's mythos.
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I may visit the actual unit AI in the future because there are some things that I scratch my head about, like for example, when a shooter runs away from a troop and still shoots it even though it can only do a small amount of damage when it could do more damage to another troop further away. Quote:
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I certainly want to maintain the level of play that Sir Whiskers is talking about as that is what makes the game truly fun! I also think that I've actually made plants useful now, whereas before they were pretty useless. With the increase to talent abilities, enemy Ancient Ents now really pack a wallop with their Wasps ability. Anyway, I certainly don't want to undo the utility of plants and so that's why I may keep Ents (normal Level 4 ones) with reloadable summons (plus if the combat goes long enough abilities don't recharge any more any way). 6 attacks (or 4 technically if there are no Undead) might be enough. But their potions are pretty much reloadable now in the other KB games... Quote:
I'll at least do a little probing to see if I can get a feel for how implementable something like this is... Quote:
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Well, thanks for the comments! Some interesting things to think about! ![]() /C\/C\ |
#60
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I do consider scouting mostly useless. I only bothered with the first rank of it for a long time. Search radius basically reduces tedium, but doesn't make a gameplay difference, since you'd dig up the same things with or without it. Assuming you run around constantly hitting D like I do. Eventually I went for rank 3 just for the int bonus.
About Ancient Ents: I've noticed that enemy ancient ents are obsessed with summoning. When I was first encountering them, looking at their resists and realizing it would be tough to kill them quickly, I was dreading their ranged attack. Instead, they all seem to summon on their first turn, usually giving me enough time to kill them. I'm playing as a mage with an elf army - my hunters'/elves' attacks feel like they barely scratch enemy ancient ents, until I use hellbreath. Which is a spell I rarely used in the vanilla version of the game, so that's a nice change. Last edited by Kiras; 04-29-2014 at 08:12 AM. |
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