1C Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official 1C Company forum > 1C Publishing > King's Bounty > King's Bounty: The Legend > Mods

Mods Everything about mods

Reply
 
Thread Tools Display Modes
  #321  
Old 09-08-2014, 12:28 PM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 545
Default

Quote:
Originally Posted by matod4 View Post
Also i want to thank you for yours work done, its 100x better game than for example darks side or wont cause theres no real difficulty balance and i hope you will mod these games same way you did here, and i also wish you will do this to CW red sands or red sans extreme mod.. i like most on yours mod that you are changig attack and defense od creatures not thier numbers only.. Also is thomes for AP this good also? and do you need any help betatesting or something?
Thanks for the kind words!

I've been playing Dark Side recently, but hope to get back to modding AP / CW soon.

I released just some basic alpha versions of my Tomes mod for those 2 games, but I ran into a snag with the implementation of my mod so I've been taking a break so that I can start fresh on the problem.

I hope to get back to modding them in another few months.

I do plan to mod the new games at some point, but there's only so much time in the day and I kind of needed a break from modding and so have been enjoying playing games again.

We'll see how it goes...

/C\/C\
Reply With Quote
  #322  
Old 09-13-2014, 12:13 AM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 545
Question Scratching my head on this problem and other ideas...

Quote:
Originally Posted by MattCaspermeyer View Post
Hmmm... I've never had any problem with this part of the game before, but perhaps it is something that I did. If you can email the save games to me with instructions on how to repeat the problem then I'll do my best to see if I can find the problem and fix it (my email address is in the readme file for my mod that you downloaded).

Thanks in advance for sending me the saves and reporting the problem here in the forum!

/C\/C\
Just an update on this as @matod4 did send me two save game files, but I could not repeat it. One of the save games was before the problem happened and the other afterwards. I could see that his Mana was lower, but when I played from the save game before the problem and repeated the Magic Range and Staff quests, I had no issues.

So I'm just scratching my head on that one. For now, since I can't repeat it we'll just keep an eye out for it, but if anyone runs into this problem, please let me know - preferably with a save game that repeats the problem in only a step or two.

I do have some bugs that I've fixed, but haven't released yet. For example, with the WotN code, Black Dragons will still land on your troops occasionally. So I just set it to use the original TL code if the Black Dragon is controlled by the computer, otherwise it will use the WotN code to allow you to use the special ability to full effect.

There are 3 functions that this ability uses and so now the AI will use all the original TL ones and humans will use the WotN code. Before I had only 2 of these 3 functions doing this and now all, but it is more likely that the one I had originally excluded was the culprit so I may do some more experimentation with this in the future to see if I can use the WotN code for the other two functions.

I've kind of been taking a break from modding, but I have some other features that are going to be nice like displaying more information about your total Mana Recovery / Rage Drain rates when you cursor over those icons.

As mentioned previously, I pretty much have everything that I want implemented and so am mostly in the debugging / polishing phase.

I'm also experimenting with having Bless / Weakness affect all talents / abilities with a range. So for example, if you Bless a troop and they have a talent that causes damage, it will also be maxed or, for example, Demons will summon at the maximum of the range. With Weakness the opposite is true.

I kind of got this idea from Dark Side, but expanded it to include all talents / abilities instead of ones that just damage. Unfortunately, there are a lot of places in the code where I had to change this so I've been trying to debug them before I do any kind of release.

I'm also thinking of expanding Critical Hits (krit) to damaging talents so that there is no penalty for using them in this regard since krit is so important. We'll see as I'm still on the fence with respect to this from its implementation in WotN / I&F / DS.

/C\/C\
Reply With Quote
  #323  
Old 09-21-2015, 02:15 AM
SlickDragon SlickDragon is offline
Approved Member
 
Join Date: Sep 2013
Posts: 11
Default Great Mod, Bugs Galore

An amazing mod MattCaspermeyer, my heartfelt thanks for your great work!

I doubt you are still dealing with it, but just in case I will try to list at least some of the bugs I have come across, and if you need screenshot proof of them I will go the extra mile to make sure you fully understand the issues listed. This is only a partial list of the bugs I've encountered, but over the coming weeks or months as I replay with other Heroes on Impossible I'll add more bugs and clarify things If i discover more information.

Bugs Homm3 Babies-

Archmage- Range attack doesn't cause shock, whether in Fighting Trance or otherwise (melee attacks can cause shock). Going into Trance also changes the critical hit rate incorrectly (i.e a 22% critical hit rate in normal mode due to things like belt of luck which grants +10% total by itself, can then be reduced to 15% in trance, namely a 100% critical hit increase of base and not even counting crit bonuses from Hero having 7 attack multiples and ignoring everything else). Archmage as is is borderline unplayable barring his Magic Shield.

Critical Hit rate- Plenty of issues with this. For starters though the tooltip doesn't display the effect of morale on the critical hit rate (however as far as I can tell it is correctly applying the morale bonus to the total crit rate i.e if a peasant has a 30% crit rate and +3 morale for the 200% bonus it is correctly doubling the total to 60%), even in battle the critical hit number doesn't factor in morale. However if you cast morale spells like Battle Cry, or get morale lowered from battle going long or things like Necromancer's Curse, then the critical hit number will change, albeit it will still be incorrect.

Battle dragging long morale penalty- Reduces stats BELOW their norm. For example if a unit was at +1 morale normally, but then the battle dragged long for the first -1 morale, making the total neutral, the stats of the unit will still take a slight negative hit below neutral morale affect on stats (you can see a Red effect on stats that reduce it below the base). This bug does make it beneficial to have over 3 morale on units if battles go long. Also i believe that morale reducers like Curse variants from Undead Units like Necromancer/Undead Spider and the Bone Dragon ability have the same overally powerful negative effect that lowers stats more than it should be.

Bowman- Melee attack can cause freeze or extend freeze duration (perhaps mainly against high fire resistance enemies). Same with regular ranged shots as well occasionally causing freeze or extending the duration of freeze (again likely tied to high fire resistance units).

Cyclops- Can't be Burned, Frozen, and presumably most other status effects like Stun/Poison etc. Eventhough on impossible the resistances to the respective damage types are obscenely high, there is no immunity granted to these status effects by any of its abilities and it should be fixed. "Stone" and a Tier 5 unit should not grant it immunity to basically all status effects. Period.

Mirabella- Not granting Unit Level- Atk/Def bonus to Human Race units and , only working with the 3 units (griffin, pirate, sea dog) who are listed individually. My findings indicate that any wife that lists specific units under a Unit Level- Atk/Def bonus the benefit works for them, but any units that should be included under "Race" don't get the benefit properly. This radically weakens nearly all wives and is a monumental oversight.

Rina- Human form not giving the full 12% discount to leadership for Robbers/Mauraders, seems closer to a 6% discount like the Undead rina gives to undead units (i.e Robbers at 20 base leadership are only being reduced to 19, even though it should be at minimum 18 leadership. Mauraders at 30 leadership are only getting reduced to 28, eventhough it should at minimum reduce it to 27 .)

Rina- Zombie form not granting full 12% discount to undead (I believe only 6% leadership discount). Like all wives not granting Unit Level- Atk/Def bonus to anything listed under Race, in this case Undead. States that enemies get -6% poison resistance, but is giving them -12% poison resistance (which is probably as intended since just -6% would be even more pitiful a bonus than it already is, namely debately the worst wife resist/ - enemy resist bonus).

Gerda- Not granting Unit Level- Atk/Def bonus to Dwarven Race units. Presumably all wives that grant the Race variant of Unit Level bonus don't work.

Spellcasting Bug- Spells like Sacrifice or Phantom (presumably every spell can get this bug) sometimes you can't cast a lower level of it, and it automatically casts the highest level of the spell (even if you haven't learned the respective magic school to level 3). You can for instance cast a level 1 phantom for only 14 mana and get the level 3 effect (in terms of the % and the duration) early game/for cheap, which is technically beneficial albeit broken for the player, but with something like sacrifice this can be a real problem due to gaining to many units since it automatically casts level 3 sacrifice. Not sure how to replicate this bug, but a fair amount of battles seem to have the bug randomly (if the bug isn't active for the battle then it never will happen, if at any time it does happen then it automatically will cast the level 3 version of a spell for the rest of the battle, even if you don't have the total mana to be able to cast the level 3 version, as long as you can afford the level 1 version of the spell).

Combat Takes Place Underground Morale Bonus- Some units like the Cannonneer (http://tinypic.com/usermedia.php?uo=...c#.VgA-Rt9Viko) get this undocumented Morale bonus, presumably due to its "Likes Dungeons" ability. However other units like Alchemist (http://tinypic.com/usermedia.php?uo=...c#.VgA-Q99Viko) or Dwarf (http://tinypic.com/usermedia.php?uo=...c#.VgA-Vt9Viko) with the same "Likes Dungeons" ability are not gaining the Morale bonus. Also one can see the Red status from -morale due to the battle being long, which is a negative effect beyond what losing that morale should be.

Lina's Ice Ball- Not gaining critical hit bonus from the Hero Attack (i.e the +2% from 7 attack, +4% from 14 attack etc). Is properly gaining the bonus from items like Elven Belt or Babies like Ufretin with his +40% crit rate for all units. Also not gaining the Hero resistance bonuses from multiples of 7 defense (not sure about tolerance resist bonus but will check).

Tolerance Level 3- INCREDIBLY annoying bug, level 3 tolerance ONLY gives it's +6 resist all during the first turn. As soon as units finish their turn the entire tolerance bonus goes away for the remainder of the battle. However any summons/phantoms or whatever keep the tolerance level 3 bonus for the entire battle. Basically upgrading from level 2 to level 3 in Tolerance is pointless with the bug, since atleast the level 2 Tolerance works with it's +4 resist all throughout the battle without any hitches.. The biggest loss is the extra 2% resistance from the final bonus, but even the demon/elf morale penalty negation being "lost" due to it being foolish to upgrade to Bugged Level 3 Tolerance, is unfortunate.

Werewolf Elf, Vampire, Ancient Vampire- Using their transform ability causes them to lose the hero resistances from 7 defense multiples. Potentially many other things not properly affecting them due to transformation, will possibly update (albeit am ignoring them due to the bug).

Necro's Call or Necromancer Raise Undead- The units raised don't benefit from either Hero Crit boosts from 7 attack multiples, nor resistance boosts from 7 def multiples (not sure about tolerance).

Necromancer's Raise Undead- Devastatingly bugged beyond belief. Basically if using it to resurrect another undead unit or itself it will not end the necromancer's turn, allowing him to keep using for "free" and finish his turn as he wishes either attacking, moving, defending, using another ability, or using Raise Undead to actually raise corpses which atleast does end it's turn. The best work around for fairness sake if one intends to use it as a resurrect is to use it once and then necro's turn manually with either defense or walking back to that position with the final action point to prevent the cheap defense boost. Eventhat requires one to not use the Raise Undead ability for a couple more turns manually since it doesn't start the reload countdown on the ability since it didn't "really" use it.. One way or another the battle is likely to crash if you screw around with Raise Undead, especially if in a future turn you attempt to use it on another unit.

Skeleton Archers Magic Arrow- Actually removes the difficulty (i.e Impossible) bonus which is probably a bug (but a cool feature that gives the heavily nerfed Skel Archer more juice), but it actually only lowers base damage, with all other stats still boosted with the A.I bonus (even damage from talents remains). As a whole Undead have an outrageous amount of bugs starting from the Wife, plenty of babies, nearly all the units in one capacity or another, and they go from basically the best race in original KB The Legend w/ the best wife and the only Hero Skill specifically boosting them in the form of Dark Commander, to the absolute worst race for the player in Babies. Maybe later i'll go into depth chronicling their massacre in this mod as it stands.

Babies (So many bugs it's almost disheartening, and i'm almost too lazy to chronicle all the numbers that are off but i'll try..)-

Piquedram- Numbers are off for every plant unit benefited. I.e Ancient Ents get a 5% leadership discount and 5% extra health, not the 4% each as listed (even still the number should be higher AND he should get +1 initiative/speed/morale since as the slowest base unit in the game at 1/1 init/speed he can really use it). Royal Thorn numbers are off (believe it's actually 7% discount and health bonus, not 9%), same with the thorn hunters and thorn warriors who are getting even less of a bonus then listed (which is already behind par to other babies for level 1 units). In short he can use fixes and and buffs to make him not complete garbage.

Clancy and the other Unicorn Baby- Could REALLY use +1 initiative on top of the +1 speed/morale.

Cool Features that would add to the replay value-

When starting a new game having the option to exclude certain babies from wives (if you have already acquired some of the babies in a previous playthrough and want to guarantee all new babies to eventually experience most/all of them).

Critical Hit for Abilities/Talents- Featured in the newer games, would be cool in Babies as well (including things like bless affecting Talents). Only problem is that on Impossible enemies have outrageous critical hit rates as is (seemingly a minimum of 40, and many enemy units getting near outright 100%), so having to suffer constant crits with their Talents is not particularly exciting..

Enemy Morale like in future games- Would right away benefit 3 of the Undead troops which are weakened for the player; namely Undead Spider with his Cursed ability, Necromancer with his Cursed ability, and the completely useless Bone Dragon Morale Penalty ability. This change would make the woefully weak undead slightly more playable, and not quite as imbalanced in terms of being a strong enemy but terrible army for the player to use.

Last edited by SlickDragon; 11-16-2015 at 04:55 PM.
Reply With Quote
  #324  
Old 03-09-2016, 11:45 PM
Sirlancelot Sirlancelot is offline
Approved Member
 
Join Date: May 2011
Posts: 43
Default

Quote:
Originally Posted by SlickDragon View Post
An amazing mod MattCaspermeyer, my heartfelt thanks for your great work!

I doubt you are still dealing with it, but just in case I will try to list at least some of the bugs I have come across, and if you need screenshot proof of them I will go the extra mile to make sure you fully understand the issues listed. This is only a partial list of the bugs I've encountered, but over the coming weeks or months as I replay with other Heroes on Impossible I'll add more bugs and clarify things If i discover more information.

Bugs Homm3 Babies-

Archmage- Range attack doesn't cause shock, whether in Fighting Trance or otherwise (melee attacks can cause shock). Going into Trance also changes the critical hit rate incorrectly (i.e a 22% critical hit rate in normal mode due to things like belt of luck which grants +10% total by itself, can then be reduced to 15% in trance, namely a 100% critical hit increase of base and not even counting crit bonuses from Hero having 7 attack multiples and ignoring everything else). Archmage as is is borderline unplayable barring his Magic Shield.

Critical Hit rate- Plenty of issues with this. For starters though the tooltip doesn't display the effect of morale on the critical hit rate (however as far as I can tell it is correctly applying the morale bonus to the total crit rate i.e if a peasant has a 30% crit rate and +3 morale for the 200% bonus it is correctly doubling the total to 60%), even in battle the critical hit number doesn't factor in morale. However if you cast morale spells like Battle Cry, or get morale lowered from battle going long or things like Necromancer's Curse, then the critical hit number will change, albeit it will still be incorrect.

Battle dragging long morale penalty- Reduces stats BELOW their norm. For example if a unit was at +1 morale normally, but then the battle dragged long for the first -1 morale, making the total neutral, the stats of the unit will still take a slight negative hit below neutral morale affect on stats (you can see a Red effect on stats that reduce it below the base). This bug does make it beneficial to have over 3 morale on units if battles go long. Also i believe that morale reducers like Curse variants from Undead Units like Necromancer/Undead Spider and the Bone Dragon ability have the same overally powerful negative effect that lowers stats more than it should be.

Bowman- Melee attack can cause freeze or extend freeze duration (perhaps mainly against high fire resistance enemies). Same with regular ranged shots as well occasionally causing freeze or extending the duration of freeze (again likely tied to high fire resistance units).

Cyclops- Can't be Burned, Frozen, and presumably most other status effects like Stun/Poison etc. Eventhough on impossible the resistances to the respective damage types are obscenely high, there is no immunity granted to these status effects by any of its abilities and it should be fixed. "Stone" and a Tier 5 unit should not grant it immunity to basically all status effects. Period.

Mirabella- Not granting Unit Level- Atk/Def bonus to Human Race units and , only working with the 3 units (griffin, pirate, sea dog) who are listed individually. My findings indicate that any wife that lists specific units under a Unit Level- Atk/Def bonus the benefit works for them, but any units that should be included under "Race" don't get the benefit properly. This radically weakens nearly all wives and is a monumental oversight.

Rina- Human form not giving the full 12% discount to leadership for Robbers/Mauraders, seems closer to a 6% discount like the Undead rina gives to undead units (i.e Robbers at 20 base leadership are only being reduced to 19, even though it should be at minimum 18 leadership. Mauraders at 30 leadership are only getting reduced to 28, eventhough it should at minimum reduce it to 27 .)

Rina- Zombie form not granting full 12% discount to undead (I believe only 6% leadership discount). Like all wives not granting Unit Level- Atk/Def bonus to anything listed under Race, in this case Undead. States that enemies get -6% poison resistance, but is giving them -12% poison resistance (which is probably as intended since just -6% would be even more pitiful a bonus than it already is, namely debately the worst wife resist/ - enemy resist bonus).

Gerda- Not granting Unit Level- Atk/Def bonus to Dwarven Race units. Presumably all wives that grant the Race variant of Unit Level bonus don't work.

Spellcasting Bug- Spells like Sacrifice or Phantom (presumably every spell can get this bug) sometimes you can't cast a lower level of it, and it automatically casts the highest level of the spell (even if you haven't learned the respective magic school to level 3). You can for instance cast a level 1 phantom for only 14 mana and get the level 3 effect (in terms of the % and the duration) early game/for cheap, which is technically beneficial albeit broken for the player, but with something like sacrifice this can be a real problem due to gaining to many units since it automatically casts level 3 sacrifice. Not sure how to replicate this bug, but a fair amount of battles seem to have the bug randomly (if the bug isn't active for the battle then it never will happen, if at any time it does happen then it automatically will cast the level 3 version of a spell for the rest of the battle, even if you don't have the total mana to be able to cast the level 3 version, as long as you can afford the level 1 version of the spell).

Combat Takes Place Underground Morale Bonus- Some units like the Cannonneer (http://tinypic.com/usermedia.php?uo=...c#.VgA-Rt9Viko) get this undocumented Morale bonus, presumably due to its "Likes Dungeons" ability. However other units like Alchemist (http://tinypic.com/usermedia.php?uo=...c#.VgA-Q99Viko) or Dwarf (http://tinypic.com/usermedia.php?uo=...c#.VgA-Vt9Viko) with the same "Likes Dungeons" ability are not gaining the Morale bonus. Also one can see the Red status from -morale due to the battle being long, which is a negative effect beyond what losing that morale should be.

Lina's Ice Ball- Not gaining critical hit bonus from the Hero Attack (i.e the +2% from 7 attack, +4% from 14 attack etc). Is properly gaining the bonus from items like Elven Belt or Babies like Ufretin with his +40% crit rate for all units. Also not gaining the Hero resistance bonuses from multiples of 7 defense (not sure about tolerance resist bonus but will check).

Tolerance Level 3- INCREDIBLY annoying bug, level 3 tolerance ONLY gives it's +6 resist all during the first turn. As soon as units finish their turn the entire tolerance bonus goes away for the remainder of the battle. However any summons/phantoms or whatever keep the tolerance level 3 bonus for the entire battle. Basically upgrading from level 2 to level 3 in Tolerance is pointless with the bug, since atleast the level 2 Tolerance works with it's +4 resist all throughout the battle without any hitches.. The biggest loss is the extra 2% resistance from the final bonus, but even the demon/elf morale penalty negation being "lost" due to it being foolish to upgrade to Bugged Level 3 Tolerance, is unfortunate.

Werewolf Elf, Vampire, Ancient Vampire- Using their transform ability causes them to lose the hero resistances from 7 defense multiples. Potentially many other things not properly affecting them due to transformation, will possibly update (albeit am ignoring them due to the bug).

Necro's Call or Necromancer Raise Undead- The units raised don't benefit from either Hero Crit boosts from 7 attack multiples, nor resistance boosts from 7 def multiples (not sure about tolerance).

Necromancer's Raise Undead- Devastatingly bugged beyond belief. Basically if using it to resurrect another undead unit or itself it will not end the necromancer's turn, allowing him to keep using for "free" and finish his turn as he wishes either attacking, moving, defending, using another ability, or using Raise Undead to actually raise corpses which atleast does end it's turn. The best work around for fairness sake if one intends to use it as a resurrect is to use it once and then necro's turn manually with either defense or walking back to that position with the final action point to prevent the cheap defense boost. Eventhat requires one to not use the Raise Undead ability for a couple more turns manually since it doesn't start the reload countdown on the ability since it didn't "really" use it.. One way or another the battle is likely to crash if you screw around with Raise Undead, especially if in a future turn you attempt to use it on another unit.

Skeleton Archers Magic Arrow- Actually removes the difficulty (i.e Impossible) bonus which is probably a bug (but a cool feature that gives the heavily nerfed Skel Archer more juice), but it actually only lowers base damage, with all other stats still boosted with the A.I bonus (even damage from talents remains). As a whole Undead have an outrageous amount of bugs starting from the Wife, plenty of babies, nearly all the units in one capacity or another, and they go from basically the best race in original KB The Legend w/ the best wife and the only Hero Skill specifically boosting them in the form of Dark Commander, to the absolute worst race for the player in Babies. Maybe later i'll go into depth chronicling their massacre in this mod as it stands.

Babies (So many bugs it's almost disheartening, and i'm almost too lazy to chronicle all the numbers that are off but i'll try..)-

Piquedram- Numbers are off for every plant unit benefited. I.e Ancient Ents get a 5% leadership discount and 5% extra health, not the 4% each as listed (even still the number should be higher AND he should get +1 initiative/speed/morale since as the slowest base unit in the game at 1/1 init/speed he can really use it). Royal Thorn numbers are off (believe it's actually 7% discount and health bonus, not 9%), same with the thorn hunters and thorn warriors who are getting even less of a bonus then listed (which is already behind par to other babies for level 1 units). In short he can use fixes and and buffs to make him not complete garbage.

Clancy and the other Unicorn Baby- Could REALLY use +1 initiative on top of the +1 speed/morale.

Cool Features that would add to the replay value-

When starting a new game having the option to exclude certain babies from wives (if you have already acquired some of the babies in a previous playthrough and want to guarantee all new babies to eventually experience most/all of them).

Critical Hit for Abilities/Talents- Featured in the newer games, would be cool in Babies as well (including things like bless affecting Talents). Only problem is that on Impossible enemies have outrageous critical hit rates as is (seemingly a minimum of 40, and many enemy units getting near outright 100%), so having to suffer constant crits with their Talents is not particularly exciting..

Enemy Morale like in future games- Would right away benefit 3 of the Undead troops which are weakened for the player; namely Undead Spider with his Cursed ability, Necromancer with his Cursed ability, and the completely useless Bone Dragon Morale Penalty ability. This change would make the woefully weak undead slightly more playable, and not quite as imbalanced in terms of being a strong enemy but terrible army for the player to use.
Are you using the unofficial patch V1.7 Build 35,396 provided by Matt?: http://forum.1cpublishing.eu/showthr...873#post664873

Last edited by Sirlancelot; 03-18-2016 at 12:19 AM.
Reply With Quote
  #325  
Old 10-02-2016, 06:16 PM
Sirlancelot Sirlancelot is offline
Approved Member
 
Join Date: May 2011
Posts: 43
Default

Allright, Matt, I'm playing with a warrior the Gamersgate version of the game, that is, theorically, latest one.

Issues/bugs I have found so far:

- Critical percent rate doesn't take anger into account. At least the numbers says so (they remain the same regardless your current rage quantity)

- My hero has been defeated several times already and still gains a full army and money after losing. Is this intentional?

- Whenever a unit does 11x damage, damage output text is apparently incorrec. Higher than it should. Like ten times or so.

I didn't suffer a CTD or frozen screen bug yet. *Cross fingers* =P
Reply With Quote
  #326  
Old 10-03-2016, 09:00 PM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 545
Question Looks like I need to get my head back into this stuff...

Hmmm... Let me see if I can answer your questions...

Quote:
Originally Posted by Sirlancelot View Post
Allright, Matt, I'm playing with a warrior the Gamersgate version of the game, that is, theorically, latest one.

Issues/bugs I have found so far:

- Critical percent rate doesn't take anger into account. At least the numbers says so (they remain the same regardless your current rage quantity)
Is that the critical percent on the Hero card? Where you cursor on his Attack? Or is it somewhere else? At any rate, I think if you cursor on the Hero's Attack, it is meant to show the increase in critical hit as a function of the Hero's Attack value. If it is on the Unit Card, then I probably didn't think to take into account adding the Anger Skill critical hit to their card.

I'll have to take a look at this (although I probably don't have the time at this juncture) and see what is going on here...

Quote:
Originally Posted by Sirlancelot View Post
- My hero has been defeated several times already and still gains a full army and money after losing. Is this intentional?
Ummm, I'm not sure - what do you mean by the full army? Similar to what you started with or your current army? I remember that when I randomized the Hero's starting army, I actually saved it so that I could recall it later if needed. Now I can't remember what is going on here - but you should get either the same army you started the game with, or a newly created one up to your current leadership. So maybe it is intentional - I'll have to take a look. As far as money goes, I can't remember what happens here, either...

Quote:
Originally Posted by Sirlancelot View Post
- Whenever a unit does 11x damage, damage output text is apparently incorrec. Higher than it should. Like ten times or so.
What is 11x damage? I did fiddle with this a little bit to get the Bless and Weakness spells to show max and min damage correctly with the +1 / -1 modifiers, but I think everything else should be okay, but I need to understand what you mean by 11x damage (and the scenario under which this occurs).

Quote:
Originally Posted by Sirlancelot View Post
I didn't suffer a CTD or frozen screen bug yet. *Cross fingers* =P
Well that's encouraging!

Man, I haven't fiddled with any of this stuff in years, so I'm a bit foggy with it. I'll have to get my head back into it to fully answer your questions...

At any rate - thanks for the post!



Matt
Reply With Quote
  #327  
Old 10-04-2016, 08:10 PM
Sirlancelot Sirlancelot is offline
Approved Member
 
Join Date: May 2011
Posts: 43
Default

Hey Matt, how nice to see you around again! ^^

Quote:
Originally Posted by MattCaspermeyer View Post
Hmmm... Let me see if I can answer your questions...

Is that the critical percent on the Hero card? Where you cursor on his Attack? Or is it somewhere else? At any rate, I think if you cursor on the Hero's Attack, it is meant to show the increase in critical hit as a function of the Hero's Attack value. If it is on the Unit Card, then I probably didn't think to take into account adding the Anger Skill critical hit to their card.

I'll have to take a look at this (although I probably don't have the time at this juncture) and see what is going on here...

Ummm, I'm not sure - what do you mean by the full army? Similar to what you started with or your current army? I remember that when I randomized the Hero's starting army, I actually saved it so that I could recall it later if needed. Now I can't remember what is going on here - but you should get either the same army you started the game with, or a newly created one up to your current leadership. So maybe it is intentional - I'll have to take a look. As far as money goes, I can't remember what happens here, either...

What is 11x damage? I did fiddle with this a little bit to get the Bless and Weakness spells to show max and min damage correctly with the +1 / -1 modifiers, but I think everything else should be okay, but I need to understand what you mean by 11x damage (and the scenario under which this occurs).

Well that's encouraging!

Man, I haven't fiddled with any of this stuff in years, so I'm a bit foggy with it. I'll have to get my head back into it to fully answer your questions...

At any rate - thanks for the post!



Matt
You're very welcome.

Yes, the hint displayed when placing the cursor over the Attack attribute. It seems to overlook Rage quantity. I have not obtained Spirits of Rage cage yet, though. Maybe it's normal.

An army based on your level plus some gold. Approx 9000 gold first, then 2700. Also based on your level, I guess.

I think the number of units you get should be periodically reduced and lessen overall. Otherwise it's very difficult to actually lose the game. In fact, the mechanic can be exploited.

About the 11x damage output. Nevermind. My fault. The floating numbers show both the damage inflicted and the number of units killed mixed together. Hence my confusion.
Reply With Quote
  #328  
Old 10-05-2016, 03:32 AM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 545
Default

Quote:
Originally Posted by Sirlancelot View Post
Hey Matt, how nice to see you around again! ^^
Thanks! I'm not sure how much back I am, but hopefully I'll be popping by more than once a year!

Quote:
Originally Posted by Sirlancelot View Post
Yes, the hint displayed when placing the cursor over the Attack attribute. It seems to overlook Rage quantity. I have not obtained Spirits of Rage cage yet, though. Maybe it's normal.
Yah, so when you cursor on Attack, it shows the "krit" increase due to just your attack skill, cursoring on Defense shows the increase in resistance to all, and cursoring on Intellect shows the increase in damage / spell duration. None of these show any other bonuses to my knowledge.

Quote:
Originally Posted by Sirlancelot View Post
An army based on your level plus some gold. Approx 9000 gold first, then 2700. Also based on your level, I guess.

I think the number of units you get should be periodically reduced and lessen overall. Otherwise it's very difficult to actually lose the game. In fact, the mechanic can be exploited.
I can't quite remember here if it is affected by the difficulty level (I should probably look it up, but it is possible that when playing harder difficulty levels that the number of troops and gold goes down) - I just can't remember right now.

At any rate, a counter could be used to divide into this value (for example, the first time, it is divided by 1 (so 100%), the second time 2 (so 50%), the third time 3 (or 33.3%), etc.). This would apply to both number of troops and gold. That way every time you die, the value diminishes.

I don't have any plans to do any update right now, but let me think about this...

Quote:
Originally Posted by Sirlancelot View Post
About the 11x damage output. Nevermind. My fault. The floating numbers show both the damage inflicted and the number of units killed mixed together. Hence my confusion.
Okay, thank goodness!

I do actually have some unfinished changes that are in the works, but it has been so long that I'd have to get my head back into it to see.

The biggest issue was that when I added the Black Dragon code from the newer expansions to allow you to map out their fire path, the AI code didn't work properly with the Legend so that sometimes the AI would land on a troop. I changed it so that the AI uses the TL code (which of course works perfectly with the Legend) and then if it is a human player then you use the new code.

I also was looking at the bonuses for the babies and comparing them to the tomes and I thought that the tomes bonuses for various HOMM3 skills were possibly better so I was incorporating some of that into the TL baby bonuses. That was a lot of work, but I was working on some automation so that I wouldn't go crazy with manually entering in all the data.

There were some other things, that escape me, but hopefully I'll fiddle with it sometime in the near future.

Anyway, thanks for the comments!



Matt
Reply With Quote
  #329  
Old 10-05-2016, 07:17 PM
Sirlancelot Sirlancelot is offline
Approved Member
 
Join Date: May 2011
Posts: 43
Default

Quote:
Originally Posted by MattCaspermeyer View Post
Yah, so when you cursor on Attack, it shows the "krit" increase due to just your attack skill, cursoring on Defense shows the increase in resistance to all, and cursoring on Intellect shows the increase in damage / spell duration. None of these show any other bonuses to my knowledge.
Rage description in the Hero card states the characteristic increases the chance of criticals.

Quote:
Originally Posted by MattCaspermeyer View Post
I can't quite remember here if it is affected by the difficulty level (I should probably look it up, but it is possible that when playing harder difficulty levels that the number of troops and gold goes down) - I just can't remember right now.

At any rate, a counter could be used to divide into this value (for example, the first time, it is divided by 1 (so 100%), the second time 2 (so 50%), the third time 3 (or 33.3%), etc.). This would apply to both number of troops and gold. That way every time you die, the value diminishes.

I don't have any plans to do any update right now, but let me think about this...
Sounds fine. Another good modification would be to revise conditions of victory. Whenever you're fighting and the opponent isn't able to win anymore, the combat should end. Otherwise skills like Gift of life and the like become exploitable.

Quote:
Originally Posted by MattCaspermeyer View Post
I do actually have some unfinished changes that are in the works, but it has been so long that I'd have to get my head back into it to see.

The biggest issue was that when I added the Black Dragon code from the newer expansions to allow you to map out their fire path, the AI code didn't work properly with the Legend so that sometimes the AI would land on a troop. I changed it so that the AI uses the TL code (which of course works perfectly with the Legend) and then if it is a human player then you use the new code.

I also was looking at the bonuses for the babies and comparing them to the tomes and I thought that the tomes bonuses for various HOMM3 skills were possibly better so I was incorporating some of that into the TL baby bonuses. That was a lot of work, but I was working on some automation so that I wouldn't go crazy with manually entering in all the data.

There were some other things, that escape me, but hopefully I'll fiddle with it sometime in the near future.

Anyway, thanks for the comments!



Matt
No problem, I'm having much fun. There're little bugs scattered all over the place, but overall, the experience is fantastic. If you're interested I'll comment on issues later on. Many are neligible (like some typos here and there), while others could be more of a problem. For example, Enchanted Hero resurrection/random beneficial effect seems to always kick as long an unit takes damage, regardless the source of such damage. And fire or poison can make it trigger more than once.
Reply With Quote
  #330  
Old 10-08-2016, 12:49 AM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 545
Default

Quote:
Originally Posted by Sirlancelot View Post
Rage description in the Hero card states the characteristic increases the chance of criticals.
Does it? Dang, I forgot about this! I'll need to check it out and see what it says...

Quote:
Originally Posted by Sirlancelot View Post
Another good modification would be to revise conditions of victory. Whenever you're fighting and the opponent isn't able to win anymore, the combat should end. Otherwise skills like Gift of life and the like become exploitable.
I could see no end to the cursing from people here if this were implemented, fortunately, it seems pretty hard to implement, plus the AI never gives up technically and I can see people would just change their strategy to account for it and still do what they need to do to exploit it.

There could always be a turn limit, though, I guess where you either lose the battle or start sustaining lots of damage.

Note that I took the other tact where I make your troops tired, and you can't regenerate mana / rage any more, etc. so I think this makes up for it pretty well...

Quote:
Originally Posted by Sirlancelot View Post
No problem, I'm having much fun. There're little bugs scattered all over the place, but overall, the experience is fantastic. If you're interested I'll comment on issues later on. Many are neligible (like some typos here and there), while others could be more of a problem. For example, Enchanted Hero resurrection/random beneficial effect seems to always kick as long an unit takes damage, regardless the source of such damage. And fire or poison can make it trigger more than once.
I would love to see your comments as I can always use them to improve it if I ever get back into it. I also mean to check @SlickDragon's comments just to ensure that he hasn't found anything there, but I think he was using the wrong KB.EXE that you suggested and that's why he had so many issues.

I'm playing (or at least I was) Ice & Fire right now since I never played it all the way through. Unfortunately, I haven't played it in about a month since I have so many other things that are soaking up my time right now...

Matt
Reply With Quote
Reply

Thread Tools
Display Modes

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 07:34 AM.

Based on a design by: Miner Skinz.com

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © 2007 1C Company. All rights reserved.