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  1. #51
    Junior Member
    Join Date
    Jan 2013
    Posts
    5
    Downloading now. Looking forward to trying this out.

  2. #52
    I've just written an article about TPCs new and improved Hero Creation Screen. Read it at: http://www.moddb.com/mods/the-protec...ting-your-hero
    With the import tools in WBC3, we can do it in under 5 minutes... but how to use the tools properly is secret known only to myself, Janeen, and a few ancient monks cloistered in cave somewhere in northern Latvia

    Cheers

    Steve
    I always had something of a monk in me. Now I know.

  3. #53
    Version 0.8 has just been released!
    Grab your copy here (link)

    ******************************** Patch 0.8 *************************************

    *Perks are now set up according to hero race when creating new/AI heroes
    *Fixed Herueth Investigation not showing variables in Duskshroud's campaign
    *Improved appearance of campaign dialogues
    *Fixed minor bugs in Duskshroud's campaign
    *Fixed typo in Quick Fighter/Quick Runner perk description
    *Fixed graphical glitches in level up screen
    *Added new chapter videos
    *Fixed minor bugs in Prologue campaign
    *Fixed some mercenaries
    *Wights now cost 62 metal (was 67) and have 120 hp (was 130)
    *Guardian Skulls now cost 141 crystal (was 171) and do cold damage (was magic)
    *Banshee now has 0 range (was 2), 12 speed (was 10) and takes 80 seconds to produce (was 90)
    *All ranged siege weapons now get +2 to range, +10 damage and +40 cost
    *Fixed DEScity1 map having a swarm hero blocked
    *Updated Kharn Pak - Desert terrain tiles
    *Added Kharn Pak - Water terrain tiles
    *Updated official terrain tiles
    *Updated Red Mage's death and attack animations
    *Increased feature limit of scenarios to 1024 (was 512)
    *Increased army limit of scenarios to 2048 (was 1024)
    *Crowns nis command now supports all modifiers (RAND, TIME, VAR, OPT, DAY, YEAR). Documentation updated
    *All soundtracks are now at an equal volume
    *Huge Dragon now has 3000 hp (was 9000) - bug fix on having low hp on level up
    *Updated prologue mission on Theira
    *Renumbered chapters in the Chapter Selection Screen
    *Updated All In One soundtrack set (now has 86 tracks in total)
    *Ancient Treant now has 30 combat, 180 hp, 7 speed, 16 view, 40 damage, 20 armour, 10 resistance and costs 440 stone with 102 production time
    *Fixed Wood Elf hero causing disease and dealing crush damage instead of piercing
    *Ancient Treant now available for Wood Elves
    *Dryad now unavailable for Wood Elves
    *Bonus nis command now available for in-game dialogue
    *SirMelvin now starts with 8 DEX (was 5)
    *Duskshroud now starts with stats and skills according to the AP leveling up system (5 AP per level)
    *Changed weather combat effects as follows:
    DAY: +5 for ssrathi
    NIGHT: +5 for undead
    +5 for darkelf
    -5 for human, dwarf, barbarian, orc, minotaur, fey, ssrathi, insect
    RAIN: +5 for daemon, barbarian
    -5 for human, dwarf, orc, minotaur, highelf, woodelf, darkelf, fey, ssrathi
    -10 for insect, flier
    FINE: no effects
    *Added Dark Elf Woman avatar for Daemon heroes
    *Added Violent Female voice set for Daemon heroes
    *Maximum soundtracks in a playlist increased to 100
    *Improved appearance of companion recruiting panel
    *Fixed two bugs in chapter 1 (RODcity1, EHLARIELcity2)
    *Fixed more typos in chapter 1
    *Added more hidden treasure throughout the chapters
    *Fixed reset chapter button bug jumping to last loaded hero
    *Dwarven and Dark Dwarven buildings now increase their hp by 5% of their original value for each new building
    *Dwarven and Dark Dwarven buildings now cannot have higher hp than 3 times their original value
    *Sling now has a rarity of 5 (was 7)
    *Stripflesh now affects units of lower than twice the spell level
    *Fixed bug AI casting Ring of Ice instead of Poison Spray
    *Added the new necromancy spell Raise Wraith (removed Ring of Ice)
    *Reogranized Necromancy spell sphere tree
    *Raise Wights now summon more units per spell level, but with less xp
    *Modified description of spells
    *Updated Kharn Pak - Grass terrain tiles
    *Reogranized Nature spell sphere tree
    *Added the new nature spell Summon Animal (removed Shillelagh)
    *Externalised some strings for translated versions
    *Implemented the new campaign nis command: Relocate. Documentation updated
    *Added one more menu intro clip (totaling 13)
    *Redone some menu intro clips
    *Chaos Magic now gives negative values only to enemies and positive values only to friends
    *Increased maximum number of characters in a string to 256 (was 80)
    *Improved converting animation for the Dwarf Lord
    *Added 4 new skirmish maps (Barren Dunes, Cleave Canyon, Dragon Caves, Lightning River)
    *Changed starting year for all heroes
    *Improved converting animation for Wood Elf Hero
    *Fixed bug where the mouse cursor keeps blinking when hovering over intro videos
    *Added the Wall of Thorns building in the editor list
    *Added popup help when hovering over proficiency in level up screen
    *Fixed popup help not showing negative spellcasting chances in level up screen
    *Campaign dialogue choices can now be up to 6. Documentation updated
    *Implemented the new campaign nis commands Setdopt and Adddopt. Documentation updated
    *Implemented the new campaign nis conditions dopti#i#eq#
    *Spell skill synergy bonus now grants high spell one level
    *Greatly improved the Create Hero screen. Now has popup help and shows perks
    *Vampires now have a vampirism of 10 (was 3)
    *Fixed spell bug involving abnormaly high spell levels
    *Added some kharn items
    *Resetting chapters now reset remaining APs as well
    With the import tools in WBC3, we can do it in under 5 minutes... but how to use the tools properly is secret known only to myself, Janeen, and a few ancient monks cloistered in cave somewhere in northern Latvia

    Cheers

    Steve
    I always had something of a monk in me. Now I know.

  4. #54
    Senior Member
    Join Date
    Jan 2013
    Posts
    120
    A pity I didn't get the Dark Infantry walking animation sorted out in time.
    Anyway, I'll have to wait till warlords,battlecry.fr gets it up on their site before I can try this out. That mod data base site still wont let me download it - it just displays an advertisement and doesn't do anything after it's finished.

  5. #55
    Well, VIC has been in dormant mode for quite some time so there's no telling when the battlecry.fr mirror will host the latest version.
    With the import tools in WBC3, we can do it in under 5 minutes... but how to use the tools properly is secret known only to myself, Janeen, and a few ancient monks cloistered in cave somewhere in northern Latvia

    Cheers

    Steve
    I always had something of a monk in me. Now I know.

  6. #56
    VIC is back and so is the battlecry.fr mirror. I guess you are lucky, Kharn.
    With the import tools in WBC3, we can do it in under 5 minutes... but how to use the tools properly is secret known only to myself, Janeen, and a few ancient monks cloistered in cave somewhere in northern Latvia

    Cheers

    Steve
    I always had something of a monk in me. Now I know.

  7. #57
    Patch 0.8.1 is up! Download it here: http://the-protectors.webs.com/apps/links/#beta_0.8.1


    ******************************** Patch 0.8.1 ***********************************

    *Implemnted the new cheat spawn # unitname (only works for 1 word names for now)
    *Implemented the new cheat build buildingname (only works for 1 word names for now)
    *Unit and building names are now used in nis files instead of id codes. Documentation updated
    *Addapted some chapter nis files
    *Fixed bug where current location circle appears nowhere in particular
    *YEAR and DAY modifiers now work for in-game dialogue as well
    *Implemented conditioned choices. Documentation updated
    *Setdopt and Adddopt index attributes can now be used with OPT# modifiers
    *There can now be a maximum of six in-game choices as well (although not recomended)
    *Implemented the new condition opt#eqopt#. Documentation updated
    *Added one more showline in the campaign dialogue panel (totalling 6)
    *Increased maximum number of nis optional variables to 15 (was 10)
    *Fixed bug when RAND modifier not working properly
    *Fixed Morph spells causing freeze
    *Added Griffon Ambush for chapter 1. Chapters reset
    *Added Pirate Ambush for chapters 0 and 2
    *Fixed Raise Wights spell bug spawning units randomly on the map
    *Fixed ambush bug when showing two identical race options
    *Spellchecked and corrected campaign dialogues (more medieval, less american)
    *Added popup dialogue in the Prologue
    *Critters no longer immune to psych effects
    *Added 5 new skirmish maps (Gold of Khaz Barak, The Dark Path, Desert Crossing, Great Valley, The Lion's Den)
    *Added the new research skill Axe Throwing for Dwarves (+3 range for dwarf infantry)
    *Gladewardens and Elven Hunters may now be produced at the Ranger's Guild
    *Gladewardens can no longer be produced at the Tree of Life
    *Added game string for Warcry ability
    *Slightly modified the graphical appearance of control panel buttons
    *Knight Lords now only give +1 morale (was 2)
    *Queen Spider no longer causes Terror (bugfix)
    *Hero creation popup help now has 5 info lines (were 4)
    *Modified stats for elementals: 25 combat, 120 hp, 15 speed, 12 sight, 30 damage, 20 armor, 20 resistance, 300 cost, 80 secs
    *Elementals are now immune to psych effects
    *Builders can now garrison into towers
    *Melee attacks are considered missed if units are 3 or more squares away from each other (was 5)
    *AI heroes now use their RSB upon death
    *Improved quiz system (see template)
    *Updated Kharn Pak - Desert terrain tiles
    *Corrected basilisk info image
    *Corrected white mage's death animation
    *Huge Dragon now deals 100 damage (was 124) and has a terror strenght of 7 (was 15)
    *Reduced size of Graphics.xcr by 20MB by clearing unnecesary data
    *Fixed bug when Huge Dragon freezes in Prologue
    *Added popup help in Prologue mission
    *Frost Bat and Chaos Dragon now available for production
    *Fixed Riding skill
    *Fixed overlapping text in victory/defeat screen
    *Fixed Gront's info image
    *Implemented the new campaign nis answer attribute "hidden" - hides the choice option if conditions are not met. Documentation updated
    *Added new hero portrait Cloaked Duskshroud
    *Can now override portrait for character 0 in dialogues
    *Spellchecked all chapter hints
    *Enabled chapter 3 for beta testers.
    With the import tools in WBC3, we can do it in under 5 minutes... but how to use the tools properly is secret known only to myself, Janeen, and a few ancient monks cloistered in cave somewhere in northern Latvia

    Cheers

    Steve
    I always had something of a monk in me. Now I know.

  8. #58
    Senior Member
    Join Date
    Jan 2013
    Posts
    120
    Do builders offer any form of bonus to the tower they're in? If not, how about making them decrease repair time?

  9. #59
    The builders don't offer anything to the towers (i think), but the towers do offer protection to the builders. Making them decrease repair time seems like it would increase micromanagement, since any efficient player would unload all shooting troops and load workers before repairing.
    With the import tools in WBC3, we can do it in under 5 minutes... but how to use the tools properly is secret known only to myself, Janeen, and a few ancient monks cloistered in cave somewhere in northern Latvia

    Cheers

    Steve
    I always had something of a monk in me. Now I know.

  10. #60
    Senior Member
    Join Date
    Jan 2013
    Posts
    120
    *Added the new research skill Axe Throwing for Dwarves (+3 range for dwarf infantry)
    I'll be downloading this tomorrow, ready for the weekend, but I have a question and suggestion about this.
    Have you made use of the old Dwarven Infantry model? Ahatch and I have both added this into our games under the name "Dwarf Bandit" and uses the WBC2 Dwarf infantry speech. In my game I have the Dwarf Bandit a ranged unit, hurling axes in the way I would imagine your upgrade works - basically using the Minotaur Axe Thrower's attack. They are meant to be Dwarves advanced missile unit but are affected by the weaponsmith upgrades, giving them very respectable damage when fully decked out.

    If you don't already have the unit in game and your plan for the Dwarf Infantry to become ranged was simply to give Dwarves another missile unit, then how about doing something like the above? This would allow the original infantry model to remain a melee unit but yet you also get the axe throwing unit you desire in the form of a whole "new" unit.

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