Author Topic: Vault of ideas(Mods/hacks for Brigandine) Updated 11/26/2015  (Read 23346 times)

Offline duredure

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Vault of ideas(Mods/hacks for Brigandine) Updated 11/26/2015
« on: January 20, 2015, 01:38:24 pm »
First I want thanks HwitVlf again for all his amazing translation. Without him nothing of this would be possible.  :biggrin:
Today I want thanks Alan 1502, for his mod and possible changes too.

1- Give 1 of each item below to leaders of iscalio, esgares, leonia, norgard, new almekia and caerleon.

Forbidden Fruit: Changes Seraph to Lucifer
Sweet Wine of Seduction: Changes Satan to Lilith
Bolt of Wrath: Changes Titan to Thor
Seed of Wisdom: Changes Gigantes to Loki
Crown of Gold: Changes Lizard Guard to Lizard King
Missing Link: upgrade 1 class without level requirement

2- mana start to all kingdom is 9999

3-  Time idea by Samisc
"Change year and month: changing it or an earlier year than the game starts makes the IA not attack other castles but still sends its knights to quests."


This idea is amazing and could be great to all countries! But instead changing for 1 year earlier, change for 3 or 4 months before the game starts. This time is enough to themselves.
For rpg purpose, don't start atacking countries, do the same and send your own knights to quests too and only atack when countries atack first.

"-Change years: before game over, hard mode gives 6 years which shows as a value of 144 i think, which is half months. changing it to FF which is 255 makes the counter stop."

I checked all possible quests and the last one could happen only in 3º month/ 217(balder rune knight recruit). So if is possible make the clock stops in 220 or even 221(The game end in 3º month of 221)


4- increase mana of each city of map to 1000 mana and capital 2000 mana.   

5- monsters balance(without increasing rune cost):   


angel
rune cost original 85

arch angel
rune cost original 105
Can be summon: only in leonia capital
this class 2º monster can be summoned at lv 10 for 3500 mana
spell: add Cure and delete holy word to this class(arch demon don't have any area spell).

Seraph
rune cost original 120
spell:keep the holy word, add fury

Arch Seraph
rune cost original 120
spell: keep Holy Word, add curse and venom, change flame to exablast

Imp
rune cost original 85
spell:   add fury

arch demon
rune cost original 105
Can be summon: only in esgares capital
this class 2º monster can be summoned at lv 10 for 3500
spell:  add paralyze.

satan
rune cost original 120
spell:  add charm and keep the necro rebirth

Lilith
rune cost original 120
spell: keep necro rebirth,  change frost to exablast

************************************
ghoul
rune cost original 15

vampire
rune cost original 30
Can be summon: Esgares capital, iscalio capital
this class 2º monster can be summoned at lv 10 for 2000

vampire lord
rune cost original 70
(alan mod-> STR,AGI improve and can cast cure spell, mov type teleport).
move type changed to teleport
str,agi improve, spell cure add
Since we won't increase rune cost(he has only 70, like a roc) I guess it's ok don't increase str, agi. But add cure  and change mov type is cool.
He has necro birth and atck healing so he's very cool already



*****************************************************************
roc
rune cost original 70


phoenix
rune cost original 95
Can be summon: leonia capital, esgares capital
this class 2º monster can be summoned at lv 10 for 3300
he should have less str than hypogryff
At lv 20 a phoenix (95 rune) has around 106 str and 88 agi
he should have around 95 strengh in that lv
-Give the solid atack from roc as 2nd atk
*****************************************************************
centaur
rune cost original 35

high centaur -> alan mod High centaur has accuracy +5%..And its element change to 3 green (as well as its attack).
rune cost original 50
elemental changed to green, green, green
Can be summon: esgares, caerleon
this class 2º monster can be summoned at lv 10 for 2100


*****************************************************************

gryphon
rune cost original 55

holy gryphon
rune cost original 80
change elemental to white, white, white
Can be summon: Only leonia
this class 2º monster can be summoned at lv 10 for 3000
Reduce str and agi. He should have more str than phoenix and less agi than phoenix too.
At lv 20 a hypogriff (80 rune)  has around 115 str and  87 agi.
he  should had around 100 str and 75 agi in that level.

special atacks: remove the djinn atk from him(since we won't increase rune for monsters). he has already a good distance atk.
Coerl have the same rune cost (80) and great agi as principal status.
Hypogriff  have the same rune cost (80) and the distance atk.

So this way is balanced in my thoughts

****************************************************
unicorn
rune cost original 40

- add halo spell

************************************************
pegasus (alan mod-> Pegasus has higher INT and MP than nightmare)
rune cost original 55
elemental: change to white, white, white
Can be summon: norgard , leonia , new almekia , caerleon, iscalio,
this class 2º monster can be summoned at lv 10 for 2600
keep the halo spell from unicorn.
int, mp improve

nightmare (alan mod ->Nightmare has base STR and AGI higher than Pegasus)
rune cost original 55
elemental change to  black black  black
Can be summon: Esgares capital, norgard
this class 2º monster can be summoned at lv 10 for 2600
spell: Add venom and paralyze ( he lost the heal,cure and halo from unicorn)
str, agi,improves


*******************************************************
pixies
rune cost original 30
they cost 30 rune so only add halo(useful finaly)

fairy
rune cost original 45
elemental: change to green,green,green
Can be summon: new almekia,esgares,
this class 2º monster can be summoned at lv 10 for 2300
add spell halo and charm

*********************************************************
hell hound
rune cost original 35

Fenrir:
rune cost original 50
elemental: change to black black red
Can be summon: Esgares capital, iscalio
this class 2º monster can be summoned at lv 10 for 2500

***************************************
hydra
rune cost original 80
elemental: change to blue, blue, blank
don't change original built of hydra. He is a killer machine in water(also he's a dragon and phoenix killer). he Has a cool beam and high atck. He's should stay similar to 80 rune cost monsters, like hypogriff and couerl.
take out the roc cry special.
So keep the original build (Def, Str, Agi)

****************************************
tiamat->  Alan mod Tiamat DEF,STR,AGI, Tiamat element change to 3 blue orb (as well as its breath)
rune cost original 110
elemental change to blue,blue,blue (cool)
Can be summon: Iscalio capital, esgares
this class 2º monster can be summoned at lv 10 for 3600
he's a godzilla in water and since we don't have too many water spots in map. Could be good increase mov to +1 or another option is  give that spell agility.
Don't need improves def,str,agi in my opinion.

********************************************
giant  scorpion
rune cost original 25
original built

death needle
rune cost original 35
Can be summon: esgares,new almekia,
this class 2º monster can be summoned at lv 10 for 2100
only add fury spell and mana to cast only 1 time at lv 10
- Increase +100 hp at lv 10
- At lv 20 he have 499 hp and it's too easily destroyed by a hydra lv 1.

********************************************
mandrake
rune cost original 35
he's ok for his rune cost. Paralyze is cool.

man eater ->
rune cost original 45
Can be summon: esgares capital,  norgard
this class 2º monster can be summoned at lv 10 for 2300
he's almost ok for his rune cost. He should has a little more agi to hit monsters better.

elemental change to green green green

*****************************************************************
lizard men
rune cost original 30
spell cure add.

lizard guard
rune cost original 45
elemental: change to Blue, blue
Can be summon: , esgares, iscalio, caerleon
this class 2º monster can be summoned at lv 10 for 2300
he's good in water. but we don't have too much water spots.
He has high def, good atck, mid hp.
Man eater has the same rune cost and high hp, good def, mid atck, and a distance atk.
So would be better give a support spell. In others games Lizards are famous for have great resistance to bad statuses, like poison, disease,etc . So I guess would be cool give the spell cure to him (not the heal spell)


lizard king
rune cost original 45
keep the original built, he's awesome.
keep the cure spell only.
*****************************************************************
mermen 
rune cost original 25
he have almost the same rune cost of lizard men. But lizard men are a lot better. they miss too much, so increasing a little more agi would be cool.

triton 
rune cost original 40
elemental change to Blue blue
Can be summon: esgares capital, leonia
this class 2º monster can be summoned at lv 10 for 2200
he has less rune cost than lizard guard, so it's better remove the frost spell from him and increase agi. Instead frost spell, would be ok add a resist or fog spell .

poseidon
rune cost original 55
Agi need to be the same of lizard king. since there's no much water spots.
for his 3nd class it's cool add frost spell and keep the resist or fog spell.


***********************************************************
djinns:
rune cost original 30
mana growth fixed 5-6
lv 10 have fixed 200 mana.

** I noticed that in brigandine legend of forsena Dao was the black elemental djinn. In Grand edition Dao is the green elemental djinn. All the description is correct in monster view. shaitan is the black elemental djinn now.

Shaitan (black elemental djinn)
rune cost original 45
increase mana  and give venom spell
can be summon in: iscalio capital,
this class 2º monster can be summoned at lv 10 for 2300

djinni (white elemental djinn)
 rune cost original 45
increase mana and give heal
can be summon in: leonia capital
this class 2º monster can be summoned at lv 10 for 2300


dao (green elemental djinn)
rune cost original 45
increase mana and give Thunder
can be summon in: caerleon
this class 2º monster can be summoned at lv 10 for 2300
 
marid (water elemental djinn)
rune cost original 45
increase mana and give frost
can be summon in: norgard capital
this class 2º monster can be summoned at lv 10 for 2300

efreeti (fire elemental djinn)
rune cost original 45
increase mana and give flame
can be summon in: new alkemia capital
this class 2º monster can be summoned at lv 10 for 2300
***************************************************************
clay golem
rune cost original 45
keep the original built for him, just increase the hp growth( increasing hp after each level)

stone golem
rune cost original 55
keep the original built for him, just increase the hp growth( increasing hp after each level)
Can be summon: New almekia, Esgares
this class 2º monster can be summoned at lv 10 for 2600

bronze golem
rune cost original 70
keep the original built for him, just increase the hp growth( increasing hp after each level)

talos  (here's is the cool stuff)

increase agi and mov to +1
rune cost original  80
Can be summon: every capital of the map
summon cost: 9999 (it's a legendary level 30 monster)

***********************************************
wyvern -
rune cost original  60
they are cool for his 60 rune cost. Great agi

coaurl
rune cost original 80
They are ok  for his 80 rune cost.

Can be summon: caerleon, esgares
this class 2º monster can be summoned at lv 10 for 3000

bahamut ->
rune cost original 110
have HP,STR improve and rune decrease for 100 (in order to match with Fafnir and Salamander)

-change element to black black green(change this only if is possible change the description of bahamut that said he don't have any elemental weakness)
-Bahamut now has critical +10%, this should be removed.
-change back his rune cost to the original 110. don't increase hp and  str (keep his original built). He has greater agi than fafnir and salamander.
At lv 20 fafnir has around 67 agi, salamander have around 62 and bahamut has the incredible 99 agi!  This agi allow he hit almost 100% and make enemies miss often too. Only that worth the 110 rune cost.

********************************************
Dragon
rune cost original 75
keep original built

red dragon
rune cost original 95
he could have  +10% critical
Can be summon: new almekia capital
this class 2º monster can be summoned at lv 10 for 3300


salamander
rune cost original  115
keep the +10% critical from red dragon and it's ok.
If you increase fafnir str, to don't touch salamander built.


white dragon
rune cost original  100
elemental: change to white,white, white
Add 5% accuracy.
white dragon have 100 rune cost because he can fly. Red dragon have 95 because he can't.

Can be summon: norgard capital
this class 2º monster can be summoned at lv 10 for 3400

Fafnir -> alan mod fafnir's element change to 3 white
rune cost original 120
elemental: change to white,white,white
he's the strongest dragon in the game. to honour his 120 rune cost, he should have more str than all other dragons, even tiamat. also keep the 5% accuracy and it's fine.
-increase just a little the str

*************************************************
giants
rune cost original 60
give fury spell only
keep the original build.

titan
rune cost original  75
can be summon:  esgares capital, norgard
this class 2º monster can be summoned at lv 10 for 2900
keep the fury spell
keep the original build.
remove the thunder spell.

loki
rune cost original 75
keep the original built.
keep the fury spell

gigas
rune cost original  75
can be summon: caerleon capital, esgares
this class 2º monster can be summoned at lv 10 for 2900
keep the fury spell

thor
rune cost original 75
original built
keep the fury spell
**************************************************************

6 - Summon cities compilation (all class 2º monsters at leve 10):

Esgares capital
is located in item 8(Buff Esgares)

Iscalio capital
can summon -shaitan, tiamat, pegasus, lizard guard, vampire, fenrir

New almekia capital
can summon - efreeti, red dragon, pegasus, fairy, stone golem, death needle

Caerleon capital
can summon -dao, couerl, pegasus, gigas, high centaur, lizard guard

leonia capital
-can't summon demon in any initial cities.
can summon -arch angel, phoenix, holygriff, pegasus,triton, djinni(white) .
 
norgard capital
can summon  - marid, white dragon, pegasus, titan, man eater, nightmare


7- Some Other changes
we have two options:


increase rune cost and give 100 rune power to all knights

a) give 100 rune power to every knights(campaign and multiplayer), even that two knights with bulnoil(this way we can still improves the balance by increasing the rune cost for monsters and scales power/rune cost) and increasing 100 rune power is enough for the game don't crash when  mana monster > knight rune power)
also would be possible bring more monsters to battle  :cool:

or

b)If you choose don't increase rune cost, so to balance the rune cost/build we need to reach a balance by giving more power to monsters with more rune cost,etc
Some examples:

This is aprox the original build , without  patch:

At lv 20 a Fafnir(120 rune) has around 120 str and 60 agi.
At lv 20 a bahamut (110 rune) has around 110 str and 99 agi
At lv 20 a Salamander(115 rune) has around 120 str and 62 agi
At lv 20 a phoenix (95 rune) has around 106 str and 88 agi
At lv 20 a hypogriff (80 rune)  has around 115 str and  87 agi.

I guess we could balance this way
-fafnir increase just a little the str, he has more rune cost than salamander, tiamat, bahamut and should be the strongest dragon in the game.
-bahamut just change 3 empty element to 3 black element, also change the description of bahamut(there is said the bahamut don't have any elemental weakness)
- Salamander don't touch nothing, but he need have less str than fafnir.
- phoenix reduce str
- holygriff reduce str and agi(but he need more str than phoenix and less agi)


- scorpion, death needles,mandrake and man eater balance:
I know that everybody think that scorp was useless, but if we choose don't  increase rune cost.  it's better keep him with his original built. he has only 20 rune cost...almost same of a ghoul;

death needle(lv 2 class) has the same rune cost of a common mandrake (lv 1 class). Both have 35 rune cost.  it's better keep him weak as he's is. Just let death needle cast fury and it's ok( but he should have mana to cast fury only one time, even in lv 30, so mana growth after lv 10 should be 1.
he has poison and mandrakes has paralyze, they are cool already and worth the low rune cost.  Pixie has 30 rune cost, was useless(without new halo spell) and can die quick, scorpion has 20 rune cost and can die quick too. Mandrake has 35 rune cost, so he should survive a little more than pixie and scorpion.

8- Buff Esgares

below is a method to buff Esgares. But before buff the empire make a patch with all changes except the changes below. Because one day we can choose play using Esgares  and we don't want a game easy like that. So we need 2 patch: 1 patch before improve esgares and 1 patch post improve esgares.  :biggrin:

all below is to buff the empire:

Alan Mod
"- 3/ Adding some quest knight to countries:
_Belgar, Sheridan, Layoneil, Rain, Carmine and Rod join the Empire., Clarence join Leonia"

a)Because this option, we never go meet this rune knights in quest, so instead giving quest knights to esgares(I know  they have few good knights and was cool from you  to add them in the mod :D). But I guess is better remove them from esgares and buff the empire in other ways.

b) summoning monsters in Esgares Capital(Logres):
 
-Can't summon->  dao, djinni, shaitan, marid, efreeti
-Can't summon  holy monsters->  arch angel, pegasus, hypogriff, titan, white dragon
-Can summon all other class 2º monsters: vampire, high centaur,fairy, fenrir, tiamat, man eater,  stone golem, arch demon,phoenix, death needle,  lizard guard, triton, couarl,nightmare, gigas and red dragon. 
-Of all esgares cities, only Tora can summon unicorns and Esgares lose Tora to Caerleon or Iscalio early, So add Unicorns to all Esgares cities, because they need healers.

c) increase even more the mana earn from esgares initial cities(city 1500 each, capital 5000).

d) Increase 100 mana to Cador(he has only 284 mana) and add meteor doom to his spells(he has 78 Int, so it's ok).

e) Zemeckis mod from alan mod :  add geno flame, elemental changed to red red green,  artemis 1st atack added as his 3rd atack. Add critical +10% as his 2nd skill. Also his rune area was increased to 6 hex.
-----------------------------------*--------------------------------------*------------------------
9- Alan Mod  ideas (in red).

- All country leaders slightly improve stat (rune power,STR,INT,AGI)
- Lyoness: Add geno-flame, geno-frost  and changed her element into white red  blue.
- Lancer: Add frost spell (He already has the flame spell)
- Most of rune knights improve their stats so they can have more monsters, especially for Leonia.
- Cardinal now have geno-frost
- Saint now have geno-flame.
- Monk and Guardian now have brave knuckle (i don't remember exactly the name but it's grappler first attack) as their main attack,they still maintain drop kick and sonic wave as their 2nd and 3rd attack.
- Valkyrie now have frost spell.
- Avenger now have 2 black element
- Paladin now have  2 white element
- Scout,archer,artemis have accuracy +5%
- Change some knight's rune growth rate. Now kiloph,Rain and Rod have highest rune growth rate.


10- Balance of level and rune power to knights of all kingdoms:
The cpu never use that lv 1-5 rune knights(even in legend of forsena), so let's force they use now!


Caeleon: has only 8 knights!.
   
Cai (Ruler)
    Merriot - level 3, 221 rune - increase to lv 15
    Dinadan-  level 25, 307 rune-  don't touch.
    BeauArte- level 12 , 224 rune - increase to lv 15
    Janfadar- level 12, 198 rune-  increase level to 15
    Cierra- level 15, 180 rune - increase rune power from 180 to 220 at least.
    Shast-  level 11, 172 rune  increase rune power from 172 to 200 at least
    Bilcock level 5, 156 rune - increase to lv 9 ( this priest have the funniest name in brigandine LOL)


Iscalio: has 12 knights
   
 Dryst (Ruler)
    Iria-  level 20, 248 rune - don't touch
    Camden-  level 14, 235 rune - increase to lv 18
    Ulster- level 12, 228 rune- don't touch
    Bagdemagus- level 16, 215 rune - don't touch
    Gallo- level 9, 197 rune- don't touch
    Lucia- level 8, 165 rune- increase to lv 14
    Victoria- level 11, 144 rune - increase rune from 144 to 200
    Teath - level 2, 153 rune - increase to lv 9
    Miguel- level 10, 178 rune- increase rune from 178 to 200
    Daffy- level 12, 181 rune- increase rune from 181 to 200.
    Hula- level 1, 175 rune - increase level to 9.

Leonia: has 11 knights
 
  Lyonesse (Ruler)
    Kiloph- level 3, rune 203 - increase to lv 12
    Paternus- level 20, rune 273 - don't touch
    Asmit- level 13, rune 214- don't touch
    Filo- level 7, rune 193-  increase level to lv 9
    Sophia- level 7, rune 171 - increase rune from 171 to 190 and level to lv 9
    Isfas- level 16, rune 233
    Charlene- level 12, rune 226- Increase to lv 17
    Langueborg- level 10, rune 138 LOL! - increase rune from 138 to 200.
    Chantail- level 6, rune 168- increase level to 9
    Raizen- level 11, rune 160- increase rune from 160 to 200.

Norgard: has 13 knights

Vaynard(Ruler)
   Guinglain- level 17, rune 294  don't touch
    Brangien- level 10, rune 257 - don't touch
    Roadbull- level 14, rune 247- don't touch
    Palomides- level 13, rune 211- don't touch
    Yvain- level 13, rune 231 - don't touch
    Kirkmond- level 12, rune 191- don't touch
    Faticia- level 10, rune 164  - don't touch
    Dillard- level 10, rune 180 -don't touch
    Zerafin-level 7, rune 175 - increase level to lv 9
    Ector- level 5, rune 161- increase level to lv 9
    Noie- level 2, rune 201- increase level to lv 9
    Elaine- level 1, rune 151 - increase level to lv 9

new almekia: has 12 knights
 
Lance (Ruler)
    Gereint- level 19, rune 284 -don't touch
    Coel- level 16, rune 254-don't touch
    Meleagant- level 20, rune 209-don't touch
    Carlota- level 8, rune 170- increase rune from 170 to 185
    Adilicia- level 11, rune 230 -don't touch
    Batercus-level 13, rune 176- increase rune from 176 to 210
    Brusom- level 13, rune 158- increase rune from 158 to 220
    Loufal-level 6, rune 165- increase to lv 9
    Gilsus-level 11, rune 189 - increase rune from 189 to 205
    Aphelia-level 9, rune 183- increase rune from 183 to 200
    Liguel-level 2, rune 163- increase to lv 9

**Halley and alsace join later.
     Halley- level 21, rune 292 -  She's the strongest woman in the game and should start at lv 25 or 26 to scale dinadan and scalados level. Too bad she leaves later.
     Alsace- level 1, rune 155 - increase to level 9.

Esgares : has 18 knights

Zemeckis(Ruler)   
    Castor  he's lv8, rune 169 - increase rune from 169 to 190
    Eniede   she's lv 11, rune 192 - don't touch
    Esclados  he's lv 26, rune 218-  increase rune from 218 to 250
    Esmeree  she's lv 17, rune 304 - don't touch
    Fiel  he's lv 12, rune 166- increase rune from 166 to 210
    Gish he's lv 20, rune 232- increase rune from 232 to 260
    Irvin he's lv 3, rune 162- Increase to lv 9
    Ivan he's lv 10, rune 154 - Increase rune from 154 to 200
    MelTorefas he's lv 7, rune 152- Increase to lv 9
    Millet she's lv 10, rune 219 - don't touch
    Mira she's lv 10, rune 223-  don't touch
    Paradoll  he's lv 11, rune 182- Increase rune from 182 to 205
    Ranguinus  he's lv 16, rune 216- Increase rune from 216 to 240
    Roecod he's lv 11, rune 177- increase rune from 177 to 205
    Shiraha  hes lv 14, rune 173- Increase rune from 173 to 220
    Soleil  he's lv 11- rune 311- - don't touch


Thanks :biggrin:


------------------------------------------------------------------------------------------------------
Older ideas, just to archive(some changed others aren't possible because game crash)..

A- brigandine have 6 years right? so each year the exp rise a little to all
 1º year after each battle victory earn 400 exp
 2º year after each battle victory earn 600 exp
 3º year after each battle victory earn 800 exp
 4º year after each battle victory earn 1000 exp
 5º year after each battle victory earn 1200 exp
 6º year after each battle victory earn 1500 exp
So this way after some years you and all  enemys and monsters would have lv 25-30

B- Respaw of upgraded monsters specific to each kingdoms. Each year a kingdom respaw some this monsters at lv 1. Some kingdoms are famous for his creatures like esgares have evil creatures, leonia have holy creatures, new almekia have brutes creatures, iscalion aquatic creatures, caerleon magic creatures norgard mountain and forest creatures

Caerleon: 3x marid, 3x efreet, 3x djini, 3x dao, 4x fairys, 1x thor, 1x loki.

Iscalio: 1x tiamats, 1x bahamut, 2x lizards kings,3x lizard guard,  2x poseidons, 3x triton

Leonia: 3x hypogrifs, 3x arch angel, 2x seraph, 2x Couatl, 3x phoenixs, 3x pegasus

Norgard: 4x man-eaters, 1x fafnir, 3x white dragons, 4x hight centaurs, 4x titan

new almekia: 1x salamander, 1x red dragon, 1x talos, 2x death needles, 3x stone golem, 2x bronze golem

Esgares: 3x fenrir, 1x lucifers,1x liliths,1x nightmares, 1x vampires lord, 2x vampires

C- Balance of  rune knights:
CPu: Each level up win double of skill earned
Player: each level up keep the current skill earned
Cpu: each unit killed earn the double of exp.
Player: each unit killed earn the double of exp too.

D- Every month all kingdoms win more the mana. This way cpu and player always would have monsters.

E- Increase rune power to minimum of 250 to all initial rune knights below lv 20(So finaly you can have some use to that lv 4-5 ranger(ex:) that had useless 150 rune power before)

F- 3d Battle animation from brigandine forsena(lot's people love watching it)

G- Ranged atacks to mermaid/triton/poseidon

H- Add more waters tiles in the maps and moat-ring of water surround most castles

I- changes in death needles(scorpion upgrade class):
-more def, more atack, more runecost, increase the chance to poison status by 75%. The scorpion won't be changed.

« Last Edit: November 27, 2015, 04:21:40 am by duredure »

Offline HwitVlf

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Re: Vault of ideas(Mods/hacks for Brigandine)
« Reply #1 on: January 20, 2015, 03:35:20 pm »
Some good stuff in there. I hope someone pulls it off!

Offline Rovole

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Re: Vault of ideas(Mods/hacks for Brigandine)
« Reply #2 on: January 20, 2015, 09:12:09 pm »
Some good stuff in there. I hope someone pulls it off!

Subtle way of saying "Lol I won't be doing this." Thats totally fine, thing is, you're the only one who knows how. How'd you do it? If it isn't too much to ask, how does one perform miracles?

Offline duredure

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Re: Vault of ideas(Mods/hacks for Brigandine)
« Reply #3 on: January 21, 2015, 04:18:31 am »
the main objective here is getting ideas for our brigandine. HwitVlf alone did the hardcore grand patch and I'm pretty sure that he wanted put more stuff on the patch but can't do it because time or because don't know how to do. Would be nice know ur ideas bro HwitVlf  :biggrin:.

I have register in several forums about games/mod/hacking and found some old players from forsena too and said about this site to them. I'm waiting answer from some hackers that helped in others games.  Offcourse takes some time to discover new people willing to help.
There's even a dev guy here doing a new game called brigandine reborn. This ideas could be good to him too if he like.  Let's be positive :beerchug:
« Last Edit: January 21, 2015, 04:22:38 am by duredure »

Offline HwitVlf

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Re: Vault of ideas(Mods/hacks for Brigandine)
« Reply #4 on: January 21, 2015, 03:39:02 pm »
As far as how, the difficulty depends on what mod you are trying to do.  The basic tool you'll need is a debugger like the one in pSX.  To use a debugger, you need to learn the basic MIPS CPU codes and it would help to have a general idea of how games use those codes to accomplish data processing.

Attached is a beginners tutorial I made for someone here a while back. It takes you through a fair amount of the basics.

For duredure's A, you need to find the routine that gives EXP for winning a battle. Right before the EXP is granted, inject an 'intercept' that runs extra code. The extra code would check the year, and adjust the extra EXP accordingly before jumping back to the regular game. The code needed for this would be quite simple.

B would be a bit more complex because you would have to be sure you weren't overwriting an existing creature, but the process is the same as A. Find a process that is only run for enemies, inject an intercept that jumps to extra code. I think creature slots are at fixed locations in RAM for each country so the extra code would just scan for a free slot and add a creature to that slot.

C requires finding a way to differentiate between player and COM controlled units. This is especially difficult because the "AUTO ACT" feature essentially turns player units into COM units. But if you did find a way to differentiate between the two, you'd just add an intercept in the EXP+ routine that doubled EXP value for COM units.

D is easy too. The mana earned by each castle is probably hard coded into the game. Just search for those values and double them. Alternatively, you might be able to inject a single extra op into the Mana+ routine that doubled the value before it was awarded (ie SLL by 2). 

E should be easy also, the values are hard coded into the game and you could probably find them by just searching.

F is hard because you have to juggle textures in VRAM as well as run add routines for displaying the 3d models and the models themselves. It can be done, but probably never will be because the end benefit versus the time it takes to implement make it not worth it. If you were going to spend that much effort, you would be better off making a new Brigandine installment or continent map.

As far as mods I'd like to see in Brigandine, mostly I would enjoy a mod that reworked creatures, abilities and items to where everything was specialized and useful. I've dumped even high level mermen for a level 1 dragon. Mermen just aren't useful. But if they gained a ranged attack or a healing spell, maybe they would be?
« Last Edit: January 21, 2015, 05:05:57 pm by HwitVlf »

Offline duredure

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Re: Vault of ideas(Mods/hacks for Brigandine)
« Reply #5 on: January 22, 2015, 04:40:39 am »
I agree with u bro. Merman are weak and even poseidon could be killed quick. would be nice ranged atacks to merman. Maybe they could be stronger in water and have a boost in terrain bonus like 50/50 and heal 100 hp after each turn on water. Lizards and hydras don't need change in my opinion because they are cool. Another idea is add more water terrain in maps since brigandine has only few maps with water(maybe some water terrain  in half of the maps of brigandine).
I guess that every castle could be surrounded by 1 sqm of water.
What you guys think about this?

 I go add to first topic this idea of ranged atacck thanks bro XD


« Last Edit: January 22, 2015, 04:54:21 am by duredure »

Offline HwitVlf

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Re: Vault of ideas(Mods/hacks for Brigandine)
« Reply #6 on: January 22, 2015, 03:49:40 pm »
I love the idea of more water maps! Maybe even something like a moat-ring of water around many castles.  I think battle maps are assembled of separate tiles so editing them may be as easy as finding their "tile layout chart" and editing which tile is used where.

Is anyone here a programmer skilled enough to make a map editor GUI if it was that easy? 

Offline duredure

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Re: Vault of ideas(Mods/hacks for Brigandine)
« Reply #7 on: January 23, 2015, 06:00:07 am »
You said about merman and I guess we solve it problem adding range atacks.
the last monster to balance is the scorpion in my opinion.
-only 20 runecost
-low hp
-low atack
-mod def
-hard to upgrade to death needles
-death needles is not too good upgrade

My idea is:
- Scorpion is fine for only 20 manacost but death needles is the final upgrade of scorpion and should be better.
So  don't change the scorpion but change the death needles.
- Add more atack/def/agi and to balance increase the rune coast from 35 to 55.

Offline HwitVlf

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Re: Vault of ideas(Mods/hacks for Brigandine)
« Reply #8 on: January 24, 2015, 08:06:19 pm »
I think a much higher chance to inflict poison would be nice too, maybe as high as 75%.

Offline mubazirano

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Re: Vault of ideas(Mods/hacks for Brigandine)
« Reply #9 on: January 25, 2015, 06:53:36 am »
hello,

i just wanna share my ideas. if u want make it more diffucult, i think just improve the cpu AI when battle, to just prioritize atking player knight until die, or killing monster which barricade the player knight (clear path to atking player knigt). i know its verry difficult mod :sick[1]:

secondly it would be awesome if u can make multiplayer online(like age of empire 2 using hamachi)


Thankyou so much. And Sorry my bad english. :biggrin: