Post your MODS here
#1
Attack sound file for the Empire Elementalist - when he attacks with his area attack.

I replaced it with the sound of the Elven Rod Planter from D2.

It is timed for his staff-slam to be on normal speed, so if you're playing with fast combat animations it might not synch right.

Extract it to:
Disciples 3\Resources\Languages\English\Sounds\voices\empire\elementalist

Be sure to backup your original.

EDIT: updated the sound to include some wind fx on buildup, and a magical blast effect on final contact.

http://rapidshare.com/files/411808674/el...attack.wav
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#2
New attack sound for Empire Angel. Much more fitting imo.

Same instructions as above, but copy it into the Angel folder.

http://rapidshare.com/files/411809088/angel_attack.wav
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#3
See signature below.
"I have chosen the element of wind" - Elementalist
Attack Source: Water

Read First: FAQ

[Image: http://i7.aijaa.com/b/00288/10255846.jpg]
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#4
Great stuff Clayman. I was just checking it out. I used your music mods.
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#5
(09-08-2010, 05:47 PM)wabbit Wrote: Great stuff Clayman. I was just checking it out. I used your music mods.
Didn't you make some 5min track of them? It's a shame there is no in built randomization.
"I have chosen the element of wind" - Elementalist
Attack Source: Water

Read First: FAQ

[Image: http://i7.aijaa.com/b/00288/10255846.jpg]
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#6
I did make 5 min tracks. But clips from your music score is in them Smile

Agreed on the randomizer. I've always felt a turn based strat game should come with a built in media player - where you can load up the playlist, and decide/randomize which tracks play on combat and which ones play on adventure map mode. Maybe I'm too much of a music buff for the regular guy to care about that, but it'd be sweet.
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#7
"Spire a.k.a. Giant Carrot" haha! Tongue

Yeah I'll see what I can do for you.

[EDIT] Hmmm. Nvidia have not released a 64bit version of the DDS plugin for Adope CS5 64bit - which is what I have installed and it does not work with the 32bit DDS plugin. Let me see if I can find an older version somewhere.
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#8
@Clayman: I just tried your mods and other extras - thank you! very awesome! Loving the music and voices!

The spire skill (tier 2) is bugged though - the floating text is missing the damage value and i can't target an enemy with it. It just does nothing. Spire tier 1 works fine though (no damage indicator when cast but hey, not needed anyways)

Hope you don't mind me pointing it out - just pretty sure that others will enjoy the mod/extras as well and download it.
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#9
It's good you pointed it out, I'll look it up. I think the .effect file might have a typo or something.
Stupid Google Editor isn't loading, so I'll post a link to a fixed mod here: http://www.2shared.com/file/iSSpYaLm/balance_mod.html
"I have chosen the element of wind" - Elementalist
Attack Source: Water

Read First: FAQ

[Image: http://i7.aijaa.com/b/00288/10255846.jpg]
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#10
"Clayman", very good music for games such as this. My type of music as well, so that is a great plus. Anyway exellent taste in music ;D
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#11
(16-08-2010, 07:55 PM)War-Neck Wrote: "Clayman", very good music for games such as this. My type of music as well, so that is a great plus. Anyway exellent taste in music ;D
Nice that you like them. I even have music picked for Undead. Look up "Vampyren" (not a typo) and "The Illusionist" from Audiomachine, if you're interested.
"I have chosen the element of wind" - Elementalist
Attack Source: Water

Read First: FAQ

[Image: http://i7.aijaa.com/b/00288/10255846.jpg]
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#12
How about this for an undead song:
http://www.youtube.com/watch?v=LXGBh_3J25g
Still get the chills after all these year when I hear this. Ah, good old days...
[Image: http://img51.imageshack.us/img51/972/fox...ons1gk.png]
Translation for Disciples 3 series (Renaissance, Resurrection and Reincarnation):
Click Here
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#13
I don't think the Necropolis theme fits as battle music, I want something more intense.
"I have chosen the element of wind" - Elementalist
Attack Source: Water

Read First: FAQ

[Image: http://i7.aijaa.com/b/00288/10255846.jpg]
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#14
Yeah, it's clearly not meant for battle, though I think it's perfectly suited for background music while you explore the map.
[Image: http://img51.imageshack.us/img51/972/fox...ons1gk.png]
Translation for Disciples 3 series (Renaissance, Resurrection and Reincarnation):
Click Here
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#15
[font=Trebuchet MS]
By default, the game only has:-
  • 4 songs for ambient sound for each faction
  • 2 songs for battle sound for each faction
  • 1 song for victory
  • 1 song for defeat

You'll find the songs very repetitively after 30 minutes game-play session. You can add more songs to the game by adding the files to Disciples III\Resources\Music folder.
The music needs to be in .ogg format. You can find a lot of free converter online.

To make it so the game recognizes the music added, you'll need to edit the DCSArenaEx.ini file in Disciples III\System.

In the DCSArenaEx.ini file you'll see:-
Code:
dcsmusic { file "resources\\music\\humans_battle1.ogg"; attr "arena"; attr "Empire";}
  dcsmusic { file "resources\\music\\humans_battle2.ogg"; attr "arena"; attr "Empire";}

Just add new entries for new music so it'll become as such:-
Quote: dcsmusic { file "resources\\music\\humans_battle1.ogg"; attr "arena"; attr "Empire";}
dcsmusic { file "resources\\music\\humans_battle2.ogg"; attr "arena"; attr "Empire";}

// New Entries - This is a comment line
dcsmusic { file "resources\\music\\<new music name>.ogg"; attr "arena"; attr "Empire";}

The attr is the event where the song will be played:-
  • "worldmap" for ambient world map music
  • "arena" for battle theme
  • "win" for victory music
  • "lose" for defeat music

Hopes this help![/font]
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#16
That's very good info! Shame the game will still loop the same track for each battle.

Now I have to start looking for new music again. Sigh... Smile
"I have chosen the element of wind" - Elementalist
Attack Source: Water

Read First: FAQ

[Image: http://i7.aijaa.com/b/00288/10255846.jpg]
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#17
[font=Trebuchet MS]Does anyone knows how to create a skill that reduce target's damage or stats by %?[/font]
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#18
(25-08-2010, 07:42 AM)pensuke89 Wrote: [font=Trebuchet MS]Does anyone knows how to create a skill that reduce target's damage or stats by %?[/font]

supposedly, the revive skill brings targets back with 20% of their full health.

if that's the case, I'd start there.
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#19
[font=Trebuchet MS]
The revive skill uses a single command "resurrect 20;". Not a viable solution I would say.

Also, if you guys had noticed, there's a lot of spell FX similar to Disciples 2 in this game, with the name same as the spells name as in Disciples 2.
[/font]
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#20
I don't think there are that much percentage based abilities or spells, most seem just to have fixed values. I think the only scaling things are Attack Power modifiers (Death Blow is 200%, Devouring 25%) and resurrection spells.
"I have chosen the element of wind" - Elementalist
Attack Source: Water

Read First: FAQ

[Image: http://i7.aijaa.com/b/00288/10255846.jpg]
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#21
Yeah, they all seem to have fixed values. I wonder, though, what would happen if you just added a % after the fixed value of 10? Would the coding acknowledge the command..?
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#22
(26-08-2010, 12:20 AM)wabbit Wrote: Yeah, they all seem to have fixed values. I wonder, though, what would happen if you just added a % after the fixed value of 10? Would the coding acknowledge the command..?

[font=Trebuchet MS]It won't recognize it. It will still be a fixed value. Tested and true.[/font]
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#23
(25-08-2010, 10:08 AM)pensuke89 Wrote: [font=Trebuchet MS]
The revive skill uses a single command "resurrect 20;". Not a viable solution I would say.

Also, if you guys had noticed, there's a lot of spell FX similar to Disciples 2 in this game, with the name same as the spells name as in Disciples 2.
[/font]

ah, I was going by the list of combat abilities. You might want to make a note of that there.
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#24
Thanks Guys! I just wanna say I really appreciate what you guys do. I want this game to be such a great experience just like Disciples 2 for all fans. I'm hoping that the game developers deliver what the fans expect from this great title with the future patches or even the next expansion. In the meantime your mods and bug tracking are saving the day!
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#25
hi Clayman ,..
really nice stuff in your signature thanks for sharing this,..very interesting one to seen,..
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#26
(03-09-2010, 07:11 AM)allon Wrote: hi Clayman ,..
really nice stuff in your signature thanks for sharing this,..very interesting one to seen,..
Nice that you like it. Smile
"I have chosen the element of wind" - Elementalist
Attack Source: Water

Read First: FAQ

[Image: http://i7.aijaa.com/b/00288/10255846.jpg]
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#27
I have a complete rework of the entire legions faction that I've playtested on every map and for the whole campaign, and I'm rather pleased with the better balance (includes clayman's tiered devour ability).

should I post that here?
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#28
[font=trebuchet ms]Well, it would be good if you want to share it.[/font]
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#29
i'll pack it up in a zip file tomorrow and post the link.

I'll add a text with instructions and a description.
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#30
I decided to do another test run, just to make sure; want to check how the spells interact better.

itmt, in case anyone else found it to be more annoying than "balancing", here is a modded extra attack effect that will no longer displace any other attack effects (like stat buffs) you have on you when you use it.

just unzip it into your resources/profiles/effects directory (I recommend making a backup of your entire profile directory first, but just making copies of the two relevant files will do of course). There is an info file in the zip that repeats what the files do and where to put them.

enjoy!

http://uploading.com/files/6e7ed2e4/Clas...ttack.zip/
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