Trainer Search

DarkRuler2500

New Member
Joined
Jun 3, 2014
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I'd really appreciate it if you could update it to version 1.36
And perhaps adding Infinite Attribute or Set Attributes to X would be most welcome!
The old trainer from Fling had it but sadly he does not update anymore. :(
 

Gothikus

Well-Known Member
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Jun 3, 2014
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Go to the trainer request section and bump the request I made there and maybe it might get done as I don't think he looks here to often.

I do not think that to be the correct way as the trainer already is existing. Though it may mean more people could be letting their voice heard.
 

Legend Gunner

Active Member
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May 1, 2014
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To have more than enough ability points for all skills , replace the content of gameplay,exe in (SpellForce 3\bin_win32\configs) with this , which will give u 50 ability points upon leveling.


//---------------------------------------------------------------------------
// Gameplay configuration settings
//---------------------------------------------------------------------------

// common settings for the real time strategy part of the game
RTS
{
// resources each player receives in their first outpost on the map
StartingResource Planks 25
StartingResource Food 12

// Determines the order in which resource deliveries are processed to workers
// <Order> are:
// ByRequest:
// Requests will be processed in the order the have been placed (this was the original setting)
// ByLastTargetDelivery:
// Requests will be processed based on the last time a worker fulfilled any delivery for
// the target building and resource store (on a per-building basis, the orders will still be
// prioritized by the order in which they have been made)
// ByLastDelivery:
// Requests will be processed based on the last time a worker fulfilled a delivery for each request.
// (this is probably a very stupid idea, but hey, try it if you don't believe me)
// ByLastDeliveryKeepRelativeOrder:
// Requests are processed based on the last time a worker fulfilled a delivery for each request,
// but the relative order of requests is kept (i.e. the first request placed by each building
// will always be processed before the second request of any other building)
ResourceDeliveryOrder ByLastTargetDelivery
// If true, high priority requests will always be processed in fixed order, even if other requests are handled simultaneously
UseHighPriorityDeliveryQueue true
// If true, higher priority deliveries will always be fulfilled before lower priority ones.
// Otherwise, delivery priority will only affect the order of requests within a building
UseGlobalDeliveryPriority false

// Whether to garrison free workers in the sector center when they are idle
GarrisonFreeWorkers true

// Determines how full a building's output store can get before workers will start prioritising
// pickup of the output resources over the fulfillment of resource deliveries.
// <Value> is a value in the range [0, 1]
ResourcePickupThreshold 0.7

// Time in seconds a hero needs in order to pick up a dropped resource cache somewhere
HeroResourcePickupTime 1.5
// when a resource of the first given type is picked up by a hero, it will automatically be converted to the second resource type
HeroResourcePickupConversion Wood Planks
HeroResourcePickupConversion Stone Brick
HeroResourcePickupConversion IronOre Iron
HeroResourcePickupConversion BlackAsh BlackAshPackage
HeroResourcePickupConversion Fish Food
HeroResourcePickupConversion Meat Food
HeroResourcePickupConversion Lenya LenyaPackage
HeroResourcePickupConversion RawSouls Souls
HeroResourcePickupConversion Aria AriaCask

BaseResource Planks Wood
BaseResource Charcoal Wood
BaseResource Brick Stone
BaseResource Iron IronOre
BaseResource IronBar IronOre
BaseResource BlackAshPackage BlackAsh
BaseResource BlackAshPotion BlackAsh
BaseResource Food Meat
BaseResource LenyaPackage Lenya
BaseResource LenyaEssence Lenya
BaseResource Souls RawSouls
BaseResource AriaCask Aria
BaseResource DistilledAria Aria
BaseResource Moonsilver MoonsilverOre
BaseResource MoonsilverBar MoonsilverOre

// factor for refunded resources when deconstructing a building
BuildingDeconstructRefund 0.5
// factor for refunded resources when destroying a building
BuildingDestroyRefund 0.25
// How much longer/shorter does it take to repair a building than to construct it
BuildingRepairTimeMultiplier 6.0

// how many workers are automatically assigned to a building (possible values: None, One, Full)
AutoAssignWorkersToBuilding Full

// at which distance to a controlled charater creatures in the selection should try to stay (min, max)
DirectControlFollowDistance 20 50
// acceleration multiplier to apply to creatures while they are under direct control
DirectControlAccelMult 4.0
}

Domination
{
// default duration of a domination match in seconds
DefaultMatchDuration 1500

// stages of the match.
// Format: Stage <Start> <Points>
// Start: Percentage of total match duration at which this stage starts (0-100)
// Points: Number of points awarded per second per sector held by a player during this stage of the match
Stage 0 1
Stage 25 2
Stage 50 5
Stage 75 10

// is the mode available in the multiplayer menu?
Available true
}

// common settings for the rpg part (campaign) of the game
RPGCampaign
{
// component used in experience formula
ExperienceCalculationComponentBase 2500
// component used in experience formula
//Old 2.0
ExperienceCalculationComponentExponent 2.2
// component used in experience formula
ExperienceCalculationComponentMultiplier 150
// maximum level
MaxLevel 50
// initial attribute points
InitialAttributePoints 0
// attribute points per cycle
AttributePointsPerCycle 1
// attribute point cycle start
AttributePointCycleStart 2
// attribute point cycle duration
AttributePointCycleDuration 2
// initial ability points
InitialAbilityPoints 2
// ability points per cycle
AbilityPointsPerCycle 50
// ability point cycle start
AbilityPointCycleStart 1
// ability point cycle duration
AbilityPointCycleDuration 1
// require all prerequisite abilities for unlock
RequireAllPrerequisiteAbilities false
// component used in revival charge formula
RevivalChargeCalculationComponentBase 7200
// component used in revival charge formula
RevivalChargeCalculationComponentExponent 0
// component used in revival charge formula
RevivalChargeCalculationComponentMultiplier 0
// maximum revival charges
MaxRevivalCharges 9
// maximum number of heroes allowed per tech level
MaxHeroesAllowed 2 3 4
2 3 4
2 3 4
2 3 4

// multiplier applied to experience earned from killing a creep depending on the current
// stage of its glossary entry (locked/basic entry unlocked - first additional paragraph unlocked - second...)
GlossaryStageExperienceMultiplier 1.0 0.75 0.5 0.05

// the maximum distance a hero may be from a killed enemy and still receive XP for the kill
ExperienceRange 200

// how close the player needs to get to auto lootable items to collect them
AutoLootRange 30

// whether to refresh hero resources on level up
RefreshHeroResourcesOnLevelUp true

HealthPotionId 570
FocusPotionId 571
}

// common settings for the rpg part (skirmish) of the game
RPGSkirmish
{
// component used in experience formula
ExperienceCalculationComponentBase -5
// component used in experience formula
ExperienceCalculationComponentExponent 1.2
// component used in experience formula
ExperienceCalculationComponentMultiplier 35
// maximum level
MaxLevel 15
// initial attribute points
InitialAttributePoints 0
// attribute points per cycle
AttributePointsPerCycle 1
// attribute point cycle start
AttributePointCycleStart 2
// attribute point cycle duration
AttributePointCycleDuration 2
// initial ability points
InitialAbilityPoints 2
// ability points per cycle
AbilityPointsPerCycle 1
// ability point cycle start
AbilityPointCycleStart 1
// ability point cycle duration
AbilityPointCycleDuration 2
// require all prerequisite abilities for unlock
RequireAllPrerequisiteAbilities false
// component used in revival charge formula
RevivalChargeCalculationComponentBase 7200
// component used in revival charge formula
RevivalChargeCalculationComponentExponent 0
// component used in revival charge formula
RevivalChargeCalculationComponentMultiplier 0
// maximum revival charges
MaxRevivalCharges 0
// maximum number of heroes allowed per tech level
MaxHeroesAllowed 1 1 1
1 2 2
1 2 3
2 3 4

// the maximum distance a hero may be from a killed enemy and still receive XP for the kill
ExperienceRange 200

// how close the player needs to get to auto lootable items to collect them
AutoLootRange 60

// whether to refresh hero resources on level up
RefreshHeroResourcesOnLevelUp false

HealthPotionId 2018
FocusPotionId 2019
}

// configures the options available for avatar creation
Avatar
{
BaseDescription 408

Template Male 1763 //694
Template Female 1762 //695

// maximum hair color index which NPCs using random hair colors may use
MaxNPCHairColorIndex 6
// maximum skin color index which NPCs using random skin colors may use
MaxNPCSkinColorIndex 6
}

// dialogue settings
Dialogue
{
// distance to which characters will initially approach a target for talking
DialogueApproachRange 20
// maximum distance a character may be from the avatar in order for them to be allowed to participate in a dialogue
DialogueMaxRange 200
}

// fog of war settings
Exploration
{
// visibility factor for completely unexplored areas of the map (0 is completely black, 255 is completely visible)
VisibilityUnexplored 0
// visibility factor for previously explored areas of the map which are not currently visible to any unit (0 is completely black, 255 is completely visible)
VisibilityExplored 40
// value to add to exploration field visibility each logic tick while in view of a unit (0-255)
RevealDelta 30
// value to subtract from exploration field visibility each logic tick while it is not in view of any unit (0-255)
CoverDelta 30
// radius in which quest markers should reveal fog of war
QuestRevealRadius 5
}

// settings affecting the player's gameplay experience (which don't affect the gameplay itself)
UserExperience
{
// time in seconds over which the global "combat" state (for music, etc.) is interpolated
CombatInterp 5.0
// time in seconds until the aggressive state of a creature can be reset
CreatureAggroCooldown 10.5
// armor factor
ArmorFactor 3.8
// magic resist factor
MagicResistFactor 3.8
// first campaign level (0 is debug - i.e. show all levels)
FirstCampaignLevel 0
// first campaign setting
FirstCampaignSetting 0
}

// lists connections between maps
MapConnections
{
// Iskander Wilds -> Fortress Vastel: Burial Caverns
Connection 001 052

// Greykeep -> Greykeep: Prison
Connection 002 038
// Greykeep -> Greykeep: Grey Tower
Connection 002 046
// Greykeep -> Greykeep: Hall of Justice
Connection 002 047
// Greykeep -> Greykeep: Barracks
Connection 002 048
// Greykeep -> Greykeep: Queen's Chamber
Connection 002 051
// Greykeep: Undercroft -> Greykeep: Grey Tower
Connection 039 046
// Greykeep: Grey Tower -> Greykeep: Hall of War
Connection 046 050

// Farlorn’s Hope -> Path to Mulandir
//Connection 005 006
// Farlorn’s Hope -> Farlorn’s Hope: Amethyst Cave
Connection 005 058

// Path to Mulandir -> Mulandir
Connection 006 009

// Mulandir: Nexus Core -> Mulandir, Nexus
Connection 008 057
// Mulandir -> Mulandir, Nexus
Connection 009 057

// Foot of Barga Gor -> Foot of Barga Gor: Caverns
Connection 011 040

// Old-Haalâyash -> The Old Monastery
Connection 020 031

// The Eye -> The Eye: Isamo’s Laboratory
Connection 021 035

// Everlight -> Everlight: The Slaughterhouse
Connection 030 037
// Everlight -> Everlight: Hideout
Connection 030 041
// Everlight -> Everlight: Sewers
Connection 030 042
// Everlight -> Everlight: Glittering Mine
Connection 030 043
// Everlight -> Everlight: Creators’ Guild
Connection 030 044
// Everlight -> Everlight: Town Hall
Connection 030 045

// Unknown Island -> Everlight
Connection 015 030
// Unknown Island -> Unknown Island: Hybernian Temple
Connection 015 053
}
 

Ronhis

Catman
Donor
Joined
May 5, 2014
Messages
314
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101
I do not think that to be the correct way as the trainer already is existing. Though it may mean more people could be letting their voice heard.
Yes I meant to say in the trainer updating request section. Sorry if I confused you.
 
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