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Heroes Community > MapHaven Guild > Thread: Anyone willing to help?
Thread: Anyone willing to help? This thread is 2 pages long: 1 2 · NEXT»
Gidoza
Gidoza


Famous Hero
posted March 24, 2008 06:04 AM

Anyone willing to help?

I'm a Mac Heroes 3 player, so that of course means that I don't have a map editor with my game.  I was wondering if anyone would be willing to volunteer to do a few adjustments to a particular map - nothing too complicated/time straining (I won't put anyone through slave labor...).  The map I'm looking at is Back For Revenge (and the Allies version as well).  If anyone is interested, I'll send my little list.

At the very least, thanks for taking your time to read!

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted March 24, 2008 02:56 PM

If I would do the changes with my Complete version, would you be able to play it with a Mac?
If so, send it to me.
____________
Better judged by 12 than carried by 6.

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Gidoza
Gidoza


Famous Hero
posted March 28, 2008 06:46 AM

Sorry for taking so long to reply again...I distinctly told it to inform me via E-Mail when I got a reply to this thread and I received nothing so assumed nobody had posted...figured I should check anyways and...aha!  Someone has.

The only expansion Mac has is Complete, so yeah, it should work.



Allright I've made up this list.  Only 1.  and 2.  are of major importance, so if you want to stop after 2., I'd be perfectly happy with that.  3.  and on might take some time and so while I'll list them I won't ask that you must do them - the first 2 steps are simple and are all that are needed to make the maps play the way I want.


1.  The Necropolis - Remove *and disable* the Cover Of Darkness in the castle.  It confuses the computer players something horrible and just doesn't need to be there.

2.  Remove the following spells from appearing in all Mage Guilds, as well as any items that allow a person to cast them, plus any Heros that start with them, and of course any items that grant immunity to these spells (since they'll no longer exist for anyone to worry about being immune to...).

View Air
Visions
Hypnotize
Dimension Door
Fly
Magic Mirror
Blind
Berzerk
Slayer
Animate Dead
Ressurrection
Town Portal
Protection From Water

Notes regarding 2...

-Please make sure Water Walk *is* available for all castles with the appropriate-level mage guild.
-I hope my list of spells to remove explains itself, but I'll provide explanations if you require them...
-Also, remove Sir Mullich from the game and put Lord Haart back into it.



3.  Can whirlpools be changed so that troops aren't lost when entering them?  If not, it's not a big deal, however I would want some of the pool locations moved around.

-move the upper-left pool (nearest purple) into the position where the rocks currently are below the upper-left island's shrine (that is, directly left of the school of war, delete the rocks and put the pool there), place a sunken ship where the pool's former location was
-add a pool just above the buoy nearest the shipyard nearest red's main castle
-the pool between blue and brown can stay where it is
-move the pool in the upper-right (above green) to a position that is south-east of the coastal gremlin dwelling, in-line with the hill that is between green's ore mine and temple, and put a sunken ship in the pool's former location
-delete the rocks+volcano in the water west of orange's main castle and put a pool there
-the pool above the island-based Castle town can stay where it is
-go to pink's starting castle and follow the road until you hit the first magic shrine, directly south is a buoy, put a pool between this buoy and the rocks to the left of it
-last one, the Dark Blue keymaster's tent is at the very north-east of the central island, put a pool directly right of that in the middle of the water between this point and the serpent fly hives on the island to the right
-delete the pool to the west of the necropolis island
-finally, two more things regarding boating...
A.  on Blue's main castle's eastern shore, delete some of the rocks so the shore to access his castle looks kind of like the shore above his main expansion castle
B.  The portal of glory+teleporter:  This place should still not be accessible by walking from the main island, but should be accessible by landing from boat (just leave aside the fact that you're landing on clouds...), so you can land on either side of the island this way and access both portals of glory.

4.  Dwellings+Things

A.  West of the middle neutral Inferno castle there's a lighthouse and a fire elemental conflux.  Remove the fire elemental conflux and replace it with a Sulfurour Lair, set 2 Rust Dragons instead of fire elementals as guards with normal growth rate.
B.  Directly south of Teal's main expansion castle is a shipyard and an earth elemental conflux.  Remove the earth elemental conflux and replace with a Sulfurour Lair, set 2 Rust Dragons instead of earth elementals as guards with normal growth rate.
C.  One of the serpent fly hives on the Fortress island - change to a Wyvern Nest.
D.  North-East (somewhat) of the middle neutral Fortress castle is a Temple - change it into a Basilisk Pit.
E.  North of the middle neutral Fortress is a Rally Flag, change it into a Gorgon Lair.
F.  In the area between Orange and Purple beyond both's border gates (where there's a zillion stat-increasing places), change the Imp Crucible into a Demon Gate and the Temple into a Pit Fiend dwelling with whatever you deem appropriate guarding units for that area.
G.  Change the Hall Of Sins in Orange's area to a Fire Lake and increase the guard a bit.
H.  South and East of the Sulfurous Lair on the middle island is a refugee camp, change this into a Unicorn Glade.
I.  On the very eastern edge of this same island is another refugee camp, change that one into a Pegasus dwelling.
J.  Change the taverns in both pink's and teal's areas into Dendroid dwellings.
K.  On the island with a Magic Forest, delete some of the rocks to the right of the Medusa Stores and add another Magic Forest.
L.  On the Necropolis island, change one of the Skeleton dwellings into a Wight dwelling, and the other into a Zombie dwelling.

5.  More terrain stuff

Basically just one issue for number 5...

On the Orange/Purple island, you'll notice that it's all terribly lop-sided in favor of orange - he has the library, the special item, the shipyard, and all the mercury mines...

Basically, what I'm looking for is the following.

Where the mercury mines are, cut that area off from the rest of orange by throwing in some rocks just behind what will now be a Fire Lake, and open that area up from the middle area that is between the two border gates by removing some rocks from that direction.  Increase the guard in front of all the Mercury mines.  (yes, I know they're not *mines*...I just call them that)

Secondly, swap the Library Of Enlightenment with the School Of War nearest the keymaster's tent, and totally cut off the keymaster's tent/library area from ground access.  Instead, make it a part of the neutral inferno on the left (which can only be accessed by boat), and place the border guard on the left side instead by deleting some rocks (I think you understand what I'm talking about here).



Uh...yeah, that's all I'm going to bother listing for now.     I didn't quite think this post would be this huge, but as I said before, 1.  and 2.  are all the changes I'm really looking for, and I much appreciate you volunteering yourself to do that.  I hope my descriptions of where to find things have been sufficient (since I don't know if you're familiar with the map or not).  The only thing that needs reminding is to remember to do both the standard and Allies version.

Thank you!
-James

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Binabik
Binabik


Responsible
Legendary Hero
posted March 28, 2008 07:19 AM

I can do the first two items for you. I'll look at the rest when I'm not so tired.

I sent you an IM with an address to send the map to.

Quote:
Please make sure Water Walk *is* available for all castles with the appropriate-level mage guild.
Do you mean it MUST be in the guild, or that it can appear randomly?

Quote:
remove Sir Mullich from the game and put Lord Haart back into it.


This can be done, but I think he will be the new Haart and not the original one.

As far as elimiating spells and artifacts, there are several ways to get them randomly, including scholars, warrior's tombs, pandora boxes, derelect ships, etc. You would also have to disable any heroes who started with those spells.

Quote:
Can whirlpools be changed so that troops aren't lost when entering them?
No, but you can make sure they have an artifact that makes them immune to the whirlpools. Another way if you don't have all 7 slots filled with creatures is to put a single low level creature in slot one. (I think that's right) You can put an event or sign on the map to tell the player to do that in case they don't know.
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Gidoza
Gidoza


Famous Hero
posted March 28, 2008 04:17 PM
Edited by Gidoza at 16:39, 28 Mar 2008.

Quote:
I can do the first two items for you. I'll look at the rest when I'm not so tired.

I sent you an IM with an address to send the map to.


I don't know what my profile's E-Mail says, but the E-Mail I'll receive it at is Gidoza@shaw.ca



Quote:
Please make sure Water Walk *is* available for all castles with the appropriate-level mage guild.
Do you mean it MUST be in the guild, or that it can appear randomly?


Appear randomly.

Quote:
remove Sir Mullich from the game and put Lord Haart back into it.

This can be done, but I think he will be the new Haart and not the original one.


What's the new Haart and how's he different from the original?  If it's different enough to be overpowered, then just leave him out - but remove Mullich either way.

Quote:
As far as elimiating spells and artifacts, there are several ways to get them randomly, including scholars, warrior's tombs, pandora boxes, derelect ships, etc. You would also have to disable any heroes who started with those spells.


Yeah I suggested disabling Heros that started with the spells in my post, and I also had these other means in mind when I suggested removing the spells even though I didn't explicitly mention them (for example, some floating guy in the water gave me angel wings, once...).  My question is whether it's possible to prevent Scholars, and so on, from giving a person these spells?

Quote:
Can whirlpools be changed so that troops aren't lost when entering them?No, but you can make sure they have an artifact that makes them immune to the whirlpools. Another way if you don't have all 7 slots filled with creatures is to put a single low level creature in slot one. (I think that's right) You can put an event or sign on the map to tell the player to do that in case they don't know.


Yes, I'm aware of the putting a single unit in slot 1, that's in fact the motivation behind just eliminating deaths from whirlpools.  Computers aren't affected, and players can just abuse their way through them, resulting in something really silly.  Basically I just don't see the point of killing units in whirlpools.  Unless there's a way of placing water teleporters...I don't know.  The new locations of the pools would serve their purpose quite well, though, troop losses or not.

EDIT:  And I just now noticed that the two replies to my post aren't from the same person...I really need to pay more attention.  =/

EDIT2:  Aha, my profile did display the wrong E-Mail.  That's why I haven't been getting reports of posted messages...

EDIT3:  Forgot to mention one thing...Green's main castle, south and west a bit, there's one of the purple one-way teleporters, but you can only access it from the right (if you head west of the castle past the ore mine and down, you end up at a dead-end and it's really silly).  Basically just add a couple squares so that area is accessible going either direction from the castle.

EDIT4:  I won't add any more edits for map-related changes because the number would approach 50 before long since I know what I'm like when it comes to mapmaking...

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Binabik
Binabik


Responsible
Legendary Hero
posted March 29, 2008 08:40 PM

About Lord Haart. Unless the map is played as an ROE map, he will be a Death Knight starting with advanced necromancy. I can get rid of necromancy as a starting skill and give him leadership and estates like he originally had. But he will still be a death knight and have the primary and secondary skill tree of a death knight. His specialty will also be black/dread knights. Currently he is disabled.

Artifacts disabled:
Tome of air, earth, fire and water magic
Pendant of Dispassion*
Pendant of Second sight*
Pendant of Free Will*
Spellbinder's Hat
Angel Wings

*There are several other ways to get treasure artifacts, but I assume it's not a big deal.

Do you want Boots of Levitation enabled?



Heroes disabled:
Coronius (slayer)
Thant (Animate)
Alamar (Resurrection)
Jedite (Resurrection)
Astral (Hypnotize)

Did I miss any arts or heroes?


There are some Warrior's Tombs on the map. These can give relic artifacts (Tomes, Spellbinder's Hat, Angel Wings)

There are scholars on the map. You can't control which spells they might give.

There are shipwreck survivors on the map. These can give relics.

There are magic shrines on the map. I don't know if these can give disabled spells.



Quote:
-move the upper-left pool (nearest purple) into the position where the rocks currently are below the upper-left island's shrine (that is, directly left of the school of war, delete the rocks and put the pool there), place a sunken ship where the pool's former location wasdone, done

-add a pool just above the buoy nearest the shipyard nearest red's main castledone

-the pool between blue and brown can stay where it is

-move the pool in the upper-right (above green) to a position that is south-east of the coastal gremlin dwelling, in-line with the hill that is between green's ore mine and temple, and put a sunken ship in the pool's former locationdone, but not sure if I have the correct location

-delete the rocks+volcano in the water west of orange's main castle and put a pool thereDone, check passability

-the pool above the island-based Castle town can stay where it is

-go to pink's starting castle and follow the road until you hit the first magic shrine, directly south is a buoy, put a pool between this buoy and the rocks to the left of itDone

-last one, the Dark Blue keymaster's tent is at the very north-east of the central island, put a pool directly right of that in the middle of the water between this point and the serpent fly hives on the island to the rightDone

-delete the pool to the west of the necropolis islandDone

-finally, two more things regarding boating...
A.  on Blue's main castle's eastern shore, delete some of the rocks so the shore to access his castle looks kind of like the shore above his main expansion castle
I deleted some rocks, but was unsure just what you wanted. I added one small section of land. This needs to be checked if a boat can land there.

B.  The portal of glory+teleporter:  This place should still not be accessible by walking from the main island, but should be accessible by landing from boat (just leave aside the fact that you're landing on clouds...), so you can land on either side of the island this way and access both portals of glory.


4.  Dwellings+Things

A.  West of the middle neutral Inferno castle there's a lighthouse and a fire elemental conflux.  Remove the fire elemental conflux and replace it with a Sulfurour Lair, set 2 Rust Dragons instead of fire elementals as guards with normal growth rate.Done. Aggression Level??? (Since this is a guard, I set it to "Savage, never joins hero" and "Monster never flees") This also needs to be checked to be sure the guard in not misplaced.

B.  Directly south of Teal's main expansion castle is a shipyard and an earth elemental conflux.  Remove the earth elemental conflux and replace with a Sulfurour Lair, set 2 Rust Dragons instead of earth elementals as guards with normal growth rate.Done. Aggression same as above.


C.  One of the serpent fly hives on the Fortress island - change to a Wyvern Nest.Done

D.  North-East (somewhat) of the middle neutral Fortress castle is a Temple - change it into a Basilisk Pit.Done

E.  North of the middle neutral Fortress is a Rally Flag, change it into a Gorgon Lair.Done

F.  In the area between Orange and Purple beyond both's border gates (where there's a zillion stat-increasing places), change the Imp Crucible into a Demon Gate and the Temple into a Pit Fiend dwelling with whatever you deem appropriate guarding units for that area.The monsters in this area are level 1-3. I replaced the level 1 guard for the imp dwell with a level 2 guard for the demon dwell. I placed a level 3 guard by the hell hole. Note that this guard also blocks the road. The road was already blocked by 2 level 3s and a level 2.

G.  Change the Hall Of Sins in Orange's area to a Fire Lake and increase the guard a bit.Done

H.  South and East of the Sulfurous Lair on the middle island is a refugee camp, change this into a Unicorn Glade.Done. Note that a 2 square object was replaced by a 4 square object. I moved the random resource to make room. You can no longer land a boat here, but a boat can be landed just to the south. I left the guard at random level 4.

I.  On the very eastern edge of this same island is another refugee camp, change that one into a Pegasus dwelling.Done. Do you want the guard to remain random level 4?

J.  Change the taverns in both pink's and teal's areas into Dendroid dwellings.Done. Guard??? One tavern had a level 1 guard. I changed it to a level 3 and added the same guard by the other dwell. I had to slightly move the dwell nearest teal to allow access.

K.  On the island with a Magic Forest, delete some of the rocks to the right of the Medusa Stores and add another Magic Forest.Done. Check access to this

L.  On the Necropolis island, change one of the Skeleton dwellings into a Wight dwelling, and the other into a Zombie dwelling.Done



EDIT3:  ...there's one of the purple one-way teleporters.....add a couple squares so that area is accessible going either directionDone, but you might want to test this to make sure you can get through, and also that a boat can still get through. If not, I can delete a rock or two in the water.

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Gidoza
Gidoza


Famous Hero
posted March 30, 2008 12:39 AM

Quote:
About Lord Haart. Unless the map is played as an ROE map, he will be a Death Knight starting with advanced necromancy. I can get rid of necromancy as a starting skill and give him leadership and estates like he originally had. But he will still be a death knight and have the primary and secondary skill tree of a death knight. His specialty will also be black/dread knights. Currently he is disabled.


Ah, yes, now I recall him.  Yeah, just leave him disabled.

Quote:
Do you want Boots of Levitation enabled?


Yes, leave these enabled.  Right off the top of my head, I can't think of any items or Heros you missed.

Quote:
There are some Warrior's Tombs on the map. These can give relic artifacts (Tomes, Spellbinder's Hat, Angel Wings)

There are scholars on the map. You can't control which spells they might give.

There are shipwreck survivors on the map. These can give relics.

There are magic shrines on the map. I don't know if these can give disabled spells.


Well, the game's designed that way, I'll just have to live with it.  Fortunately, relics coming up for sailors, scholars, and warrior's tombs is sufficiently rare that it's not a terribly big deal.  As for shrines, that's not a big deal, either...I merely didn't want to waste space in people's mage guilds for absolutely useless spells (Remove Obstacle, while being highly useless, is not absolutely useless).



Quote:
A.  on Blue's main castle's eastern shore, delete some of the rocks so the shore to access his castle looks kind of like the shore above his main expansion castle
I deleted some rocks, but was unsure just what you wanted. I added one small section of land. This needs to be checked if a boat can land there.


I might try explaining this better...if you look above blue's expansion castle, you have a landing area next to the shipyard, and then a strip about one square long extending some ways down the shore...something like that for the main castle, too, my reasoning is that I'm concerned about hole-digging making the area unlandable, and also the possibility that too many boats will land and make the area inaccessible.  No other place on the map seems to have this problem.


Set the aggression level for any guards on the map similar to the aggression level of guards on the rest of the map...many creatures join heros without diplomacy on a whim, but this isn't a problem because most of these groups aren't huge, and diplomacy isn't a problem both because of the former and the fact that there's a very limited number of troops on the map to join heros.

Quote:
I.  On the very eastern edge of this same island is another refugee camp, change that one into a Pegasus dwelling.Done. Do you want the guard to remain random level 4?


Sure, leave it at 4.

Quote:
J.  Change the taverns in both pink's and teal's areas into Dendroid dwellings.Done. Guard??? One tavern had a level 1 guard. I changed it to a level 3 and added the same guard by the other dwell. I had to slightly move the dwell nearest teal to allow access.


3 or 4.  4's probably better.


As for all the passability issues, I was indeed thinking of such things when I wrote this all down...I'll test them all with the infinite movement cheat code or something and let you know.

Thanks for the help!  And my E-Mail is properly displayed in my profile now.

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Binabik
Binabik


Responsible
Legendary Hero
posted March 30, 2008 06:44 AM

OK, I did the latest changes and sent the map. Let me know if you find mistakes or want more changes. If it's worth doing, it's worth doing right.

____________

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Gidoza
Gidoza


Famous Hero
posted March 30, 2008 07:33 AM
Edited by Gidoza at 07:39, 30 Mar 2008.

Yes indeed, everything's worth doing right.  What's a shame is that many companies stop updating their map patches and bug fixes not long after the game's released (clearly, I'm not only talking about the map, now...).

Anyways, initial reaction:  I like it!  The way you change terrain makes it blend in really nice with the rest of the map, with one exception:  The dendroid dwellings look eerily out of place...but I don't think this is your fault, it's just the way the map is.

Anyways, regarding pathing, I checked it all out and these seem to be the only things to change...


1.  Upper-left pool near purple:  move right 2 squares.
2.  Upper pool above orange:  move the rocks left of it left one square, move the rocks right of it right one square (including the further-off rock, to keep the spacing and make the rocks stay looking pretty).
3.  At the purple teleporter near green where you added a few squares of land:  The pathing here is perfect, but we can add one more thing...just below the rally flag to the right of the teleporter is a lone tree that's blocking movement through there...death to the tree.
4.  At the Fairy Dragon area where I asked you to add a Magic Forest...I meant for that to be where the rocks were and not to remove the Medusa Stores.  However, it's location is quite fine nonetheless and it blends in nicely.  Really doesn't matter what you do here (still having the Medusa Stores would be nice, though).
5.  You probably did this unintentionally, and I actually have no complaint that you did it, but at the northern sulfurous lair, what was previously a blocked-off lighthouse and fire elemental conflux and accessible only by water is now accessible from the central part of that island.

(after toiling in my mind for about 5 minutes...) Keep the Sulfurous Lair as a part of the central island, but make the lighthouse alone boat-only accessible.

6.  And finally, I see you understood...kind of, what I said regarding blue's main castle's shoreline.  Apparently my explanation was somewhat lacking.

Regarding accessibility to the teleporter:  That point and below is perfect.  Above that portal of glory you left the one square landing space...it doesn't need to be there.  What I meant was to the right of the obelisk/guard/item there's a landing area about 3 squares big...delete some of the rocks to the right of that and add a few more landing squares so the landing area is larger.  (but that the portal of glory isn't connected to the main island)


Oh, yes, and of course...you need to send a duplicated allies version as well (red/blue, brown/green, purple/orange, teal/pink).  I can already tell this is going to be a zillion times more fun than before...thank you thank you thank you!  DD

EDIT:  Bah silly smilies...well you know what it's supposed to look like.

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Binabik
Binabik


Responsible
Legendary Hero
posted March 30, 2008 07:47 AM

I'll give it another shot tomorrow. I'm too tired tonight and I'll probably mess something up in my delirium.

____________

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Gidoza
Gidoza


Famous Hero
posted March 30, 2008 07:53 AM

Oh that's fine.    I'm going to sleep now anyways...I have patience, I may as well put it to use.  

'Tis a pity this game isn't Mac-PC compatible (or, rather, I'm pretty sure it's not...), I play with other people when I can, but, I just have to settle for idiot computers.


P.S.  Now that I think of it...increase the number of Ancient Behemoths in the to-kill group to 350.  It always seemed like they could use a bit more...

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted March 30, 2008 09:57 AM
Edited by angelito at 10:06, 30 Mar 2008.

You missed some artefacts Binabik...

Badge of Courage (blind)
Recanter's Cloak (berzerk)
Orb of Inhibition (all spells)



And btw....to prevent shipwreck survivors or warriors tombs from giving those relics (or other artefacts u do not want to), just make a small area in an unaccessable place, fill it with seer's huts and let them search for exactly those artefacts. Then place these artefacts right in front of them.
Now these artefacts will be unique ( Not in the manual ) This will prevent the game from creating those artefatcs again.
____________
Better judged by 12 than carried by 6.

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Binabik
Binabik


Responsible
Legendary Hero
posted March 30, 2008 09:39 PM

I didn't forget those arts. It's a matter of interpretation of what Gidoza wanted. It's the spells that were banned. I think the only purpose in disabling arts like Pendant of Second Sight is because they won't do anything if the spell is banned. The arts you listed have other puropses, so they still do something.

That's a good idea about the seer's huts.

Gidoza: If you don't understand what Angelito means, when a seer hut requests an artifact there can only be one of them on the map. So if you place the art in an inaccesable area, then it can't appear randomly in warrior's tombs, etc.

I already made a small underground area with the seer's hut and the arts. Since view air is banned, the player will never even see those arts. If you don't want this I can delete it and leave it the way it was.


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Gidoza
Gidoza


Famous Hero
posted March 30, 2008 10:18 PM
Edited by Gidoza at 22:27, 30 Mar 2008.

Quote:
I didn't forget those arts. It's a matter of interpretation of what Gidoza wanted. It's the spells that were banned. I think the only purpose in disabling arts like Pendant of Second Sight is because they won't do anything if the spell is banned. The arts you listed have other puropses, so they still do something.

That's a good idea about the seer's huts.

Gidoza: If you don't understand what Angelito means, when a seer hut requests an artifact there can only be one of them on the map. So if you place the art in an inaccesable area, then it can't appear randomly in warrior's tombs, etc.

I already made a small underground area with the seer's hut and the arts. Since view air is banned, the player will never even see those arts. If you don't want this I can delete it and leave it the way it was.





Yes Bib you got it right...I'm removing some artifacts because they'd be pointless due to the banned spells.  The 3 angelito listed go beyond those affects and don't need to be removed (On a separate note, what difference does it make if the Recanter's Cloak grants immunity to Berzerk?  Recanter's Cloak prevents level 3-5 spells from being cast, so Berzerk isn't even castable.  This hardly seems an issue worth raising.).



As for the seer's huts underground, I think that'd work fine.  It might be a bit peculiar to have an underground button that seems not to do anything, but I do really doubt this is a big deal...I like the idea, this makes sense (and I do understand what is meant here...hard not to notice that on random maps, artifacts demanded by seers are unique).

So yes, thank you angelito for that suggestion.  Also, I tested the magic shrines regarding whether they give banned spells...it may be that statistics are against me that I'm not seeing the banned spells, but that's my theoretical proof that it works here, too.  As such, the only thing that can be a threat is Scholars, and if they give a spell, they give a spell.  I won't quibble over it.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted March 30, 2008 10:26 PM
Edited by angelito at 22:27, 30 Mar 2008.

Quote:
Well, I don't quite even understand angelito's initial response for starters,
I was refering to this following part of your 2nd post in this thread:
Quote:
...and of course any items that grant immunity to these spells


Quote:
...because badge of courage increases morale and has nothing to do with blind,...
Maybe you didn't know until today, but Badge of Courage gives immunity to ALL mindspells, including blind
Quote:
...recanter's cloak prevents level 3+ spells from being cast and has nothing to do with berzerk,
As mentioned above, it grants immunity to berzerk...
Quote:
...and the orb of inhibition prevents spellcasting.
It grants immunity to the spells u listed...  
Quote:
Suffice it to say, the suggestion here makes no sense to me.
As Binabik already stated, it may be a missinterpretation of the above red colored part of your post.
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Gidoza
Gidoza


Famous Hero
posted March 30, 2008 10:30 PM
Edited by Gidoza at 22:34, 30 Mar 2008.

Ah, well that would explain why in some fights I have enemies that are immune to a number of spells that should not be possible (you'll notice that I deleted that whole paragraph...before you made this new post of yours I thought it through and realized that the badge of courage granting immunity to some spells would explain this odd phenomena...unfortunately you saw my post before I could take it all back).

Still, Orb Of Inhibition...it seems implied that all spells don't work, and Recanter's Cloak it seems implied that level 3+ spells don't work.  It's redundant to mention "immunity" to the spells in question when you can't even cast them.

But yeah, I do see how my sentence in red could have been misinterpreted, but Bibanik understood what I intended.  It all works out in the end, and I accidentally learned something new as well.

Thanks!

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Binabik
Binabik


Responsible
Legendary Hero
posted March 31, 2008 06:22 AM

I just sent a new version of the maps. I'm "somewhat" confident that I have the area near the blue castle correct this time.

The only difference between the normal and allied version is the map name, and the settings on the "Team" tab, correct?

Also, I noticed that in both versions teal and pink are always computer players. Is this what you wanted? This should be taken into account when setting guard levels like the dendroid dwelling guards. Even moderate level guards will really slow down the AI players.

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Gidoza
Gidoza


Famous Hero
posted March 31, 2008 06:33 AM
Edited by Gidoza at 06:52, 31 Mar 2008.

I'll be perfectly honest with you...I really have no idea why the game developers made pink and teal computer-only.  I've looked at the area, sized it up from every angle, and there seems no noticeable difference between this team and any of the others that would account for them not being player-usable.  The *only* theory I have is that they have a locational advantage, and secondly, having that many ramparts with treasuries supports an insane bonus (I've taken them using one of the other castles...with all 5 ramparts, after about 3 weeks if you don't spend much, you can afford anything...).


And yeah, as far as I know the only difference between the two versions is the name and the ally tab.

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Binabik
Binabik


Responsible
Legendary Hero
posted March 31, 2008 06:46 AM

I can always make it human or computer players. But how often are 8 humans players going to get together? Probably never.

I haven't looked at the map for balance issues. I just focused on the area I was working. I can disable the treasury in the rampart towns if balance is an issue.

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Gidoza
Gidoza


Famous Hero
posted March 31, 2008 06:57 AM
Edited by Gidoza at 07:04, 31 Mar 2008.

First, regarding balance - my ideas about balance are rather extensive and would go quite beyond what you've done here.  As much as I love balance (for those who know me as a mapmaker for other games, they will rightly classify me as meticulous and obsessive...), I won't enslave anyone for such a huge project.  Basically, what was mentioned earlier about reorganizing the orange mercury mines, library, and so on, is basically just the beginning of what I had in mind - moving the whirlpools was another, but when it comes down to fine details I'm not going to worry about it so much here - it's not like it's a tournament.

And indeed you're right, it's not like you get 8 players together often (furthermore...ever since GameRanger switched to OSX and discontinued its OS9 games, it has become all but impossible to find other Mac players at all, nevermind several)...but once again I won't worry about it (it's possible that the makers had another thing in mind...the players can choose one of 3 castle sets, one with a 3rd-level mage guild, one with a 4th, and one with a 5th, having rampart as a selection would break this...).  I think it's possible that the central players are there to just slow everyone else down, and not necessarily play to win themselves, though I'm not sure why this couldn't be the case.  Meh.




Okay, I've looked it over, looks wonderful.  I'll throw in here what will probably be the (last) things ever to do, but don't rush it...in fact take 3 months if you want, you've been good to me and I am truly thankful to you.

1.  You missed a mercury mine at orange.
2.  Could add a couple more gold pieces underneath the orange library to make it look the same as the rest of that field (may as well, right?)
3.  You got the blue castle area right on this time, but 1 or 2 more landing squares would still be nice.

Just a question regarding the seer's huts (and I'll put in an aside here...I was looking at the map and remembered the seer's hut thing, so I went downstairs to look and was surprised to see the items and seer's huts, and I was about to note that you shouldn't have uncovered the basement...at which point I realized I had used the reveal map cheat code to unveil the overworld to look at the terran and for some mysterious reason when I hit the downstairs button I expected not to see anything...), is it that each of the seer's huts is asking for a combination of all the items underneath it?  This isn't an issue at all, I'm just curious about the function.


Another thing...what do you mean by slowing the computers down?  We just added dwellings for them, did we not?  


Once again, thank you greatly for your help!  I look forward to a difficult and arduous game (or, rather, as difficult and arduous a game can get when playing against computers...).


I'll keep in touch and let you know how different the gameplay is.  

I am playing my first game as Green.

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