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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II Mods/Maps
Thread: Era II Mods/Maps This thread is 38 pages long: 1 ... 10 11 12 13 14 ... 20 30 38 · «PREV / NEXT»
artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 26, 2012 05:16 PM
Edited by artu at 17:17, 26 Sep 2012.

Well, none of them were scripts i regularly used, most of them i never used at all. Except maybe disable autosave, you see when you play random maps, you usually (try to)play like this: if you die that's it, open a new random map. So you dont set the difficulty level to impossible, you start with Gelu etc etc... And you keep score against the AI. Sometimes you can't keep yourself from cheating and use the autosave though, especially if you just completed a set artifact or something. The disable autosave option was kind of like diablo's hardcore mode in such situations. It made the game much more tense. Now i'll have to choose between these new features and disable autosave, can't you make an exception just for that one script. it's not buggy or anything.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 05:19 PM
Edited by Salamandre at 17:21, 26 Sep 2012.

Actually disabling autosave in wog is pure suicide, because the game is unstable. I understand the hardcore wish, but with all the possible crashes, you will not make it without autosaves. Unless you have the habit to save before every action, which finally is same, no?

As you said, is a behavior issues. What prohibits you to ignore autosave if you really want hardcore?
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Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 26, 2012 05:31 PM

Quote:
What prohibits you to ignore autosave if you really want hardcore?


human nature

also just thought of one more thing. i havent tested this yet but the new artificier may be overpowered. i enable mithril only in windmills and mystical gardens because too much mithril makes the game too easy espceially if you have the artificier. now' we'll be able give crap artifacts to artificier, make mithril very quickly and then upgrade every artifact set to relic ones like angelic alliance and stuff, any tome of magic will be easily transferred into earth or air (normally this costs 10 or 15 mithril and that's hard to get.) hence giving you town portal, resurrection, dimension door in very early stages of the game. i want to keep using the articifier, yet i dont want to have so much mithril so easily.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 05:40 PM

I think it is a matter of options balance, if you disable "pick artefact twice", "get artefact with each level", "monsters drop artefacts", then you won't have artefacts so easy on random maps. When I tested with all wog options, I had about 20 of them on second week, but normally you should have very few by that time.

With all options enabled, wog is overpowered, that's it. If you want old artificer, replace the same script in mod with old one from WoG/data/s. Be sure to download the updated mod, as I did a mistake when renaming scripts: they must have same name.

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Era II mods and utilities

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 26, 2012 05:46 PM

What is the problem?

You have either too many or too few artifacts for your stacks.

What is the solution?

Create more stack artifacts so you can equip them as game progresses, just like regular hero artifacts
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 26, 2012 06:23 PM

Quote:
I think it is a matter of options balance, if you disable "pick artefact twice", "get artefact with each level", "monsters drop artefacts", then you won't have artefacts so easy on random maps. When I tested with all wog options, I had about 20 of them on second week, but normally you should have very few by that time.



i always play random map, never turn any of the settings above on, yet there are many ways to get artifacts, black markets, merchants, 3 or 4 of them is usually randomly placed near where you start the game. (keep in mind everybody doesn't always play the hardest difficulty, so they can open the map in shorter times.) With articifier you can easily turn a crap artifact like shield of the dwarven lords you find guarded by 40 imps, into buckler of the gnoll king in a day for less than 5000 gold.

i just checked the new prices you set for artifacts and they're like 20000 gold for a tome of magic (or 22 mithril). this way, someone who starts near an artificier has enormous advantage. i think you set the prices according to your maps with zounds of archangels and legions of nagas but they are huge for regular gameplay.

so right now i'll simply keep all the new scripts (that looks very good btw, thanks for the rest) yet i'll replace the artificier with the old one manually. my feedback is, it is waaaay to overpowered this way. the articifier is already a very strong building to be around, with your add-ons, it will almost every time define the destiny of the game, players with articifiers spawned near them will win.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 06:27 PM
Edited by Salamandre at 20:22, 26 Sep 2012.

Artificers blow up the game.

There are not my prices, but how the game evaluates them. I changed nothing.

@Updated safe wogify, I forgot to add swap troops script in
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Era II mods and utilities

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JimV
JimV


Responsible
Supreme Hero
posted September 26, 2012 08:57 PM

Quote:
There are not my prices, but how the game evaluates them. I changed nothing.


In my test, your Artificer offered 10,000 Gold for the Titan's Gladius (this was a pre-release version which may have been changed).  An Artifact Mechant offered me 6000 Gold for the same artifact.  Merchants like to make a profit by buying low and selling high.  Also, it costs a lot of gold to build an Artifact Merchant, so I would have made the Artificer's prices lower, based on an imaginary economy in which the Artificers buy used artifacts and sell them to Artifact Merchants and Battle Academies(since they don't sell Artifacts themselves) at a profit, and then the latter sell them to Heroes at a further profit.  Hey, that's how capitalism works.

Of course, everyone is free to learn some basic ERM and make simple price modifications to scripts, rather than complaining about work someone else has done.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 09:04 PM
Edited by Salamandre at 21:09, 26 Sep 2012.

I check for artefact value with UN:A, keep the result as gold, then divide by 1000 + 2 for mithril.

!!UN:Ay2/1/?y5;
!!VRy6:Sy5; set gold

Just followed game logic. Of course, anyone could modify it, I don't mind. After all, the goal is to have fun. I have more fun when I get more gold, but that's me :P
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Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 26, 2012 09:10 PM

Quote:
Of course, everyone is free to learn some basic ERM and make simple price modifications to scripts, rather than complaining about work someone else has done.


what's wrong with some constructive criticism? i wish i had the patience to learn scripting from scratch, then i would make some really cool stuff for the custom scripts for everybody like you guys, but when you know nothing about it, kinda becomes a problem. there are things we are good at, things we are bad at, i totally suck at computer languages, when i see something like "avc HNNr55 sh//rt888" i simply get a headache.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 09:11 PM
Edited by Salamandre at 21:17, 26 Sep 2012.

Not only you get a head ache, me too!

Seriously, I don't mind. It is hard to balance things when playing with ALL options on, as I did for tracking bugs. Just replace it if you find overpowered. Anyway I had a level 30 commander on week 2 and killed everything on map without troops at all, so artificer or not, didn't matter.
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Era II mods and utilities

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JimV
JimV


Responsible
Supreme Hero
posted September 26, 2012 09:21 PM
Edited by JimV at 21:22, 26 Sep 2012.

Yes, that is what I assumed*.  My point is that the price at which a merchant would sell something (to a Hero) is not the same as the price that the merchant would pay to get the same thing back (from a Hero).  For an example, try trading gold for ore and then ore for gold.  You will not "break even".  So a script which traded, say, one ore for 10 gold and 10 gold for one ore would be changing the balance of the game. So I would have divided the selling price by at least two to get a "buy back" price.

And some people would have complained that I was too stingy.

(* in response to "I check for artefact value with UN:A, keep the result as gold.")

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 09:25 PM
Edited by Salamandre at 21:41, 26 Sep 2012.

Looks good, I will divide price by two then. But then there is the mithril issue, no idea what would look as balanced.

Artificer.erm

5000 gold and 6 mithril for one relic. Treasures will give one mithril only. The one who say is too few now, just do it yourself


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Era II mods and utilities

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JimV
JimV


Responsible
Supreme Hero
posted September 26, 2012 10:02 PM

Belatedly, thanks for the work on WoG scripts.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 10:08 PM

Thanks to you, as I was stuck for a whole day with artificer loops.
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Era II mods and utilities

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 26, 2012 10:59 PM

Nice work Salamandre as always

These are really interesting new features although I have to admit I liked the "add special terrain" option (it would lighten up a random map a bit). I can live without it though so no big deal.

I would suggest they get a permanent place in the next version of ERA, rather than have the users downloading it as a separate mod.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 11:32 PM
Edited by Salamandre at 23:49, 26 Sep 2012.

Looks like a lot of revisions are still needed.

When use together:

1) Heroes get an artefact at level up (seems there are no restrictions at all after level 18)
2) Heroes pick up double artefacts
3) Monsters drop artefacts

I end with air/earth tomes and 2 other relics week 3. Challenge is gone from that point.

!?FU712;

!!HE-1:E?y2; [get experience]
**Here's new part of code
!!UN&y2<6200:J6/2/?y3;
!!UN&y2>=6200/y2<20600:J6/4/?y3;
!!UN&y2>=20600/y2<57533:J6/8/?y3;
!!UN&y2>=57533:J6/16/?y3;<--- this will give after level 18 a relic at each level up. Level 18 is something we can get even week one with henchman/commander... I don't want to change not broken scripts, but what everybody thinks about?

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 26, 2012 11:45 PM

the original download link is now the updated version of the mod, right? we download that, replace the articifier erm with your new economical atticifier erm and everything including the swap troops script work?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 11:46 PM

yes, the link is ok, but the artificer was not yet added to it, only to previous link.
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Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 26, 2012 11:56 PM

Can you please add a screenshot of "the upper middle arrow of heroes meeting screen" When i ran one hero to another to trade, i cant seem to find anything like that.

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