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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Mod: Conquistador
Thread: Mod: Conquistador This thread is 14 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 · «PREV / NEXT»
Graenfur
Graenfur


Hired Hero
posted January 11, 2014 06:23 PM

Well, no, Better AI was turned off. It just seems like AI ignores those costs, probably just pays the default amount.
But somehow I like the unexpected result - he have extra advantage while nothing is changed for me (most of the time I turn off special creature upgrades which include 7 to 8).

But yeah, changeable options for Better AI would be great.!


Not playing Heroes anymore? You still post here so often. I guess this community isn't gonna get rid of you so easily. Hehe.

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bloodsucker
bloodsucker


Legendary Hero
posted January 13, 2014 01:31 PM
Edited by bloodsucker at 04:04, 15 Jan 2014.

Salamandre said:
(currently I am not much interested anymore by Heroes, playing other games).


Considering what you did for my favorite game ever (being Etherlords the second one) can I ask what are you playing now?
I don't find anything new to try for quite a while.


On the other hand, I would like to make a sugestion.
When we play with Fast AI, specially if there are not many oponents, the map tends to get full of low and mid level creature generators that are not related to any faction still in game.
So, if you don't chose to play with the Altar of Transformation or there are not so many they become useless.

Do you think it would be possible to add to Conquistador an Option to change the faction of the generators for a price in mithril or gold? Maybe just for allready upgraded dwellings...

Thank u.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 15, 2014 10:09 AM

The type of objects on map depends on the template you use, not erm. If you think you have too many of one object, either tweak your template settings (better you know how to do before or don't) or use Adventure pillars mod, it will replace them and offer more options.

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bloodsucker
bloodsucker


Legendary Hero
posted January 15, 2014 10:31 PM
Edited by bloodsucker at 22:37, 15 Jan 2014.

Sorry, You didn't understood what I said.

Giving an example: the map has a Fortress and several dwellings relate to Fortress but a Castle AI player conquers the town. The Fortress gets converted to Castle but the nearby dwellings remain Fortress related.

I don't know if it is made on purpose and I didn't understood the explanation or you didn't notice it yet but (when there are several AI players and the game is all versus all) when one AI player conquers a town that belonged to another AI player, the town is also converted to his faction as any neutral town.

What happened in a XXL map I was playing was that there were a tremendous number of dwellings that were related to factions that had no remanning towns because they all got converted to Castle, the last AI player.

So, the only way to use those dwellings would be by transforming the creatures in the Altar of Transformation.

I was making a sugestion to avoid this problem.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 15, 2014 11:13 PM

The only valid suggestion I can make is to use some object which replaces all generators, as Adventure pillars.

Converting generators to AI faction is not feasible due to various bugs as negative growth and other.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted January 15, 2014 11:27 PM

What I was sugesting here is basicly the same thing Graenfur sugested in the ERM Help and Discussion two days ago.
I just hadn't read his post yet. To let the human player change the faction of a dwelling for a price.

Has I understood you allready developed that feature in Commodus Revenge (that I didn't tried yet).

On the matter, you knew that computer players converted eachothers towns? I didn't get it from the read me file and it was a big surprise.

Thank you


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 15, 2014 11:38 PM

Yes I did it for Commodus but is not properly working. And yes, the read me says that a computer will convert any town he receive or gets via battle, and this includes battles AI vs AI of course (didn't need to specify the obvious).

I usually play with all AI allied vs me, otherwise Conquistador makes no sense if Rambo AI's fight each other.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted January 16, 2014 01:48 AM

Ok.
I was playing one Me versus all right now and I think you're right, it makes more sense.

Thank u

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 29, 2014 01:09 PM

CONQUISTADOR updated, probably last unless reported bugs.

Added customized fine tuning, you can now setup your own difficulty at any moment in the game. New button added to  minimap.

Builder mod also updated, new towns can be build only on visible squares, thanks Bloodsucker for report. Eliminated a bug from "Find me" which occurred with XXL maps.


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 29, 2014 04:12 PM

Very nice!
One step further to fully customise H3 to your own playstyle.

Three questions:
Does it also work during HotSeat Mode ?

is increase neutral growth based on the standart 10%, so if it says x2
ist 20% growth per week ? and does it also affect neutral dwellings and or banks ?

and i guess "always Ace" is only working for the AI and not for neutrals right (i would appreciate it ) ?


Good job
i will definitly use it

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 29, 2014 05:33 PM
Edited by Salamandre at 17:38, 29 Jan 2014.

Right-click on buttons to have a details description. The neutrals growth option recalculates their numbers, doesn't improve the growth itself, it is all explained.

So x2 means the stack will be doubled next week, a faster way to bring neutrals at your level if late game. Still the limit of 4000/stack is applied.

As for Hot-Seat, I don't recommend because all scripts run when human player turn, so bonuses will be doubled if two humans and so on. Maybe one day I will redo it with multiplayer in mind, for now I didn't bother.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted February 17, 2014 06:51 PM

I tried a new random map with the updated mod but I didn't disabled the "creatures stack size" in the wog menu. I tought that I could deal with twice the size I usually deal with, so I chosed 2X the growth on the Conquistador menu.
In the beginning of the second week I started to look at neutrals numbers searching for a battle I could win but found them extremely hy, so I attacked some groups just to test.
Even the level 5 stacks were allready at the 4000 limit, day two of the second week.
Ok, I know I should have disabled the option in the wog menu but don't you think it would be a good idea to warn the player in the read me file?
I was expecting 2x the hordes I usually fight, so it should be something between the 100 and the 300, not more then that.
4000 gorgons second week is a bit to much, right?

Thank you.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 17, 2014 07:40 PM
Edited by Salamandre at 21:53, 17 Feb 2014.

My fault, sorry! I forgot to limit the monster growth to only human player turn, so if you play with 7 AI they will grow x2 x7

Mod is fixed and uploaded to same link. Please delete the old using mod manager then install new. Thanks for reporting.

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bloodsucker
bloodsucker


Legendary Hero
posted February 17, 2014 11:31 PM

OK. I did what you said and now I'm finding numbers to small...
Your growth runs over the "neutrals stack size" option or instead of it?
I was expecting trongs and swarms and I'm finding hordes.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 17, 2014 11:42 PM

Would be better if you disable all other scripts influencing same area, as neutrals size. I don't know what happens if active.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted February 18, 2014 08:01 AM
Edited by artu at 13:38, 18 Feb 2014.

The Read Me says you can change the settings mid-game but doesn't explain how, I tried clicking here and there but couldn't find it. It would be useful to add it to text file.

Btw, even if I don't check on BETTER AI, the enemy seems to be stronger and it had a grail although the spot wasn't dug. Isn't it supposed to work like, if I choose FIND  ME only, the rest of the game should be standard?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 18, 2014 02:59 PM

The button is near minimap, as all others. I will add in info, thanks.

Grail: there is no script giving grail so no idea where AI got it.

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bloodsucker
bloodsucker


Legendary Hero
posted February 19, 2014 01:14 AM

artu said:
The Read Me says you can change the settings mid-game but doesn't explain how, I tried clicking here and there but couldn't find it. It would be useful to add it to text file.

Btw, even if I don't check on BETTER AI, the enemy seems to be stronger and it had a grail although the spot wasn't dug. Isn't it supposed to work like, if I choose FIND  ME only, the rest of the game should be standard?


I had the same felling but about Fly, everybody was flying around on a map with "no fly" and no better AI. I closed the game and started again and this stoped.

I tought it could be açso the Water Walk bug, since map had water, so I didn't said anything.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted February 19, 2014 01:43 AM

Maybe, if you enable mod and then load a game, it automatically becomes active, even if you didn't set the values in the beginning of that game. I'm pretty sure the AI was way stronger than it should have been. I will test again soon, as of now, with one game, it may be my mistake. I wasn't intentionally careful, I may have clicked BETTER AI without noticing...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 19, 2014 11:27 AM
Edited by Salamandre at 12:16, 19 Feb 2014.

Better AI is enabled by a time trigger, which is disabled as long as you did not enable better AI before map loads.

If you are in doubt, save game, reload in MP/hot seat and look at AI resources, creatures and stats. Should be normal. If something wrong, upload a save and I will check.

Also if better AI is disabled, clicking on the minimap button to change settings will return that the mod is disabled.

bloodsucker said:
I had the same felling but about Fly, everybody was flying around


Fly is given at 40th level, this isn't going to happen before week 7-8 even with best settings. Maybe they had conflux and found grail.

Anyway guys, you know the best procedure: upload a save and I will find what's wrong, if something. This will also help me to eliminate potential bugs.

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