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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»
bloodsucker
bloodsucker


Legendary Hero
posted February 10, 2015 07:30 PM

I've been playing a custom map (Legacy of Gelu - http://heroesportal.net/maps.php?type=H3WG-XL&pagenum=9) using Conquistador Leaders but with the Builder desabled. For some reason when I build something for the first time in any city it also builds the tavern. I know this to be happening for long but I thought it was a feature for the new cities from Builder.
While the problem is only noticeable if you use Conquistador on custom maps, something you advice against, I think is still a bug and probably not from Builder.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 10, 2015 07:52 PM
Edited by Salamandre at 19:53, 10 Feb 2015.

No, the tavern is already build but not showing, Heroes bug. When you build something, screen gets refreshed so you now see the tavern. This is because in conquistador every new town has NOT a tavern (because AI is restricted to 3 heroes only) and the tavern is automatically build when the human player enters the town. But we can't see it, there is no erm command allowing true town screen refresh.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted February 14, 2015 07:10 PM

I still think it would be good if Leaders controled if the tavern is desabled, even if I think you are going to defend your position with the fact you made the mod for random maps and in random maps tavern are never desabled.
On another matter, I was playing "Land of Toys" (a map from Vaccario I think you played too cause it has a "Valley Of Endless Gold" that is very similar to your gems and Azures in TEW3). When I took some of the enemy starting towns without defeating them and in the same day killed one of his heroes, after ending turn I could see an hero coming out of the town I took and even got attacked by a ubber hero with just one pixie, commander and henchman.
I think this happens when player is still alive (one hero remains) but H1 was beaten that day and they don't have other towns. In this case the hero is created at his starting position, at the gates of his first town, only now the city doesn't belong to him.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 14, 2015 07:18 PM

I think you need to do your own mod for a boosted AI, no matter custom or random map. It does not need to be as complex as conquistador, just give basic things as : more movement to AI, more experience, more stats at level up (instead of 1 point, get 2), refill mana each day + better growth in towns.

Conquistador will screw any custom map, because is clearly designed for randoms.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted February 15, 2015 09:52 AM
Edited by bloodsucker at 09:53, 15 Feb 2015.

I tried that once already. The only thing I managed to do was increase the creature growth 5 times. As I was using WoG 3.58 and not Era the code had to use z vars and not the new SN vars from Era and I didn't managed to make it work.

About creature growth, if remember well it doesn't take in consideration creatures from banks, pandora boxes and events. Could this change in the future?

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bloodsucker
bloodsucker


Legendary Hero
posted February 17, 2015 04:02 AM
Edited by bloodsucker at 04:58, 17 Feb 2015.

1.I already had an excelent impression of Find Me but when you replace things with code it is AMAZING, it would probably take me several hours more to check if passability is ok.

2.If a town has an event giving extra money and resources to owner is it lost when the town is converted? And can I use a simple timed event to build Grail in AI starting towns day x?

3. I don't see how the situation I reported on "Land of Toys" can be related to the fact that the map is custom instead of random, there is nothing in his code to provoke it.

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bloodsucker
bloodsucker


Legendary Hero
posted February 22, 2015 09:29 AM
Edited by bloodsucker at 17:30, 06 Mar 2015.

Playing with tradicional Random Hero I fought one of the "Leaders" with bonus prims, commander and artifacts.

P.S: Twice.

P.P.S: Constantly, in more then one scenario, sometimes I get them before the end of day one. Once, day 1 I got an hero that was not even one of the showed on the list (someone that should be at disposal in the tavern or something) and was losing the battle cause he had a pixie henchman with thousands of life and hundreds of damage, attack and defense. Just the henchman was eating me alive, while the 500 slowed iron golems were steadly moving in my direction without opposition, cause I had to concentrate everything on the f... pixie.

P.P.P.S: Since we are always placing new towns on map with Builder and often not by the side of any road, would you consider to add a mini mod with an object offering to create roads between towns for a fee?

P.P.P.P.S. I believe I already tested this eons ago but will Builder work properly if I change the creatures recrutable at the dwellings?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 06, 2015 06:15 PM
Edited by Salamandre at 18:17, 06 Mar 2015.


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bloodsucker
bloodsucker


Legendary Hero
posted March 18, 2015 11:59 PM

This may sound weird or obvious I don't know, but the absence of a tavern makes Leaders behave differently in battle. As they don't have from where to return (they "know" they don't have a tavern but they don't "know" they will be "resurrected") they never flee and the use of Shackles of War is pointless.
I notice this cause I've been failing to kill them in the right moment but they stay in battle when they could/should had fleed.
Was this made on purpose?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 19, 2015 09:16 AM

Well yes, AI never has access to a tavern, because if he recruits more, longer will be the turns. So it will behave accordingly in battle. Usually I use shackles (by habit) so I don't worry about.

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bloodsucker
bloodsucker


Legendary Hero
posted March 19, 2015 09:35 AM
Edited by bloodsucker at 14:08, 28 Apr 2015.

Salamandre said:
Usually I use shackles (by habit) so I don't worry about.


Yeah! That's why it took me so much time to notice.
I tought the feature was made to have less heroes marked as AI. Before Leaders Invite-Tavern was a must, because if you killed a bunch of heroes, soon or later your tavern would be empty, precisely when you start needing them to be town keepers.

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swaggy
swaggy


Hired Hero
posted April 11, 2015 10:55 PM

Hello, the mod looks great but I think the download link is dead !

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bloodsucker
bloodsucker


Legendary Hero
posted April 12, 2015 12:40 AM
Edited by bloodsucker at 16:00, 13 Apr 2015.

1. I've been having a problem with the absence of a cancel button on the choose town screen. Is it undoable?

2. Sometimes I miss the message for acchiving the number of battles that allow you to built a new town (this is most frequent if I play with Creature Resources script and there are many creatures give resources around), other times, when the map is highly populated, I don't have enouch room for another city and I have to build it to close to the first ones. Isn't it possible to make it in a way that the counter starts counting battles for another city even if the last one is not built yet.  

P.S. As far as I know your custom template doesn't have an underground so you may not know this but when you search for an empty space to summon H2 and H3 rock/black terrain is considered empty, so they can be summoned in the void. In their turn they can move to normal terrain (same way it happens when you are flying and you're movement ends over a mountain or other impassable terrain) but at least they are unreachable.  

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markmasters
markmasters


Famous Hero
Dragon of justice
posted April 28, 2015 08:32 AM

Does this work with hota? (As wog and hota can't work together right?)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 28, 2015 08:40 AM

No man, you can't have the game of your dreams with HoTa, only the graphics

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markmasters
markmasters


Famous Hero
Dragon of justice
posted April 28, 2015 02:31 PM

Was afraid so, thx for the fast response anyway

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bloodsucker
bloodsucker


Legendary Hero
posted May 28, 2015 04:52 PM
Edited by bloodsucker at 16:53, 28 May 2015.

@Sal Since BAI deletes the AI taverns, we are now playing with a single-side shakles of war kind of thing.
I was wondering if you would be wanting to create a function, inside BAI's code, that didn't allow player to retreat (maybe still allowing to surrender) from battles against AI players. This would make hit and run more difficult, adding some fairness to the game.
Note that it would require to check if AI hero is owned, cause if someone is playing with random hero (wich is a must with the new BAI options, cause battles against neutrals can suddenly be against level 10 creatures, adding random difficulty to some battles) he should still be able to retreat at will to make effective use of poor man's TP.
Thanks for your time.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 28, 2015 06:22 PM

Hmm. if you want the game even more harder, wear the shackles when attacking AI super heros, why not. But I won't implement virtual shackles, that will rise difficulty to serious frustration. AI has fly quite soon, he can catch you pants down any time, then you lose all your artifacts, no.

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bloodsucker
bloodsucker


Legendary Hero
posted May 28, 2015 07:16 PM
Edited by bloodsucker at 23:20, 28 May 2015.

Salamandre said:
AI has fly quite soon, he can catch you pants down any time, then you lose all your artifacts, no.


Ok, it was just an idea.
On the other hand, it may be my fault (some flaw in my code provoking this) but last time I played AI was being able to build magic guilds with forbidden spells like Fly and Dimension Door. Did you change anything on BAI to purposely allow this to happen?
Note that I never choose the "AI learns Fly" option and have the spell disabled cause it allows to circunvent terrain obstacles that may make sense.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 28, 2015 07:23 PM

Certainly your additional codes, I set nothing in conquistador regarding spells. If you ban them before map, should stay banned.

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