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


Legendary Hero
posted May 31, 2015 08:30 PM

@Sal What do u think of changing the class of the hero along with the specialty? I mean a barbarian with specialty in Offense is quite different then a Warlock or a Wizard with specialty in Offense, same for beastmaster and armorer. I know that this is double-sided cause then one can guess specialty of the hero before combat but I think is worthy.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 01, 2015 10:25 AM

No worth, they are almost same. Barb will get more attack/def at level up but Conquistador gives random primary skills every day for free, so magic and might heroes with same specialties are very close.

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bloodsucker
bloodsucker


Legendary Hero
posted June 01, 2015 10:43 AM

Well, I faced one Heretic with specialty in Offense and the skill he was weaker, by almost 10 points, was attack that's why I camed with the idea but it's true that now it depends more on luck then on leveling up.

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kvort
kvort

Tavern Dweller
posted June 19, 2015 10:19 AM

a way to choose x1 on Neutral growth

blackstomper said:
I kinda guessed that
But its not that important, itīs still awesome.
Though I have another question.
Is there a way to choose x1 on Neutral growth?
When I set it at x0 it nullifies all lvl 1-5 to have 0 monsters at day 1 week 2.
I tried to see in the .erm if I could figure out if there was a variable that I could just change but as always, I could not find

Loving the AIīs new strenght that he has, this mod is great


I have have the same question / problem, any solution????

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blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted June 21, 2015 09:22 AM

kvort said:
blackstomper said:
I kinda guessed that
But its not that important, itīs still awesome.
Though I have another question.
Is there a way to choose x1 on Neutral growth?
When I set it at x0 it nullifies all lvl 1-5 to have 0 monsters at day 1 week 2.
I tried to see in the .erm if I could figure out if there was a variable that I could just change but as always, I could not find

Loving the AIīs new strenght that he has, this mod is great


I have have the same question / problem, any solution????


I have managed to change the orginal to work.
But since itīs Salamanders creation, I rather see that he either "shows" how to change it, or give me his blessing to send it to you

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 21, 2015 09:58 AM

Hi guys. Apologizes, in fact I let it by default at x2 because I wanted the mod to increase difficulty, for my taste neutrals are way too easy. I will look into and fix it to work with x1 also.

Also if Blackstomper is sure his modifications work (should modify x2 in FU418892) then he can link it, no problem.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 21, 2015 10:33 AM

Conquistador 1.5

Growth fixed.
____________
Era II mods and utilities

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kvort
kvort

Tavern Dweller
posted June 21, 2015 11:43 AM

Salamandre said:
Conquistador 1.5

Growth fixed.


Thank you!

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kvort
kvort

Tavern Dweller
posted June 21, 2015 12:48 PM

Salamandre said:
Conquistador 1.5

Growth fixed.


It seems that the archive is damaged, cannot open.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 21, 2015 01:50 PM

Yeah, try again please.

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Swaggy
Swaggy


Hired Hero
posted July 25, 2015 03:04 PM

May I ask you some things (I read the whole topic, but I'd like to be sure) :

-Can you sum up all "hidden" features that are not shown/we can't select in the Conquistador menu ? such as AI Leaders and free towns ? Is there a way to disable some of them ?

-What does the "neutral aggression" seting do ? I'm playing random maps, can I keep the default aggression values from the random map generation ? (a "stay as it is" option)

The mod looks great, and the AI is even too strong now (not sure if it is possible to beat it with default values)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 25, 2015 03:44 PM

neutrals aggression means they always join or never. 1 value = always join, 10 = never join. (or the opposite, don't remember well)

As for other features, all that is customizable is in the screen. Actually if you disable AI free towns (which is a percent chance anyway), AI will almost never expand. But you can tweak it a lot by setting "towns match" to off. Which means every new town he gets will have another army faction. But not good for the mod purpose.
____________
Era II mods and utilities

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Swaggy
Swaggy


Hired Hero
posted July 25, 2015 04:22 PM

But monsters have different aggression values at the beginning, right  ? Is there a way to let this value as it is ? (For example, some have 6, some have 7 , 8 etc. and if I choose 7, they will all have 7)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 25, 2015 04:48 PM

On random map all mobs are set to hostile (unlikely to join) and have same value, by default.

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Swaggy
Swaggy


Hired Hero
posted July 25, 2015 05:52 PM

Doesn't "hostile" means random between 4..10 (for EACH monster I guess, thus, they can have different values) ? I'm pretty sure they have different values because sometimes creatures join you, and others of the same type don't. If it's true, this either makes Diplomacy useless or OP, because there's no more randomness involved in neutral joining.

I noticed 2 other things :

-Some AI leaders have a stat (even 2 stats sometimes) which is set to 120 at the beginning of the game, for example 120 attack, or 120 defense, or both. Is it intended ? Is there any DL link without AI leaders ?

-When I start the game, all creatures stacks are anormally high (200-300 creatures). I can't beat that, is that because the x2 growth applies at the first turn ?

That would be great if we could have access to more settings, because it's too hard now, and your patch changes things I think people wouldn't guess when downloading it (like creature number on day 1, creature aggression etc.).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 25, 2015 06:05 PM

AI leaders: no stats are given, they level as you, but with a bonus. It is impossible that they have 120 at game start. If yes, then it conflicts with some other mod you use.

Diplomacy: the mod goal is to train vs hard AI. Diplomacy should be ignored, obviously. Just let the stacks as they are, none will join and that's fine.

Neutrals: if you start with growth x 1, nothing will change in their growth. If during the game you want them growth more, change the value before day 6 of each week. If creatures are high numbers at start and you changed nothing, this means it conflicts with wog option "neutrals size": disable it.


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Swaggy
Swaggy


Hired Hero
posted July 25, 2015 11:58 PM
Edited by Swaggy at 00:07, 26 Jul 2015.

About the stats bug :
At end of day 1, some of AI leaders have 120 attack or 120 defense, or both. At turn 2, the stat is decreasing to 118. During the following turns, sometimes it gets higher (because AI gains experience, probably) and sometimes it decreases back to 118. Does it happen only to me ? I have a few mods installed but nothing looks related to that except "overflow_fix" mod (almost only graphical mods).


About neutral stack size, I have certainly a bug also :
I tested it myself, on a map where I put 10 pikemen, 10 archangels and 100 pikemen.
With x0 growth, or without Conquistador enabled, it's fine.
With x2 growth, immediatly at the beginning of the game, the previouses 10 pikemen become 220 pikemen, the 100 become (about) 400 pikemen and the archangels stay 10.
With x5, 10 pikemen -> 620 , 100 pikemen -> 1000, 10 archangels -> 50

Difficulty chosen, WoGifying the map or not has NO effect on that. Also I think the number of creatures replaced is always the same (no random, just depends on the stack)

I have the version you uploaded recently ("Conquistador 1.5"). But it looks strange because I haven't the menu asking which mods I want to use. (It seems Better AI is the only one enabled.) Also I have the Better AI menu, but I can't select x1 growth.
Neutral stack size mod isn't enabled, and I didn't install anything that I think would interfere with this mod.

Can you help me ? What's the link you recommend me to use ?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 26, 2015 01:29 AM

Yeah, sorry for being lazy lately to respond, its been long since I did no modding or scripts.

Just checked and saw there was an error inside concerning AI leaders. Uploaded it v 1.6 at wakeofgods.org

Delete old using mod manager then install new please.

Now their stats should be ok. As about the neutrals, I checked and indeed I was adding custom numbers (depending on creature level) on first day, IF player selected growth x 2 or more.

So if you want them day one normal, select growth 0. Then day 6 change to whatever you want. If you want your custom growth on day one then open conquistador.erm file, search for:

!!MA:Ly1/?y2; get level
!!MO1:G?y3; get number
!!VRy3&y2=0:+100; !!VRy3&y2=1:+80; !!VRy3&y2=2:+60; !!VRy3&y2=3:+40; !!VRy3&y2=4:+20;

Then replace +100, +80, +60, +40 and +20 with your choice. For instance, level 5 mobs get +20 on first day, and mobs level 1 get +100 so now you understand the pattern.

As for which mods are enabled, Conquistador v1.5 and more comes with *ini file. open it in notepad or whatever text edit and you will see how to activate the other two mods.
____________
Era II mods and utilities

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Swaggy
Swaggy


Hired Hero
posted July 26, 2015 02:13 PM
Edited by Swaggy at 15:02, 26 Jul 2015.

Thank you for fixing it, I'm playing it now.

If I can suggest anything, this mod definitely is a must have for single player, but it would be great to give more info on the front page : it does many hidden things to boost the AI that the user doesn't know and may not want (not criticizing in any way, I know this is something you made for you at the beginning).

Also I would enjoy a "set as it is" for aggression, sure disabling diplomacy makes the game harder, but it's not related to AI and may be unwanted. I don't know how hard it is to code. (I suppose some "easy" things are actually hard to code, like the x1 growth)

EDIT :
The stat bug has disappeared but I noticed 2 new things :

- If I set neutral aggression to 10, it seems not to change the default random aggression value, and creatures join you sometimes. So it seems to be the "set as it is" (but I'd like to be sure of that, if you can confirm)

-If I put growth to x0 the starting amount of creatures is normal. BUT if I change it later, it has no more effect (the growth is normal each week, so something like x1.1, even if I put it to x5)
Also I still haven't an option to choose growth x1 (only x0 , x2 ... x5).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 26, 2015 03:01 PM

Almost all features are listed in the readme coming with the mod. Then there are a few very technical things which are not needed to be explained.

There is a problem with diplomacy, if monsters not hostile, AI will join them and dismiss main stacks, so diplo OFF is obligatory. Yet you can modify them during the game (I let that option ONLY in the possibility someone is playing a custom map and needs fine tuning) but for random maps I advice to let the to hostile all the long.

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