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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»
Swaggy
Swaggy


Hired Hero
posted July 26, 2015 03:15 PM

Do you mean "savage" instead of "hostile" ? I'm not sure it works as expected for now (see the EDIT in my previous post, some monsters still seem to join even with aggression set to 10). I think no diplomacy is pretty restrictive, this would be better to warn the user that diplomacy may have a negative effect on the AI and let him choose between changing aggression or let as it is.

Also just to make sure, I have no readme and nothing related to Conquistador in the Heroes3.ini, and the link shown on first page is broken ("Le lien vers ce fichier ou dossier partagé a été supprimé").

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 26, 2015 03:22 PM
Edited by Salamandre at 15:46, 26 Jul 2015.

My bad, forgot one code while fixing previous, now fixed, you can change growth during the game. Same link. (http://wakeofgods.org/mods/)


@Edit: uploaded again. Now you can set aggressive to 0 so they ALWAYS join.

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Swaggy
Swaggy


Hired Hero
posted July 26, 2015 04:52 PM
Edited by Swaggy at 16:53, 26 Jul 2015.

Everything seems fixed now (except growth isn't exactly x2 :  10 archangels became 35 week 2, while 10 pikemen became 20 and 100 pikemen became 200). Also monster aggression is fixed.

About diplomacy however, I'd not like creatures to always join, but sometimes would be fine At the beginning the games picks random aggression values and unfortunately your patch overrides it and gives the same value to all. Somehow you managed to disable it in the previous version (but it was a "bug" ). Instead of the current aggression value select, I think it would make more sense to ask whether or not the user wants to keep default agression values.
For example :
no -> no change, keep it as it was created by the RMG
yes -> set to savage (10)
(I don't really see who would need more than these 2 cases, so you could just put a yes/no instead of a value selector).

And as a help notice : "Choose if you want diplomacy to be enabled in the game. Diplomacy has a negative effect on AI, because it will sometimes dismiss its own stacks to accept joiners. Default value : disabled"

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 26, 2015 04:57 PM

Well, the mod's custom growth applies after the first day of the week vanilla growth, I didn't disabled it. So is a bit of mixing, but the results should be close to accurate.

I will look into diplomacy but next week. I leave tomorrow for my summer residence and I don't bring any games with me, vacation for 10 days.

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Swaggy
Swaggy


Hired Hero
posted July 26, 2015 06:19 PM

Have a good time then. Thank you for considering it. Is there any hope I can disable aggression feature myself in the code ? (like the version 1.5 did, I don't know much about ERM but maybe I can do it)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 26, 2015 06:30 PM
Edited by Salamandre at 18:36, 26 Jul 2015.

From mod manager, erm editor, open conquistador.erm , select search/find, then paste this in the search box:

!!MO1:Rx1/1;  set state 1-10

Once it finds the line, disable it by removing the !! before, should look now:

**MO1:Rx1/1;  set state 1-10

Then press F3 for search one more, will find same thing below, replace too.

This will disable monsters loop for aggressive, they will stay as the generator sets them.



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Swaggy
Swaggy


Hired Hero
posted July 26, 2015 07:05 PM

I did it, everything is fine now, thanks

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Swaggy
Swaggy


Hired Hero
posted July 30, 2015 09:27 PM

Big issue there : During the AI turn, an AI leader attacked me and I surrendered. When it was my turn, I bought my hero in the tavern, he had his troops and artifacts, but was back at level 1. All secondary/primary skills lost (as if I bought a lvl 1 hero, except troops and artifacts).

Don't know precisely why it happened. (I was too scared of losing my current game to investigate), later I tried to attack him and retreated/surrendred and could buy my hero with everything fine. Maybe it's when the enemy attacks you ?

About tavern, I noticed also that you don't always have an hero of your castle available in the tavern when you start the game (If I remember correctly, that's supposed to be the case)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 30, 2015 09:43 PM

Strange, never had this issue with back to level 1. If you have some saves keep them until I am back home, because I don't have the game here.

As for tavern, that's normal and can occur. The mod browse all heroes before day 1 and picks 3 for AI leaders. So there is small chance it picks the one from your tavern. But you are too brave to be stopped by such tiny detail, aren't you?

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Swaggy
Swaggy


Hired Hero
posted August 02, 2015 03:10 PM

Again, it's just a little thing that should be precised

I have no save but I'll tell you if I encouter the retreat bug again.

Question : does the AI experience bonus apply to his troops too ? it seems they're getting experience, even if I don't check "Always at ACE level" and disable AI stack experience in WoG options. Also they get experience very quickly and are usually all at level max in a few days.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 02, 2015 05:18 PM

The amount of exp AI gets, if option is set to off, depends on the difficulty level. At impossible they will get a lot of exp, and also they have big army and more movement so they will do a lot of battles.

If option is set to ON, ai will always have ACE level.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted August 13, 2015 03:12 PM

@SalamandreI'm not sure where to ask this but since this thread is about the mod and the question is about his code I decided to ask here.
My giant map seams to be working ok until I manage to do the 250 battles required to build the first city. Then sometimes it crashes when I simply build it, others when I click on the hall to build something.
I'm adding almost no code and all was tested before with the exception of a single simple script.
I've been searching for an error in my code but now I think is something much simpler, one of your handlers can't hold 250. Do you know what is the real limit to the battles counter and wouldn't it be good to add it on the help file?

Thx

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 13, 2015 03:26 PM

I already played a lot of XXL maps with conquistador and never had any problems building towns. But those maps were all random. It is possible that you did some manual manipulations which affected the map structure (xxl is extremely bugged when custom map)

The best you can do is to post the map, the scripts and a save before so I can look in. Also the list of mods in use.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted August 13, 2015 03:56 PM

Ups! I forgot another map mod open and maybe they were conflicting.

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graenfur
graenfur


Hired Hero
posted August 13, 2015 06:11 PM

Swaggy said:

During the AI turn, an AI leader attacked me and I surrendered. When it was my turn, I bought my hero in the tavern, he had his troops and artifacts, but was back at level 1. All secondary/primary skills lost (as if I bought a lvl 1 hero, except troops and artifacts)


I can confirm this. Happened to me too when computer attacked me. But it was some time ago and don't have any saves from that game.
Tried it recently for 1 game, and turned it off again after this happened.

Previously I discarded it mainly because of:
1) weird and high neutral growth [that seems fixed now].
2) the leaders (and stuff) that are forced with the mod.

Usually I just want some little boosts for AI and at first glance BAI seemed perfect for that... but with it comes a lot of starting "features" that cannot be turned off or changed. The mod screen does not include many features.
It is still too much of a package deal.

For example, If I just wanted to boost 1 thing (like AI speed) and turn other options off - AI still gets many extra boosts just by turning the mod on. It would be really great if it would not apply anything without asking about it.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 13, 2015 06:47 PM

Well is easy. If you set to 0 ai growth, ai income, ai stats increase and experience, plus all other options to off, you get normal game. 3 heroes for AI are not different from the 8 he will recruit at 200% but do nothing with them. Plus for players setting difficulty high, 8 heroes/AI colors are unplayable, turns too long. Then if I don't give free towns, AI will never expand, unless you play really very bad.

Then this is a mod for extreme AI, not a bit this or that. After 16 years of playing, people find the H3 AI way too weak in single player.
____________
Era II mods and utilities

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swaggy
swaggy


Hired Hero
posted August 15, 2015 08:13 PM

I agree with you leaders are a nice addition. In fact it doesn't really affect the game a lot and the leaders are easily beatable if you don't use the other features.

But he is totally right that for the moment you can't customize a lot what you want to do, and the mod changes a lot of things you would not expect even when reading the mod screen descriptions and the readme file.

For example (and they may be other ones) :
-Diplomacy not working anymore
-AI troops gain experience when I set AI experience to OFF in WoG menu
-In addition to the multiplier growth, neutral stacks are a lot more numerous at the beginning of the game

Maybe giving a button to enable/disable each feature will be a lot of work, but at least just summing up all that "hidden" features would be nice. As far as I know, even if I put everything to +0%/off, the game would still not be like a normal game (diplomacy for example ?) and even if the mod is great, not being able to know what it does exactly may give a terrible surprise to the user when he discovers it after 5 hours of playing !

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 15, 2015 08:28 PM
Edited by Salamandre at 20:53, 15 Aug 2015.

Well, I am sorry but:

a) the mod is supposed to make the game much harder, near impossible, not start from normal then push one button and AI gets +100 gold daily at each push. Diplomacy is a broken skill and has not its place in a challenging game. Diplomacy hasn't been used in 12 years of gaming, it is banned from all tournaments. I didn't even think about because that's how 99% of people play today.

b) if you don't want stack experience, you must disable it in wog options, conquistador only customize the rate experience is given, it doesn't remove the option. I tested and if disabled, there is no experience.

c) I gave you the script modified to have stack untouched at start of the game. I still keep the 1st day growth increased because that's how I like the game, hard.

I make my mods following my need and if someone else enjoys, that's ok. So far this mod has a bunch of modular options but is impossible to make it to fit everyone's taste.

If you want that, learn to script and please yourself.

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bloodsucker
bloodsucker


Legendary Hero
posted August 27, 2015 04:23 PM

I don't know if I ever reported this and I don't know if you care cause of the invious ways I had to take to discover it BUT if you give a spellbook to an hero with an instruction like this:

!!HE-1:A4/0; [give spellbook, if hero already has a spellbook gives a ghost artifact that can be craft fot 4000 gold over and over...]

It was an old cheat I found out looking for something else.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 27, 2015 04:54 PM

That is because you use wrong code. Spell book is:

!!HE-1:A4/1000;
____________
Era II mods and utilities

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