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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 August 27, 2015 05:08 PM

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

!!HE-1:A4/1000;


Well, it works. I remember I once used it to get the money to upgrade 800 angels (succubus X 4000 angels) to SAs, it just takes some patience.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 27, 2015 05:16 PM

WOGISENGARD gives 100 000 gold. If you gonna cheat, do it like a boss, not a hundred spells books to craft.
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted August 27, 2015 06:52 PM
Edited by bloodsucker at 19:05, 27 Aug 2015.

I'm not sure if you are in a good mod but let me try. Would it be possible to have in the builder ini files a selection of towns electable?
This stupid but I'm making a map I intend to play with this mod on and if I publish it I will for sure recommend it and may even not allow it to run without it.
The difficulty (and easyness) of the map is that you are isolated in the underground and you have only a monolith one-way entrance to access the original map, where the AI players have been fighting each other. Once you go you are gone, no return. But you can first finnish the quest for Town Portal that will take months (I'm asking for hundreds of all special dragons and the 'normal' way to get them is to attack dozens of utopias for the second, third... time until you get them from Succubus).
Now, if one builds his last town in the underground as Inferno it can build another on the overground area and he has his own Subterranean Gate. I would like to avoid it...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 27, 2015 07:19 PM

As it is now, no. But nothing prohibits you to check which player gets the town selection and cancel if he selected inferno or whatever you don't want him to pick.
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bloodsucker
bloodsucker


Legendary Hero
posted August 29, 2015 02:44 AM

It's a crazy sujestion but: how about instead of changing the monsters agressivity you set an option that curses all human player heroes with "No monster will join"? This way AI can still get joiners. Or do you think that with the increased growth joinners would be more a problem then a solution?

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Swaggy
Swaggy


Hired Hero
posted October 01, 2015 12:03 AM

Hello,

I found a new growth bug. Your script checks the stack size at day 7 and then multiplies it with the custom growth. This has 2 problems :

- it ignores normal growth. For example, with a stack of 10 and growth x2, the expected number would be 10 *1.1 (normal growth) * 2 (custom growth) = 22, instead of just 10*2 = 20. Not a big deal, but it gives more "round" numbers in game (that was enough for me to notice it)

- more annoying, all new monsters spawning during the week will be set to a stack of size 0 (zero). These stacks of 0 cause big glitches and may even crash the map.

I fixed it by removing the "read PO" part (and reading numbers at day 1), and it seems to work. But there was probably a reason why you did that ?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 01, 2015 01:09 AM

I think you have an outdated version, because in last I just skip the week monsters. The script only proceed the monsters it finds on day 1 of the game.
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Swaggy
Swaggy


Hired Hero
posted October 01, 2015 08:01 PM

That's probably the case then. But where did you upload the last version ? (and may I have a changelog if possible ?)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 01, 2015 08:54 PM

I only fixed this when you noticed it the first time. Do you have this lines in your version?

!!PO1:B1/?y99;
!!FU&y99<99:E; exit if monster of the week

They ensure that monster of the week will be skipped by weekly growth. If still problems, I may need a saved game so I can check where is the problem.

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Swaggy
Swaggy


Hired Hero
posted October 01, 2015 09:55 PM

I haven't these lines. Also this is the first time I reported this problem, I noticed other growth things but they were unrelated.

May I ask : why do you want to store every stack size (at the beginning, or at day 7, doesn't really matter) and not simply read it again when you want to apply custom growth ? Of course this will work too, just curious.

** !!PO1:B0/?y1; read Po value
!!MO1:G?y1; I replaced the line above by this

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 01, 2015 09:59 PM

I don't remember now what were the steps exactly, but my goal was to ensure the player gets the precise growth he selected, and not custom growth + the weekly growth. This is why I check monsters number on day 7, before they naturally multiply, then next day, I set new number, disabling natural growth.

Download last version
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bloodsucker
bloodsucker


Legendary Hero
posted October 16, 2015 10:33 PM
Edited by bloodsucker at 22:58, 16 Oct 2015.

Do you mind to try your new version with the so hated "Week Of Monsters"? I often get stacks of zero creatures each week even if most of the times they behave acordingly without crashes. Of course, it's always funny to attack a stack of 0 pikes and end up facing 500 Azure.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2015 10:59 PM

Can you upload such save? With monsters 0 HP. Normally they should not be there, wonder if any of the options in wog conflict with.

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bloodsucker
bloodsucker


Legendary Hero
posted October 17, 2015 12:43 AM

I tought it was one of my scripts fault, that's why I never reported it but since you were looking at it I decided to ask.

I found a save but will it be usefull without a list of private mods? I've not been playing for a couple of weeks by now and I'm sure whatever is my new configuration it is quite different from the one at that time, I've created more then a dozen scripts betwen now and then and added at least one of yours (Masters of Summoning)

What I can do is tomorrow I will try to reproduce the problem without any of my mods and then had one to see if it is one of them causing it.

Also, I still didn't took any action about the change of policy from Imageshack...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 17, 2015 09:53 AM

Yeah received mail from them. If I don't buy premium, all images will be gone. Will probably buy premium, the work to move all images elsewhere will cost me more.

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bloodsucker
bloodsucker


Legendary Hero
posted October 17, 2015 06:39 PM

Well, just by reading what u did I think the problem is: u try to read number of units in stack at position x,y,l last week and the stack is new so quantity of monsters at position x,y,l was zero. Then whatever multiplier you use final result will always be zero.
I think the only relevant WoG option is Week of Monsters.

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bloodsucker
bloodsucker


Legendary Hero
posted June 24, 2016 09:48 PM
Edited by bloodsucker at 00:07, 25 Jun 2016.

I know you recommended two or three AI players maximum but I'm trying a XXL map with just two opponents almost for the first time and the moment I kill the first is like I'm playing to a find the grail map, I'm only stalling to get it.

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bloodsucker
bloodsucker


Legendary Hero
posted April 30, 2017 12:03 PM

I want to make a sugestion I hope will engage you. How about adding a weekly routine giving one (or more) new hability to a creature of AIs race. Or if want to go deeply, like in TDS, in battle some of the AIs creatures get random habilities that vanish after (!!BA / !!BM...).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 30, 2017 04:05 PM

yeah, it could be a nice option to trigger at the highest difficulty. But the mod is not a stand alone so the player can activate similar scripts in wog options, I remember one of them (by Bad) gives a lot of bonuses and immunities to neutrals. So if I add such thing, then it may conflict.

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bloodsucker
bloodsucker


Legendary Hero
posted May 01, 2017 02:27 AM

I know the script and that one I dont think will conflict, it does the opposite check of the one I'm sugesting, it tests if monsters are neutral when my idea is to check if there is a Leader. I remembered this cause I was thinking how could I make creatures  of AI more of a treat dispise their numbers and it was the best way I could think of. If you give two attacks to the Black Dragons, for instance, player would simply buy them instead of other creature but if it only happens in battle and only to AI's creatures it could get really hard.

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