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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
bloodsucker
bloodsucker


Legendary Hero
posted January 25, 2019 02:11 AM
Edited by bloodsucker at 02:13, 25 Jan 2019.

Salamandre said:

Here is how looks an AI hero on week 2 in such settings:





Can't you set all creature banks to Visited for AI? Cause the only thing those 7 wyverns are doing is lowering the moral, the War-Unicorns that should be in their place would be a bigger and stronger stack...
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 25, 2019 07:44 PM

Good idea, but not all banks, only cons and wiverns will suffice. Yet AI can throw away a strong stack to recruit some imps from an imp cache, so the problem still stays.

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bloodsucker
bloodsucker


Legendary Hero
posted January 26, 2019 02:55 AM
Edited by bloodsucker at 03:00, 26 Jan 2019.

I was making the distinction between creature and treasure banks but I also thought about that problem. I think the choice of leaving a stack behind is not directly related to clear creature banks, computer does it too often.
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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted January 26, 2019 01:01 PM

Lunk in fuirst page is broken, does anyone has the mod to download?
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(Also biggest of only two 2 mods for HOMM IV)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 26, 2019 02:56 PM

Link for all mods is in Era 100+ mods thread, I moved to google drive.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 29, 2019 12:43 PM

bloodsucker said:

Can't you set all creature banks to Visited for AI?


I am a bit annoyed but potential bugs from banks every turn manipulation forth and back, visited/unvisited, maybe a easier solution would be to simply remove creatures reward if AI battle.

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elmore
elmore


Hired Hero
posted April 22, 2019 04:04 PM
Edited by elmore at 17:17, 22 Apr 2019.

Hey.
Is it possible to make a light version of the BETTER AI mod, and more flexible in the settings?
Ideally, all that remains is:
!!SN:W^ConqGrwth^/0; AI growth             // with an increase of 10% instead of 100%, 200%, 300% ...
!!SN:W^ConqGold^/0; AI gold                  // with an increase of 100 or 500 instead of 10000
!!SN:W^ConqRes^/0; AI resources            // with an increase of 1 instead of 10
!!SN:W^ConqNeutrgr^/0; neutrals growth  // with an increase of 10% instead of x2, x3, x4 ...
And nothing more. Clean, transparent and fine-tuning to enhance AI. As long practice shows, it is precisely these AI gain settings that the original WoG lacks.
(according to the comments to the code, there are many hidden gains given for AI, 60k gold, etc.)

3 leaders script - All he does is: limits the number of AI characters to 3, does not allow the player to hire an AI hero and resurrects them? Or does something else?
 If this is all, then it would also be great to add an option to limit the number of AI heroes from 1, 2, 3 ...
 But even without a separate option, this is a good addition to the BETTER AI script. Otherwise, the AI ​​cannot be forced not to "disperse" the troops.

Salamandre, could you please release this version of the mod?




edit: ​​ - idk wtf is this

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 22, 2019 05:34 PM

The mod aims to create really difficult game, but the first step, +100% is still doable for any beginner, don't forget this is Wog - there is commander, creatures abilities + other uber and fun mods boosting everything and so. Also I don't have much free time, because adding new parameters requires also through testing. So no, sorry, no updates.


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Liso1
Liso1


Known Hero
posted June 20, 2019 09:10 AM

Hi Sal,

Conquistador probably does not work with the new ERA 2.8.3 version.

The mod is enabled in Mod Manager, but the game says no:


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 20, 2019 09:19 AM

Conquistador comes with a ini file where you can enable/disable all three mod components, check it.
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Era II mods and utilities

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Liso1
Liso1


Known Hero
posted June 20, 2019 09:38 AM

all 3 mods are enabled

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Slovak Heroes 3 WoG Portal

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 20, 2019 10:10 AM

I didn't install latest Era versions as I hardly play Heroes nowadays, so give me a few days, will install this week-end then check in any problems.

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bloodsucker
bloodsucker


Legendary Hero
posted June 20, 2019 11:41 AM
Edited by bloodsucker at 11:43, 20 Jun 2019.

elmore said:
Hey.
Is it possible to make a light version of the BETTER AI mod, and more flexible in the settings?
Ideally, all that remains is:
!!SN:W^ConqGrwth^/0; AI growth             // with an increase of 10% instead of 100%, 200%, 300% ...
!!SN:W^ConqGold^/0; AI gold                  // with an increase of 100 or 500 instead of 10000
!!SN:W^ConqRes^/0; AI resources            // with an increase of 1 instead of 10
!!SN:W^ConqNeutrgr^/0; neutrals growth  // with an increase of 10% instead of x2, x3, x4 ...


The fact you play like s... shouldn't affect all of us. In HotA I manually give AI 50% growth from the first two weeks to 300 or 400% as time goes by, 5000 gold and extra resources from day one to twenty or thirty, etc... and it goes smoothly. BAI Leaders is the thing I miss the most from Wog when playing HotA and it was perfect for it's purpose the last time I checked.
Fighting 10% extra growth of neutrals per week is something imperceptible, x4 to x10 with Neutral Hero script and the option to make AI's heroes armies always be at level 10 (Neutral Hero is an AI hero), that is sometimes challenging.
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bloodsucker
bloodsucker


Legendary Hero
posted August 01, 2019 02:59 AM

Just an idea that came to my mind but how about putting a quest asking for money blocking the human's town exit? That would allow AI to effectively explore the map for a certain amount of turns before human player could do it. Something like random number between 2500 and 7500 rounded to the lower 500.
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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted August 01, 2019 03:35 PM

bloodsucker said:
Just an idea that came to my mind but how about putting a quest asking for money blocking the human's town exit? That would allow AI to effectively explore the map for a certain amount of turns before human player could do it. Something like random number between 2500 and 7500 rounded to the lower 500.


So basically pay 5000 gold before you can start walking? Sounds weird.
Better give AI very much bonus movement in the first week and money/experience/gold until day 7. Would have a similar effect.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 01, 2019 06:00 PM
Edited by Salamandre at 18:15, 01 Aug 2019.

Why do so? have you played Conquistador at 1000% and AI was too easy?

Also there are more elegant ways to bring a penalty than a wall. You can limit the movement of your heroes, starting at 2-3 tiles, then adding a tile after each battle, up to normal movement. That would ensure you move little early, however it keeps the feeling of being rewarded after effort and not some unfair penalty.

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bloodsucker
bloodsucker


Legendary Hero
posted August 01, 2019 08:32 PM

Salamandre said:
Why do so? have you played Conquistador at 1000% and AI was too easy?

Also there are more elegant ways to bring a penalty than a wall. You can limit the movement of your heroes, starting at 2-3 tiles, then adding a tile after each battle, up to normal movement. That would ensure you move little early, however it keeps the feeling of being rewarded after effort and not some unfair penalty.

No, it isn't too easy. Depending on scripts can go from hard to impossible.
Today this doesn't look like a great idea.
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