Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
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 October 25, 2014 05:59 PM
Edited by bloodsucker at 19:19, 31 Oct 2014.

Do you know how well does Leaders behaves in a map with two starting towns? I got a "random" XXL one that looks promising but I have some doubts about that. When you kill them they always reborn near main town, right?


Well, build grail in Tower first day may be the greatest cheat but has his compensations...

Two heroes are placed close to the main town, (like they were warlords banners) and you still have the other I placed at the second town.
The thousands of troops I add to the random heroes at gate are still with them. Great.

P.S.
Some requests:
1. What do you think about making the leaders change specialty optional for the one's already placed? That way we could select certain other heroes for oponent (basicly, I want to fight my new Torosar, master of Titans and I can't cause he is trashed by Leaders).
2. Since sooner or later I'm going to release this mod; what about giving REALLY insane values to certain options (namely creating one for armies like: growing for thousands a day)?
3. I'm not the first one to complain about this but here it goes: I still think about creating a map like the one I wanted to make over "Blood of the Dragon" years ago. The general idea is: is a two level map but there are no normal passage from one level to the other.
You play with an ally of the Inferno faction and he has a town in each level. You can buy him heroes, you can give him resources or troops but you can't go to the sub level.
Town portal is desabled everywhere except for a long and hard quest.
All enemies are allyed and I wanted to used BAI and Find Me but without Conquistador; so you can't build a town in the underground and use a trick to go there (I'm already having some ideas...) and of course I don't want Xeron to get BAI bonus or have his specialty changed.  
The objective of the game is making your ally keep towns in both levels until you get Town Portal. Special WoG loss condition: lose ally, maybe also lose Xeron.
I think I can get a very interesting map, even if my idea is to use a template to create the map it self, since I am a really crapy designer.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 31, 2014 07:30 PM


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bloodsucker
bloodsucker


Legendary Hero
posted October 31, 2014 08:05 PM

Salamandre said:



The third one doesn't look so crazy, maybe a bit hard to do cause didn't tought about it from the beginnig but is just to allow people to play with allies (computer ones even if I think BAI also has a problem with human allies). This on the other hand... I would love if Xeron could kept the hability to change towns for his faction, since there can be no neutral Inferno towns in the upper level but I think I can do it myself without messing with your code.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bloodsucker
bloodsucker


Legendary Hero
posted November 01, 2014 09:33 AM

I've never played Covenant but I'm finding Kegolo's ideas interesting (lots of code to study and the use of Amethyst), do you know if the mod is compatible with your's (namely Leaders, Aventure Pillars and Invite-Tavern)?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xevolution
xevolution

Tavern Dweller
posted January 20, 2015 02:27 PM

Salamandre said:
As specified, don't use Better AI on smaller than XL, you will be crushed without mercy. But Builder mod will help to put a decent fight against, depending on your battle counter settings.


Hello, Salamandre!

Thank you for sharing this awesome Mod here and bringing to wog fights more fun.

The idea of rewarding a new town for fought battles/leveling heros is great... I would like to see it working equally for all parties.

At the moment, Better AI gives towns only to AI players, and Builder gives towns only to Human players.

Please advise what code should be changed in either mentioned scripts, so that Better AI gives a town also for leveling Human players or Builder gives a town also for battles won by AI players.

What script is easier to change and what is the change so that it achieves this goal ?

Thank you.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 20, 2015 02:48 PM

no way, sorry, this would require rewriting the source. AI receives towns to force its expansion, human player does not need such thing, he has a brain.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xevolution
xevolution

Tavern Dweller
posted January 20, 2015 03:04 PM

Salamandre said:
no way, sorry, this would require rewriting the source. AI receives towns to force its expansion, human player does not need such thing, he has a brain.


Based on your reasoning, Builder mod would be for humans without brain... Ai has no brain also, so it would have been useful to AI to be able to use Builder in order to force its expansion...

Better AI script, on the other hand, is more easy to modify to achieve exact same goal...
I have modified it, but, once the human reaches setted level, it keeps on receiving new towns on every first day of the week... which is not right... Here your authoring and expertise would be welcome...

Regards,

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 20, 2015 03:20 PM

no man, this is not what I mean, I speak about flaws in AI code. AI goes left and right and if it does not find a town in xx range, he will not go further. Giving him free towns through the map is only helping him to overcome bad programing, thing that human player does not need, because he thinks by himself-hence I say: has a brain.

On the other side, Builder mod is not a stand alone, is a mod released WITH better AI, to help human player to stand a heavy boosted AI (until %1000+ now), it is parameterizable, removable and optional.  

Conquistador was rather hard to code and today I am rusty and have no big plans to code again (except bugs fixing if reported). Changing codes inside would be hard for me, would require much time and testing etc. I think mod is ok as it is, if someone desires even more customization, he will need to work on.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xevolution
xevolution

Tavern Dweller
posted January 20, 2015 03:37 PM

said:



I see... I use Sagamosa and, as you know, I cannot use Builder mod buttons/clicks (from Conquistador)...
As I like Sagamosa, I always try to adapt scripts (which I also like and want to play with) to work with Sagamosa... So it came to me that, instead of Builder script, I should modify (which appears easier) Better AI script, in order to compensate for AI's expandings...

In the meantime, I have also intersected Better Ai mod with Builder mod and it gives towns to human player (from existing neutral ones), based on fought battles, automatically the same town as it started game with... without the need to click on buttons, thus circumventing the Sagamosa flaws...

I wanted to test same functions for all parties... But since you put "AI's thinking" that way, instead of using one script for all players, I will use two scripts with similar functions, but different configurations...

Thanks for clearing this idea to me.
Regards,

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted January 21, 2015 06:03 PM

Sal
Is there a way for you to re-upload the mod?
Itīs link is broken

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted January 25, 2015 04:24 PM

Sal (or anyone else)
How do you activate the mod?
I cant find it in any wog option menys, and I have tried putting in in diffrent orders with the Modsmann.exe
I get the icons at the minimap, and the "battle of castles" is workin, set at 1 fight=1 castle.
But better ai and find me isnt turned on.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 25, 2015 04:37 PM

Conquistador.ini file in main folder.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted January 25, 2015 04:38 PM

blackstomper said:
Sal (or anyone else)
How do you activate the mod?
I cant find it in any wog option menys, and I have tried putting in in diffrent orders with the Modsmann.exe
I get the icons at the minimap, and the "battle of castles" is workin, set at 1 fight=1 castle.
But better ai and find me isnt turned on.


Ok, I was being stupid
Its in the .ini file, just found it.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bloodsucker
bloodsucker


Legendary Hero
posted January 25, 2015 07:18 PM
Edited by bloodsucker at 01:03, 27 Jan 2015.

@Salamandre I know is not your style but could you consider to create a version of BAI and Find me without Builder and with more options?
Thing is, I tried to adapt BAI to a WoG map that didn't had nothing of the kind but was unable to circunvent some WoG 3.58 limitations, namely the absence of SN vars but I tought it would be good to have a script you could add to maps to turn things uglyer. Maybe not a WoG 3.58 script but a mod for Era but definetivly something to increase all AI heroes stats and skills.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted January 26, 2015 05:45 PM

Am I reading this wrong;
Quote:

;Set this value to 1 if you generate hot seat random map and you set alliances in map creation screen. Custom Conquistador alliances will be disabled.
;If you disable Conquistador custom alliances (1), you cannot change alliances anymore during the game; they will stay as you selected at start.
;Default is 0 (human alone vs AI allied)
Alliances=1


I wanna play with my cousin in a hotseat game, were we are in the same team against AI.
But atm, I (blue) is getting AIīs bonus.
Is there a way to arrange so that I will be marked as player, instead of AI?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 26, 2015 08:09 PM

No sorry, this mod wasn't written for multiplayer and would require a lot of time to fix that.  Maybe in the future, not sure.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted January 26, 2015 08:53 PM

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

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bloodsucker
bloodsucker


Legendary Hero
posted January 27, 2015 01:41 AM

I want to reformulate my previous post: I know is not you're style but I (and probably some other fellows) would like to add prims, creature and resource bonus to every AI on custom maps that lack them.
This is specially true to those (pseudo) WoG maps that don't have any code inside, just some artificiers and alms houses but have enemys in locked places.
On the other hand, things like Leaders growing from the floor and AI gainning towns outside his close borders or learning Town Portal and Fly and moving from town with quest in front of it to the one closest to your capital with a monstrous army first day of game don't make it more interesting, just give you no chance.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 27, 2015 02:38 AM
Edited by Salamandre at 03:11, 27 Jan 2015.

Ai towns are given starting with upper left corner (it processes towns map numbers). So I advice always to start bottom so you avoid AI getting a town in your area soon. Then my mod is editable by anyone, to suit every taste. If you are capable, that's it. I won't sit down and create a new version for everyone, especially when what you ask is very vague.

For custom maps, you don't need conquistador, just add daily/weekly events in towns, only AI triggerable, giving resources and creatures. Or why don't you just use trainer mod, type AI heros names then give them what you want. As for wog 358 maps being playable in Era, nothing is more simple: copy/paste every internal script to a main erm file, create mod and there you go. I did that dozens of times.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bloodsucker
bloodsucker


Legendary Hero
posted January 27, 2015 04:40 AM
Edited by bloodsucker at 04:45, 27 Jan 2015.

Salamandre said:
Ai towns are given starting with upper left corner (it processes towns map numbers). So I advice always to start bottom so you avoid AI getting a town in your area soon.

I had to start at that position and other heroes also got other towns far away.

Salamandre said:
Then my mod is editable by anyone, to suit every taste. If you are capable, that's it.


I can read it but I've failed to implemente what I wanted. But if I do has you said: copy the Erm to a main file then I think I can manage.

Salamandre said:
For custom maps, you don't need conquistador, just add daily/weekly events in towns, only AI triggerable, giving resources and creatures.

That's what I end up doing, I gave 50 for each prim and some Sec (Air, Earth, Offense, Armourer, Logistics and Tactics/Intelligence plus bonus of 300% creature growth in every town and 80000 gold, 90 each resource and bigger starting armies. I also built some buildings in main towns and so on. What I wasn't able to recreate was the increase of prims and movement. Starting heroes were special but the others weren't. Not even giving them Top Second Henchmen was enouch to copensate the lower prims...
But you're right (again); if main Erm containning all mapmaker's work is functional (if I don't screw with it, I mean) then I can surelly take the exacte options from your magnificent BAI. And I avoid all the WoG 3.58 crashes and the don't need to change working code.

Yet, I still think BAI would be better if it had more detailled lists allowing every single option to be selectable. For instance, in the last map I played heroes moving or Leaders would be ok, getting free towns maybe not (player starts top left). On others, Leaders would mean player could move where it was supose they would be standing still. On others, there are so many heroes for AI player that create  two more would pass the eight limit, something I believe can't happen. That's why I was vague, what I wanted was more selectable behaviour, not something very defined.
Thanks anyway.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 14 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0576 seconds