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Thread: Suggestions for future mods | This thread is pages long: 1 2 · «PREV |
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Sal
Famous Hero
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posted August 23, 2014 07:41 PM |
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Edited by Sal at 19:51, 23 Aug 2014.
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AI is terrific bad. There is nothing to do about. You can only give it OP bonuses, creatures, movement, but it will not play better. Thats it.
Also for template, I created my own, and I am having some very good games on. Is a 12 zones template, 3 players max, XXL no under, 9 treasure areas, very tight density, a lot of towns, very big battles (conquistador growth should be upped to x2 at least). Is mainly a template for Adventure pillars, are there are some 100+ prisons to replace.
If you interested, here:
My template
(still needs to remove teleporters manually/or script-which I use, there is still difficult to create multiple zones connections without them)
bloodsucker said: I use to play with a lot of oponents (like 5 to 7) on one team.
You believed you were doing so. Two days ago I discovered a bug in alliances, they are reset each time you reload a game (so you get each player = 1 team). This wasn't documented in erm help so had to fix both documentation and code. My bad.
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bloodsucker
Legendary Hero
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posted August 23, 2014 08:16 PM |
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Sal said: You believed you were doing so. Two days ago I discovered a bug in alliances, they are reset each time you reload a game (so you get each player = 1 team). This wasn't documented in erm help so had to fix both documentation and code. My bad.
Are u sure? I don't know if they will colaborate and give resources to one another but I'm almost sure they don't take each others mines and I'm sure they can enter each others towns without taking them.
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Sal
Famous Hero
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posted August 23, 2014 08:21 PM |
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yes I am sure. At start everything ok, teams as you choose, but when you reload a game, all alliances reset. If you open again Conquistador panel options, when you close, alliances as you want again, then you reload, gone.
snowty bug, fixed.
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bloodsucker
Legendary Hero
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posted August 23, 2014 09:08 PM |
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Sal said: yes I am sure. At start everything ok, teams as you choose, but when you reload a game, all alliances reset. If you open again Conquistador panel options, when you close, alliances as you want again, then you reload, gone.
snowty bug, fixed.
We weren't talking about the same thing... I immediatly create the map with two teams, one me alone and the other all AI, so I believe even in case of reload they will still be allied.
Let me guess, u also play with the "fog of war" option active so can't observe the computer behaviour during their turn.
If things were the way you think then when two AI heroes meet there would be a battle and only one remaining and when one visits another one's town it would have to change owner and even faction if that option is on, like I always have it. I'm sure this doesn't happen, sometimes you there are heroes of one color resting in another one's town and you can clearly see the two banners.
But if you fixed it, what ever it was doing it isn't any more so good.
I saw a script you made called "no monolits". I think is what you were refering above but that will have to create passability problems cause templates use the monolits to give access to zones. I think it is more efective, even if u probably will "have a problem with" it, to open the map and search for them manualy and when deleting them make sure there are other ways of accessing the zone.
Even then, I think computer calculates the access to bonus for each player including the distance traveled trough monolits (maybe I'm too imaginative), so it will add even more balance problems, wich not sure if this is a bad thing, one of the problems with maps created from templates using tons of factions is all AI players tend to be at very close expansion levels cause then don't take each others territories (one think that often made me wander if the AI Rambo on AI Rambo doesn't have an interest of it's own).
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Sal
Famous Hero
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posted August 23, 2014 09:26 PM |
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bloodsucker said:
Let me guess, u also play with the "fog of war" option active so can't observe the computer behaviour during their turn.
I am all for complete masochist game, eventually I also use a dark chamber where I can't see the keyboard, never reload if dismiss by error main hero, sometimes I avoid sleeping or eating several weeks prior to Heroes game, also sitting on burning coals is a must.
But no fog of war active, no; this is too hard to handle, sorry.
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bloodsucker
Legendary Hero
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posted August 23, 2014 09:35 PM |
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Sal said:
bloodsucker said:
Let me guess, u also play with the "fog of war" option active so can't observe the computer behaviour during their turn.
I am all for complete masochist game, eventually I also use a dark chamber where I can't see the keyboard, never reload if dismiss by error main hero, sometimes I avoid sleeping or eating several weeks prior to Heroes game, also sitting on burning coals is a must.
But no fog of war active, no; this is too hard to handle, sorry.
I didn't got the irony, if u play without fog of war u can see what I mentioned, computer heroes visiting or resting at each others towns, not taking each others mines and meeting with both remaining on map. Have u ever observed a different behaviour? Cause I didn't.
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Sal
Famous Hero
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posted August 23, 2014 09:39 PM |
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I see. When I play with Conquistador, I first create the map in editor to have AI enough far away, so I can't set alliances in game, using Conquistador alliance feature.
Which didn't work until now.
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bloodsucker
Legendary Hero
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posted August 23, 2014 10:10 PM |
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Sal said: I see. When I play with Conquistador, I first create the map in editor to have AI enough far away, so I can't set alliances in game, using Conquistador alliance feature.
Which didn't work until now.
So, if I understood correctly, the problem would only happen if one was using a previously created map with several AI teams and choosed the "AI players allied" from the Comquistador menu. In this specific case (that I never tried) after reload they would start to fight each other.
If map was created in editor with all AI players in one team everything was already ok. Is that it?
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Sal
Famous Hero
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posted August 23, 2014 10:12 PM |
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bloodsucker
Legendary Hero
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posted August 24, 2014 01:22 AM |
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Sal said: yes.
So, basicly what I tought was right. I was fighting allied computer players.
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darkdill
Hired Hero
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posted September 05, 2014 11:28 PM |
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If it's all the same to you guys, can we keep this on-topic for mod suggestions? Thank you.
Got one to suggest for the moment:
Better Magic
When you cast spells in battle, either the result is pretty game-changing (i.e. Haste, Slow, Curse, etc.) or pretty lousy (i.e. Lightning Bolt, Inferno, Landmine, etc.). However, there's no mod (to my knowledge) that alters how magic works in the game.
Once you get into legion-level battles, damage spells go out the window and become useless (even if the target isn't immune to them), while spells like Slow become immensely powerful. I've never really liked this dynamic, and would love for a Lightning Bolt to always be strong, even if you're up against legion-level armies.
To that end, I'd like it if a mod were made that strengthened magic in some areas, while rebalancing other areas. Make spells like Fireball and Inferno not seem totally redundant, as well as making them actually painful when you have a lot of spell power. The elemental magic secondary skills (Air/Earth/Water/Fire Magic) should also give different bonuses to certain spells; adding 90 damage to Armageddon when you're an Expert in Fire Magic is not a good bonus.
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bloodsucker
Legendary Hero
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posted October 06, 2014 01:17 PM |
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I want to create an object that allow you to trade creatures of lower levels by creatures of level 7.
It should work this way: you can trade 12 zealots or 8 champions for one Archangel and so on.
But I don't know how to do it except by doing it to the entire slot.
Does any one remembers to have seen something similar?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 06, 2014 03:03 PM |
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No. You need first to have a working mathematical formula (your is based on 2 multipliers only?), I would suggest HP = HP. Then is quite complex for erm beginner:
-You need to loop all hero slots then display into a IF dialog the creatures names and numbers
-see if player has a empty slot for upcoming archangels
-once the player selects one from the list, you need to calculate their HP and see if he can buy at least one archangel (250 HP)
-If ok, then must know how to create a dialog where player enters a number
-then compare with stack HP and tell player if his selection is ok or not
-if ok, delete the entire stack after calculating experience and artifacts (banners), virtually remove the converted units then add stack again + the archangels.
As you see, this requires multiple triggers/receivers.
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bloodsucker
Legendary Hero
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posted October 06, 2014 03:52 PM |
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Salamandre said: I would suggest HP = HP. Then is quite complex for erm beginner:
-You need to loop all hero slots then display into a IF dialog the creatures names and numbers
-see if player has a empty slot for upcoming archangels
-once the player selects one from the list, you need to calculate their HP and see if he can buy at least one archangel (250 HP)
-If ok, then must know how to create a dialog where player enters a number
-then compare with stack HP and tell player if his selection is ok or not
-if ok, delete the entire stack after calculating experience and artifacts (banners), virtually remove the converted units then add stack again + the archangels.
As you see, this requires multiple triggers/receivers.
I didn't wanted to go for something like HP=HP. My idea was more like HP=3xHP or equal AI value or something a like. I don't know exactly how but it had to be an expensive trade. Sacrifize a lot of those creatures you can get from tricks with Altar of Transformation + Hill Fort or Cloack to get a few goodies.
That's why I tought 12 level five or 8 level six was a reasonable formula. My biggest problem here is how to create a dialog for player to chose wich slot is going to be the target of the trade.
I was thinking in take all the creatures from there, see what level and alignment they are then divide by the respective number and refill the slot with level 7 creatures of the same aligment (maths round down).
Also acumulated experience and warlord banners would be lost.
Even skiping so many details, you are right this is really a big challenge. It is also the most reasonable of my ideas to get the level 8 creatures to lead my armies.
The others are much more simple (like create a battle with SAs or Azures and then do it with Succubus hero) but look worst.
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bloodsucker
Legendary Hero
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posted October 23, 2014 10:13 AM |
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How does it looks like the idea of an option or mod that makes use of something like the Rogues fights but with with other creatures (even level 8 creatures and powerfull dragons) with experience and maybe even somekind of "Random Hero"?
I posted this somewhere else already but this is clearly where it belongs
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whitebeard
Adventuring Hero
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posted October 23, 2014 12:05 PM |
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I always wanted a mod that adds more player slots on certain maps. The addition of a black and white team or any other color not yet used would be cool.
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bloodsucker
Legendary Hero
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posted October 23, 2014 08:10 PM |
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whitebeard said: I always wanted a mod that adds more player slots on certain maps. The addition of a black and white team or any other color not yet used would be cool.
Well, I always wanted that AnnaLynne McCord got romanticaly interested in me... I think I have better chances.
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whitebeard
Adventuring Hero
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posted October 23, 2014 08:54 PM |
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bloodsucker said:
whitebeard said: I always wanted a mod that adds more player slots on certain maps. The addition of a black and white team or any other color not yet used would be cool.
Well, I always wanted that AnnaLynne McCord got romanticaly interested in me... I think I have better chances.
I don't know who that is but good luck with that.
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