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Walkthroughs for custom maps.

#2775
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wenwell

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2. The second method relies on SoD_SP and the disabled "Original RNG" option. Disabling this option restores randomness to something similar to the randomness in the HD+ mod, although with different fixed numbers being generated. Accordingly, the cursor trick will no longer work.

This is where another method comes to the rescue. It turns out that if you open the window of any creature, the damage values shift and change during the creature's animation. SoD_SP doesn't take the animation in the creature window into account. Example in the video.

Example with different numbers being cycled through. As you can see, it is easy to catch 3 different number combinations (48/29, 55/37, 49/35), each twice in a row, because the animation is slow enough. Thus, you can change the fixed randomness at the right moment through the animation in the creature window: the bird flies - one number, it lands - another:)

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There are 2 components to randomness that were modified by HD+ somewhere around 3.50 (I forget exactly when)
1- random seed
2- random number generation

In SoD_SP, they are respectively named:
1- Original RNG
2- Original Obstacles

The names don't reflect entirely what they do (I may change the wording and description), the reason is because I wanted names that reflected the repair of "broken" single player features by HD+. In your videos you have one turned on, the other turned off, so you are getting a mix of original H3 and HD+. Calls to RNG will also call Random Seed, and modify future outcomes - creature animations in the window calls RNG(1, 100) which is why you can get some different results.

Essentially, you are getting these results because of HD+, mixed with vanilla H3 at some points.
It's up to you to decide how you want to use these; I just want to clarify that this is not really due to SoD_SP behaviour, there are no modifications to this part of code only restoration of vanilla.