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Posts from Random Monsters Map Patcher – diverse neutral armies.
So, it turns out that the same additional units will be assigned to certain creatures. And they will often repeat.
Added 2 minutes later
What specific aspect of the mod's meaning is lost?
Dyrman
12 years ago
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Calculating weights is too complex. A large number of tests by the AI are needed in various combinations. Even if we use pairs, there will be many. Although, we can exclude some combinations as ineffective and assign them a weight of 0.
Perhaps, we'll have to switch to a rating system, where combinations will be ranked according to a table of their effectiveness in player usage (again, a dumb AI could ruin everything). In this case, the rating will only reflect the priority, and it will not be clear how much better 1st place is than 2nd place, for example.
The third system is a point-based one. We assign expert ratings from 0 to 10 to all pairs. From these ratings, we can, in principle, find the weight, but then the number of experts must be greater, and they should be more knowledgeable about AI actions than about playing the game themselves (due to the AI's inability to play units well). It is permissible to give overpowered combinations more than 10 points. The third system turns out to be a kind of average between the first and second. This might work. Here, we can conditionally sum the points as in the weights.
Added 2 minutes ago RedHeavenHero
Otherwise, the same additional units will correspond to some creatures, and they will be repeated frequently. What exactly is the loss of meaning in the mod?
Repetitions will be excluded.
Excluding "evil" units. If 10 mages appear in stacks of 2 each randomly, that's even worse than just having 10... And the mod should have more meaning.
RedHeavenHero
12 years ago
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We don't need any more tables, even without this. We can still add NCF to the table of creature stats, distribute them, and assign them to existing factions where possible.
Dyrman
12 years ago
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Yes, and we will only be able to calculate friendly pairings. Knowing the initial races of the players and their coordinates (or changing the degree of accessibility), we can take into account the effectiveness of units against these races. Chaos against undead (+), alt-golems (-)...
Added 3 minutes later RedHeavenHero
We'll end up with a ton of tables anyway. We still need to add NCF to the table of creature strengths, distribute them, and assign them to the existing races.
Then we can simply create a rating of double pairings. Where there will be positive pairings, zero pairings, and negative pairings.
RedHeavenHero
12 years ago
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10 mages simply cannot appear at the same time, and the chance of 3 mage units appearing is very low.
10 mages simply cannot physically appear, and the chance of 3 mage units appearing is very small.
But with a mod, they can appear randomly (not necessarily the same creatures: druids, archmages, liches...), and that's the point.
Added 9 minutes later The simplest: -1 0 +1 -1 - decrease in effectiveness 0 - no change +1 - increase in effectiveness
Peasant-peasant - 0 Peasant-archer - 0 Peasant-swordsman - 0 ... Peasant -> Haven (Elaine) - generates a larger number of peasants on the map (increases the chance of joining). Or, conversely, a smaller number? ... Footman-archer - +1 Archer-archer - +1
RedHeavenHero
12 years ago
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Outcome: don't interfere with the races at all, just add "fixed" neutral races from NCF.
Even without this, the probability of a dangerous mage appearing in a "good" race is ~10%, and for three of them ~0.1%.
Added 1 minute ago
Why is archer-archer=+1, but peasant-peasant=0?
Dyrman
12 years ago
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You can mark -1.0, +1 as negative, neutral, and good combinations. Even such effective combinations as archmage + archmage will be considered negative. That is, it should not be based solely on effectiveness.
Added 1 minute ago RedHeavenHero
Why is archer-archer = +1, but peasant-peasant = 0?
It is more advantageous to divide archers among neutral armies: they are harder to block, harder to kill, and harder to curse with our troops... And peasants will just go into battle anyway...
RedHeavenHero
12 years ago
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And now for the bad news: you won’t be able to create two identical units of the same type.
The element of randomness is lost, and the map becomes static, just like in the GSC.
Even random monsters will have to be made pre-set.
Well, that means there won't be identical ones)) We won't clone them using NCF or force all monsters through triggers.
Added 5 minutes later What if there are 7 large creatures? ))) They won't fit!
RedHeavenHero
12 years ago
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Yes, this definitely needs to be filtered out so that there are no more than 5 large creatures when there are no small creatures, and no more than 4 when there are small creatures.
For now, I'll offer my simple mod version. The mod makes neutral armies more diverse by adding other creatures to single monsters, taking into account their race. Units are selected completely randomly; the total strength of the army remains close to that of a single unit. There are two versions of the mod in the archive: 1) for playing without the NCF mod installed; 2) for playing with the NCF mod (only creatures from the mega-pack are supported).
Choose the appropriate mod version and copy the file to the UserMods folder.
For now, I'll offer my simple mod version. Units are selected completely randomly, and the total strength of the army remains close to that of a single unit. The archive contains two versions of the mod: 1) for the game without the NCF mod installed 2) for the game with the NCF mod (only creatures from the mega-pack are supported)
Choose the appropriate mod version and copy the file to the UserMods folder.
That's good. It's a shame that there's no way to test the mod yet.
The table will be huge))) a two-dimensional array of almost 200 by 200 in the standard version.