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Posts from Random Monsters Map Patcher – diverse neutral armies.

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In reply to Dyrman
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9 years ago
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Question! Is it actually possible to use this program to edit standard multiplayer maps?:o
In reply to Mokara
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9 years ago
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Mokara
Question! Is it actually possible to process standard multiplayer maps with this program?:o
Yes, process the data.pak file and place the processed copy in the data folder. And, I think there were a couple of maps in GEMaps.pak as well.

Added after 22 minutes
However, this will change all the built-in maps, not just the multiplayer ones.
In reply to RedHeavenHero
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9 years ago
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RedHeavenHero
So, only 2 allied factions in the army?
Okay, in the next version, it will probably be that way.
At the same time, pairs can be formed in a way that would be more canonical – for example, elves and dwarves, although they are both good, are unlikely to be friends with each other, just as demons and orcs are. Demons can only fight side by side with warlocks and neutrals – well, again, I suggest adhering to the lore/canon; diversity will suffer as a result.
In reply to SRD
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9 years ago
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SRD
at the same time, pairs can be formed in a way that would be more canonical - for example, elves and dwarves, although they are both good, are unlikely to be friends with each other, as are demons and orcs; only warlocks and neutrals can fight side by side with demons - well, I'm just suggesting that we adhere to the lore/canon, although diversity will suffer as a result.
Canon is not important for multiplayer.
You could end up questioning why orcs live in dungeons or mages live in the snow, etc.
And all of this will only ruin the diversity.
In reply to Dyrman
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9 years ago
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Dyrman
Canon doesn't matter for multiplayer.
You could end up questioning why orcs live in dungeons or mages live in the snow, etc.
And that would only ruin the diversity.
I agree, it's just an idea/information for consideration.
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9 years ago
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Everything works great, it's fantastic! I'm playing on build EWA 2.6.2. I have a question: do I need to constantly load new creatures into the program, or does it remember them?
In reply to Mokara
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9 years ago
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Mokara
Everything works, it's great! I'm playing on build EWA 2.6.2. I have a question: do I need to constantly load new creatures into the program, or does it remember them?
It remembers them.
Dyrman
Negative DB is also interesting. It definitely won't be very low. You can reduce the chance of such stacks appearing, if that's what you want, otherwise the variety will be lost.
Then it would be better to implement it as a setting for the number of factions in a squad (from 2 to 5).
Also, for the standard method, I think I'll make a setting for the key coefficients (level, number of stacks).
Dyrman
In general, the original idea was to save interesting combinations in a table-DB, from which to take ready-made combinations.
This implied a lot of tedious manual work to find such combinations. I won't even talk about NCF here. It's not a fact that even after its completion, there would not be very few of these combinations to generate a sufficiently diverse army.
In reply to RedHeavenHero
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9 years ago
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RedHeavenHero
It remembers.

Well, that's great! Is it possible to regenerate the map? I accidentally forgot to check the box for "remove splitting." And now I can't change the armies?
In reply to Mokara
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9 years ago
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Mokara
Well, that's great! Is it possible to regenerate the map? I accidentally forgot to check the box for "remove splitting." And now I can't change the armies?
Process the original map again.
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9 years ago
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"Dyrman"
Negative Battle Damage (BD) is also interesting. It definitely won't be low. You could reduce the chance of such stacks appearing, if that's what you want, otherwise, the variety will be lost.
Negative Battle Damage is very bad. Why give the player an advantage that doesn't need to be given? Skipping each turn has serious consequences; it's essentially a freebie (to a much greater extent than morale triggering on your own troops). And all this without the player putting in any effort. In reality, sufficient variety is achieved by mixing just 2 factions; 3 or more looks like a mishmash.
In reply to Nargott
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9 years ago
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Nargott
A negative Defense Bonus is very bad. Why give the player an advantage that doesn't need to be given? Skipping each turn has serious consequences; it's practically a freebie (to a much greater extent than morale boosting on your own troops). And the player hasn't put in any effort for this. In reality, sufficient variety is achieved by mixing just 2 Factions; 3 or more looks like a mishmash.
Then let's immediately increase the stack sizes and add a hero to the stack so as not to give any advantage.
What difference does it make if a neutral stack has -1 or -2? Imagine a strong stack attacking next, and the player is nervous: what if the negative Defense Bonus of -1 triggers? This is what makes the game interesting and unpredictable.
Imagine a large map. Mixing only two Factions is very weak. It quickly becomes tedious to fight the same units over and over again.

And above, a perfect solution was suggested in the form of choosing how many Factions we want to mix. Therefore, the argument is pointless.


You can also mix one unit from an evil Faction and one from a good Faction.
And from 2 to 4 good ones, chosen at will. Neutrals can be randomly assigned to any of these selections (instead of evil or good).
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9 years ago
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Then let's immediately increase the stack sizes and add a hero to the stack to avoid giving an unfair advantage.
By the way, regarding the last point, why not? In some cases, it would be possible to generate units on the map with something like "bandit leaders." As an alternative, attach a special script to the battle with a unit so that a battle with a neutral hero begins.
This should only be done in exceptional cases (how to determine this is another question! Based on the relative strength of the neutral unit?) and only with a special option, of course.
In reply to Dyrman
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9 years ago
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Dyrman
Then let's just increase the stack sizes and add a hero to the stack, so as not to give an advantage.
What's so important about -1 or -2 for the neutral stack?
Imagine a strong stack attacks next, and the player is nervous: what if the negative defense bonus of -1 triggers?
This is what makes the game interesting and unpredictable.

Imagine a large map. Mixing only two Factions is very weak. It gets boring to break through the same units several times.

And above, they suggested the perfect solution in the form of choosing how many Factions we want to mix. Therefore, the argument is pointless.


You can also mix one unit from an evil Faction and one from a good Faction.
And from 2 to 4 good ones, chosen at will. Neutrals can appear in any selection randomly (instead of evil or good).
The point is that even with 2 Factions, you get a VERY large number of combinations. And the nervousness about whether -1 will skip a turn or not... well, there was a moment in Disciples 2 with a 20% miss chance on any attack, and it wasn't very enjoyable.

You can customize it, and that's fine. But 3+ Factions are very much a matter of taste. I saw this in TE - the first impression was that it was a bunch of misfits. Which also suffers morale penalties (I encountered this).
In reply to Nargott
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9 years ago
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Random Monsters Map Patcher 1.1
What's new
- Console windows have been removed; now there is a progress indicator instead
- Several options have been added. A description of what they do appears when you hover the cursor over them
- Most options have been moved to the "Settings" menu, except for the method and strength of units
- The check for the capacity of all units in the arena has been restored
- The average strength of units has been re-evaluated by level (it was previously slightly overestimated)
- Now, it seems, there should be no problems with file names containing non-ASCII characters

Options
►General◄
→ Repack unchanged files into a new archive
→ "Demotion" - 5% chance to reduce a creature's level by 1, doubling its strength (this was mandatory in version 1.0)
→ Do not process scenario monsters
→ Reprocess existing composite armies
►Standard method◄
→ Minimum level (relative to the main unit)
→ Maximum level (relative to the main unit)
→ Maximum number of units in an army
→ Reduce unit splitting
►Dyrman's method◄
→ Maximum number of factions in an army (only allied factions)
Attachments 1
1 file attached • Total size: 2.7 MB
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8 years ago
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Only allied units? Meaning, can there only be pure Orc creatures in armies led by an Orc hero?

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