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Question! Is it actually possible to use this program to edit standard multiplayer maps?:o
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Question! Is it actually possible to process standard multiplayer maps with this program?:o
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, 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 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.
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?
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.
In general, the original idea was to save interesting combinations in a table-DB, from which to take ready-made combinations.
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?
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.
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 to avoid giving an unfair advantage.
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).