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Yeah, that’s funny. It will be interesting to read about further progress on this map.
New here? I'm Roha — want a quick tour?
Yeah, that's funny. It will be interesting to read about further progress on this map :)
There are 2 components to randomness that were modified by HD+ somewhere around 3.50 (I forget exactly when)
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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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I just want to clarify that this is not really due to SoD_SP behaviour
Legions of Monsters
Author: Barter Packer
Link: http://www.maps4heroes.com/heroes3/maps.php?keywords=Legiony+potworow&type=&size=&difficulty=&sort=3
Language: Polish.
Genre: RPG.
Description: Your task is to defeat all enemies; to reach them, you must overcome the Legions of Monsters. At the beginning, you can choose between Necropolis or Stronghold; the choice is yours.
Google Translate: Your task is to defeat all enemies; to reach them, you need to overcome the Legions of Monsters. At the beginning, you need to choose Necropolis or Stronghold; the choice is yours.
The essence of the map is in its name (Legions of Monsters). It's a large, battle-focused map with a linear progression, without complex tasks or the need to strain yourself figuring out how to get something, where to go, or who to defeat (in some cases, the editor will help you). It should appeal to fans of necromancy.
The game quickly picks up pace, and it doesn't slow down until the end. The only place where you might encounter a slight delay in accumulating creatures is the Guardian, which I will mention in the drawbacks.
Soon after the initial stage, you will have plenty of resources, cities, and troops.
The map does not have timed quests or specific requirements for the completion time.
The map can be easily completed by an average player or even a below-average player.
The map allows you to fully unleash the power of a Necromancer with a huge army of liches.
If anyone completes this map using only living troops, please share your experience!
On 5-1-6, I removed the blue Guardian on the sea and gave the Sphere of Fire to the Guardian so it could sail to the enemies.
Result: 244 days, 442 points.
Out of curiosity, I tried replacing all the liches with living troops and fighting Rashka with that composition. I took the "bonus" creatures that Lord Haart had, and among them, there weren't even archers, and I didn't gather additional troops from the cities. And in this case, Rashka was defeated without any losses.
As a bonus, I'm attaching a screenshot of the final stage of the battle with Rashka, where the staffs of the liches are lined up in a perfectly straight line.
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.
RoseKavalier, My point is that it's cool that I can use creature window to search for favorable RNG. It's a much more convenient than pressing each time F12 and turn on "Original RNG" option during battle. I had a few fights with disabled "Original RNG" option where I get bad damage at 15~ round, it causing me turn on "Original RNG" after 15~ round and hope for optimal damage, but now this problem is settled and could be controled to some extend.
may be you should left only one option original rnd_setteings(=original random seed + original random number gereration)? and disable option to change it during battle?
Running through corridors and skipping turns while waiting to accumulate an army to surrender at a checkpoint – that’s only in the old version from 2005. The new version doesn’t have that. The new version is here:
http://www.maps4heroes.com/forum/opinions.php?map_id=1726&game=3
Friends, I'm playing through the Lord of the Rings v4.0 map... There's a quest guard in the Dungeon who asks me to bring him 24 boars. I have no idea where to get them... Should I wait for the "boar week" and try to recruit the ones that appear?