A good benchmark for balanced diplomacy in the game is that it should be a skill not for the main hero, but for a secondary hero, meaning that the main hero should develop according to standard schemes, but players would still try to level up the secondary hero with diplomacy skills and use them to explore the area for reserves to strengthen the workforce.
Posts from Плагин Fresh Mod для SOD
And if you refused, they didn't run away, but got offended and attacked!
ICQ 716748479
I played as Serena, and the spells only appeared in the spellbook for the duration of the battle.
Yes, yesterday we played on the fresh mod 3.0 - Eagle Eye granted spells during the battle, but after the battle, they disappeared from the spellbook, according to him.
I'm attaching the save files; we played without passwords:
https://dropmefiles.com/P6pva
Thank you for the information. However, so far, I've only been able to reproduce the following situation:
1. Attack a hero with Eagle Eye.
2. Cast a spell.
3. The hero with Eagle Eye learns the spell.
4. Flee.
5. The learned spell is not in the spellbook.
6. Pass the turn.
7. The learned spell appears in the spellbook.
Can you verify if this is what happens in your case?
You can download it in the first post of the thread.
Description of changes:
1. Added the "Gameplay changes" flag (to the right of the "HW rules" flag). If it is NOT enabled, the following mod changes will be disabled:
- native troops in lairs and conservatories
- skill changes (diplomacy, eagle eye, first aid)
- guard and object rearrangement
2. Reduced the diplomacy limit to 16,000 (4,000 for M and S maps). Also, added another joining condition:
- creatures will only join if the hero's army does not contain undead
3. You can take resources, chests, and camps without a fight from under guard.
4. If the "HW rules" flag is NOT enabled, the following mod changes will be disabled:
- diplomacy, the completely original mechanics will be used
- guard and object rearrangement
- protection of objects around the guard
5. If the "Gameplay changes" flag is enabled, a message will be displayed at the start of the game: "FreshMod 3.2 FULL is used". If it is disabled: "FreshMod 3.2 NO GAMEPLAY CHANGES is used".
When creating a map, the game will crash for the player if:
- the host has FreshMod 3.2 enabled, but the player does not
- the host does not have FreshMod 3.2 enabled, but the player does
IMPORTANT:
The save format has been changed. Games started on previous versions of the mod and on a clean SOD can only be finished on those same versions.
When FreshMod 3.2 is enabled, these saves will not be visible.
Huge thanks for the help - RoseKavalier, AlexSPL, igrik, feanor.
1. Added the "Gameplay changes" flag (to the right of the "HW rules" flag). If it is NOT set, the following mod changes will be disabled:
- native troops in hives and conservatories
- skill changes (diplomacy, eagle eye, first aid)
- rearrangement of guards and objects
3. You can take resources, chests, and campfires without a fight from under guard.
ICQ:5676388
There are bad skills, and there are good skills – that’s normal. I can immediately come up with 10 options for “balancing and improving” bad skills. But who would be interested in that?
How can you reconcile in your head the fact that the very best players in this game have a poor understanding of it and its balance?
Another example is when top musicians consider taking 15 notes per second or achieving the maximum height/strength of sound to be the greatest achievement. The listener doesn’t care about this, especially when it comes at the expense of the melody itself.
In your opinion, if the diplomacy limit is reduced to 10000 (7 ducks), will diplomacy still be overpowered?
I don’t remember the exact distribution, but it can easily be changed within a mod – so that higher values appear more often, and lower values less often.
An approximate guideline for balanced diplomacy in the game is that it should be a skill not for the hero, but for the lord, that is, so that the hero develops according to normal schemes, but players would try to also develop the lord-diplomat and explore the area for reserves to strengthen the personnel.
Download can be found in the first post of the thread.
Description of changes:
1. The following issues during generation of the "Jebus Cross" template have been fixed:
- absence of a road to ГО
- absence of ГО
- road to an adjacent respawn
- "detached" respawn village
- ГО on every tile, now there is at least one tile between ГО
- passage from blue to red through another respawn
- town without a road
2. On a map without water and with the "Gameplay changes" flag enabled, water spells and artifacts are not generated, and the "Navigation" skill is also excluded (with help from AlexSpl, igrik, RoseKavalier).
3. When the "Gameplay changes" flag is enabled, the "Always 2nd stack for hero" flag is automatically enabled (with help from RoseKavalier).
4. In combat, when casting a battle/healing spell, the number of creatures killed/revived is displayed (author RoseKavalier, source SOD SP).
IMPORTANT:
The save format has been changed; games started on previous versions of the mod and on pure SOD can only be finished on those same versions.
When using FreshMod 4.0, these saves will not be visible.
Huge thanks for the help - RoseKavalier, AlexSPL, igrik.
You can download it in the first post of the thread.
Description of changes:
1. When connecting to the online lobby, a check has been added to ensure that the mod versions match (author WiZarDX_576, source HW rulez).
2. Bug fixes.
It would be interesting to hear players' opinions on what other problems remain when generating JC.
Many thanks to WiZarDX_576 for providing the version control code.
You can download it in the first post of the topic.
Description of changes:
1. In the "Jebus Cross" template, the distance from the player's starting castle to the center cannot be more than 80 cells.
2. In the "Jebus Cross" template, the appearance of large water zones has been excluded.
3. In the GM, when rebuilding, with scrolls, and pyramids, only the following spells of levels 4 and 5 can be present:
level 4: chain lightning, town portal, meteor shower, resurrection, berserk, armageddon4. The appearance of the "Conflux" town is allowed in all zones (primarily relevant for JC).
level 5: all summons, dimension door, fly, explosion
5. Minor fixes and improvements.
Items 3 and 4 only work when the "Gameplay changes" flag is set.
ICQ:5676388
https://www.youtube.com/watch?v=Wxpt1TtR1yM
You can download it in the first post of the thread.
Description of changes:
1. In Fortress, you cannot upgrade vampires to levels 6 and 7. It can only appear on snow, swamp, or lava (only when the "HW Rules" flag is enabled).
When the "Gameplay changes" flag is enabled, the flag prohibiting the appearance of the fortress on the hill is reset.
2. In Conflux, you cannot build a Grail if there is no city with a built GM5 (only when the "HW Rules" flag is enabled).
3. At the maximum difficulty level and when the "HW Rules" flag is NOT enabled, human players are given an additional 2500 gold.
4. Bug fixes
IMPORTANT:
The save format has been changed. Games started on previous versions of the mod and on a clean SOD can only be finished on these same versions.
When connecting FreshMod 4.3, these saves will not be visible.
Here, the club is readily available.
Re-positioning definitely isn't the cause, as it only works along roads (maximum 1 cell from the road).
I don't have any ideas yet on how to reliably fix this.
Added after 18 hours and 47 minutes
I've created an algorithm so that neutrals guard objects not only around themselves but also all adjacent ones. That is, in the example of Eranikus, it will be impossible to take the club without fighting the genies.
But I don't know if this is really necessary?
And there's another point - resources and chests can be taken, which means they can break the chain of adjacency and free objects from protection.
