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Posts from Плагин Fresh Mod для SOD

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#243
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Let's say we don't include rules 1 and 7 in the Enhanced HW rules. But what do we do about the fact that some people also don't like rules 2 and 3? After all, the logic of the actions changes: you don't have to leave the castle, buy additional heroes, move away from the Hive? And with rule 11, you don't have to use your head and calculate the moves yourself!!! (This is not my opinion, but such people exist. If anything, this functionality doesn't allow you to perfectly calculate everything: often you still need to take into account the terrain penalty, transitions between planes, and through portals, the last move rule.) According to your logic, we will come to the point where nothing can be done.
ICQ - 703804372
Discord - Xocenk#2473
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#244
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Xocenk
Let's say we don't include rules 1 and 7 in the Enhanced HW rules.
But what do we do about the fact that some people don't like rules 2 and 3 either? After all, the logic of the actions changes. And with rule 11, you shouldn't have to use your brain and calculate the moves yourself!!! (This isn't my opinion, but there are people who think this way.)
According to your logic, we'll end up in a situation where nothing can be done.

I was just about to add a comment about this. Indeed, when I said that I'm willing to accept some of the AI rules that I don't like and calmly (or even approvingly) accept the rest, that's my personal perception. Others may not accept them. Therefore, yes, any AI rules that will face serious objections should be moved to the optional section (by mutual agreement). I don't see anything particularly bad about checkboxes for the Gameplay Changes module (personally, I would be interested in sometimes playing with the "native creatures in hives and consoles" checkbox). This way, we don't reject any innovation, but we also don't impose it. There is no other positive way – everything else is destructive.

Regarding point 11, it doesn't introduce any AI rules; it only saves time on a turn, so it relates to improving the user interface. But if there are objections to it as well, I would like to hear from those who are against it.
The changes in points 2 and 3 differ in quality – if you can enter a hive without checking and without losing moves, taking an army up to the maximum (if there isn't one, then either spend moves or take a risk), then without point 2, exchanging artifacts without additional actions is physically impossible. Therefore, in point 2, I see a much more significant improvement in the user interface than an AI rule, and I approve of it.
"There's no need to execute me,sir Davos . I'll be dead before dawn."
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#245
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I'll reiterate my opinion that it would be better to unlock all the "checkboxes" for everything, so that tournament organizers have the freedom to create their own custom settings. Especially if there is an option to upload configuration files. In the end, practice will determine one or more working combinations.

Безземельный дон с HeroesPortal, инкогнито.
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#246
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Fixed the identified issues.
Successfully improved the random map generator.
Please help with testing – create one or more templates and check the correctness of the generated map.
You can also test it in real matches.

What has been done:
1. Always "good roads" for human players.
2. Blocks along roads have been excluded; now, only mine guards can block the road.
3. One-way exits have been eliminated. The generator now has 16 two-way portals: 8 standard + 8 entrances from one-way portals.
4. "Buggy passages" between zones have been eliminated.
5. The distance between towns is at least 1 cell.

Attached is FreshMod_5_1.dll, which you can use to see the result of the new algorithm.

The installation process is the same:
Unzip the archive in the attachment into a new folder in: "...\_HD3_Data\Packs", then connect this folder in the HD mod launcher window.
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#247
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A discussion arose regarding roads without blockades. There is an opinion that this is unacceptable. Accordingly, we would like to hear opinions on what would be best – with blockades as they are now, completely without guards blocking the road, as done in the mod, or some third option?
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#248
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I think the best option (if possible) is to prevent blocks on the road that exceed more than 1/2 (1/3, 2/3?) of the maximum value in a given area.
Мой любимьій размер - тройка. Будь то конса, утопа или сиськи
ICQ:5676388
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#249
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Kventin

Accordingly, I would like to hear opinions on what would be best – with blocks as they are now, completely without guards blocking the path, as done in the mod, or some third option?
Remove blocks that make the map unplayable (an impassable block at the exit of the home castle), and leave everything else as it is. The value is debatable; I think it should be around 9000, within 6 cells of the exit from the castle (smaller blocks can remain at the discretion of the players and judges to allow for restarts – when subjective restarts are no longer possible and only technical restarts are possible). Sometimes, even 6000 at the exit of the castle is impossible to break through, especially for Inferno or Citadel.
As for other blocks, the question is very complex and controversial. Here, a very balanced approach is needed. If on HL+U, a block exists, and it can be bypassed, and the game can only be played on the off-road path, then it is considered playable. But for Jebus, a block on both paths is very critical.
"There's no need to execute me,sir Davos . I'll be dead before dawn."
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#250
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The approach of dividing blocks into "good" and "bad" is algorithmically very complex and essentially unrealistic.
The terrain can be absolutely anything, and being 6 or 10 cells away from the castle does not guarantee that there won't be a block further on.
The very definition of whether a block is a block or not is quite complex, not to mention analyzing what exactly is blocked and how it affects the game situation.
This leads to constantly emerging problems and errors.
The option of limiting the value of guards near the road is much simpler, because you just need to check if there is a guard near the road, but there are still technical difficulties with it - in the area I use to shift the guards, there is no value for the guard.
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#251
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If such a division is too complex, is it possible to divide it based on templates? For example, leave XL+U as is, and for Jebus and smaller templates, implement a check for road blocks?
"There's no need to execute me,sir Davos . I'll be dead before dawn."
ICQ 716748479
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#252
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Sir Davos Seaworth
If such a division is too complex, is it possible to divide them based on templates?
Yes, that is possible, but ideally, we would like a universal algorithm.
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#253
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Kventin
Yes, it's possible, but it would be nice to have a universal algorithm.

Well, that's unlikely, as different templates have different criteria. For example, if for XL+U-
the possibility of bypassing bugged passages is a small, pleasant freedom that diversifies the process (without it, it's not as interesting, in my opinion), but doesn't lead to anarchy (meaning randomness in the gameplay, not the "anarchy" template), then for other, smaller templates, where the gameplay is more linear, it can create a serious imbalance.

Added 23 minutes later
I perfectly understand that this optimization process is complex and not quick, but we don't need lightning-fast solutions to problems. The main thing is not to make things worse than they are.
"There's no need to execute me,sir Davos . I'll be dead before dawn."
ICQ 716748479
#254
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to Kventin, here are some more things that are generated:





Ideally, it shouldn't have as much of an impact as before, but these things still damage roads on the surface. If you know how to fix it, that would be great! :smile23:
Мой стрим-канал: http://heroes3.tv/Grizvald.

Восстановил старый номер аси, теперь тут: 625045517

"Это нам идеально подходит" (с)

"Лабета - папашка на первую неделю" (с)

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#255
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Grizvald
to Kventinhere are some more things that are being generated:
It would be great to have a save file of what's in the screenshots; I've never seen anything on this scale before.
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#256
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Kventin
It would be great to have a save file of what's shown in the screenshots; I've never seen anything on this scale before.
https://dropmefiles.com/m2BdK

Red: 887
Blue: +-1a
Мой стрим-канал: http://heroes3.tv/Grizvald.

Восстановил старый номер аси, теперь тут: 625045517

"Это нам идеально подходит" (с)

"Лабета - папашка на первую неделю" (с)

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#257
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Quentin, hello. For some reason, it's not the first time that neither I nor my opponent can enter the game; it displays the following message:



First of all, it's unclear from the description what needs to be done (other than the fact that I can't play). Through trial and error, I started checking the Heroes version; I specifically downloaded Complete and tried it – it's still the same. We tried all combinations of Complete/SoD with my opponent, and we downloaded the latest fresh version from the forum – it doesn't work.

What's the problem?
A discussion has arisen regarding roads without blockades.
There is an opinion that this is unacceptable.
Accordingly, I would like to hear opinions on what would be best – with blockades as they are now, completely without guards blocking the road, as done in the mod, or some third option?

And what do the proponents of blockades on the roads say? This is, of course, part of the romance, but I don't see a single advantage in having them on the roads. If there are no blockades on the roads, there will be some practicality – the road will lead to some zone, to some city, and so on. In the reality of SoD, a road can lead to 100 gold mines on level 111, as often happens on 8xm8, for example.