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Posts from Плагин Fresh Mod для SOD

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Sadness
Kventin, hello. For some reason, it's not the first time that neither I nor the opponent can connect to the game; it displays the following:
What's the problem?
In 4.7, you can connect with different versions of Heroes3 HD.exe 3.2 and 4.0.
Judging by the message, the player with version 4.0 does not have the Fresh mod connected.
You need to launch a single-player game, create any RMG template, and see if the "Gameplay changes" flag is present on the right side of "HW rules".
If it's not there, you need to check the mod connection in the HD mod launcher window.
If everything is okay there, but the flag is not in the game, then you need to install the following C++ 2013 library on your computer. The link is below (you need the x86 version):
https://www.microsoft.com/ru-RU/download/details.aspx?id=40784
Sadness
What do the supporters of road blocks say?
That it will be easy to capture cities with weak units.
But it seems that an interesting solution has been found here.
I will post a new version with a description later.
Grizvald
https://dropmefiles.com/m2BdK
In the new version, with this generation, everything is fine - the roads are different, and there are no more bottlenecks anywhere. If it happens again in the new version, please upload the save file.

Added 1 hour 54 minutes ago
The following changes have been made:
- the order of road formation is now random
- blocks along the roads are guaranteed to be absent only in the starting zones of human players
It was possible to significantly improve the random map generator.
Please help with testing - create one or more templates and see if the generated map is correct.
You can also test it in real games.

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

Attached is FreshMod_5_3.dll, with which you can see the result of the new algorithm.

The installation process is the same:
Unpack 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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Sadness

What do the supporters of road blocks express? This is, of course, part of the romance, but I don't see any advantages in having them on the roads. If there are no road blocks, there will be some practicality – the road will lead to a certain zone, to a certain 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.
The terminology was confused here. In 5.2, any guards on the roads were removed. This is a significant change. It eliminates road blocks, but it becomes somewhat empty. The ideal solution would be to limit the number of guards on the road based on their value. But since it is not possible to implement this yet, it is better to leave it as it was in the original (which was restored in 5.3, except for the respawn points, which is adequate).

Please generate various templates with the latest version more actively, evaluate the road generation, and write your thoughts here. In my opinion, it turned out very well!
ICQ - 703804372
Discord - Xocenk#2473
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There are no problems with the Small Map; everything works as expected, and previous versions didn't cause any issues with this template either.
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I reviewed several map generations for version 5.3.
My impressions of the removed sections are mixed: yes, it does feel a bit empty on the map, and there's this sense of sterile perfection, as if you're 100% sure that all paths are thoroughly explored. However, it's undeniably more suitable for esports, there's no denying that.

Безземельный дон с HeroesPortal, инкогнито.
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Kventin

The following changes have been made:
- the order of road generation is now random
- blocks along the roads are guaranteed to be absent only in the starting zones of human players

I think it turned out very well.

On 6lm10a, the number of teleports is, however, excessive; multiple passages between zones result in 3-4 teleports to the same zone.
Is it possible to fix the number of teleports (for example, by closing multiple passages with one multi-way connector instead of two-way connectors)?

It would be good to address the issue of blocks on roads in 8xm8. More precisely: they can be left, but there should be an alternative passage. As a rule, there is no alternative.

On the SM map, one road to the Haven is still generated, and usually for the blue player.

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It's time to start fixing the zone sizes. I think this should greatly help with generation. Currently, on XL+U, this is one of the main problems, in my opinion.
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It's time to tackle fixing the size of zones. I think this should significantly help with generation. Right now, on XL+U, it's one of the main problems, in my opinion.
That's not true. 8xm8 and 8xm12 are buggy from the start, and one-sided distribution on them is more of a rule than an exception. On Spider, small treasure zones were initially intended to be that way. As for 6LM, almost any changes will lead to a deterioration in gameplay.
"There's no need to execute me,sir Davos . I'll be dead before dawn."
ICQ 716748479
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In the Co-op mode, only one road to the Guardian Order is generated, and usually, it's for the blue player.
I tested 20 more matches. When playing in a two-player game, there are always 3 roads. For human players, it's always fine.
Only one road to the Guardian Order or 2 roads for the blue player can be generated if you create a single-player game against the AI.
Once out of 20, it generated an impassable block in the Dungeon, where the Monolith's guard blocked the path further (but this is a technical issue).
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Sadness, it needs to be generated for two human players (e.g., using the hotseat mode).
ICQ - 703804372
Discord - Xocenk#2473
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Yes, I realized it. I didn't think this factor would have an impact, but I should have read it more carefully, of course.

Added 5 minutes later
sir Davos Seaworth
That's not true. 8xm8 and 8xm12 are buggy from the start, and one-sided resource distribution is more of a rule than an exception. On Spider, the small treasure zones were initially designed that way. On 6lm, almost any changes will lead to a deterioration in gameplay.

You've probably heard of the term "central respawn point." You probably also know what makes it special.
I was talking about this kind of bug in zone sizes in my message; here, both xm, 6lm, and any other XL+U are generated incorrectly, and the problem is that the logic for zone sizes embedded in the template does not match reality. I hope this misunderstanding will be corrected.
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where can I find the Gameplay changes? I installed the fresh mod, but I can't find it.
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Wladysha
Where can I find the Gameplay changes? I installed all the fresh mods, but I can't find it.
When you create a game, it's to the right of the "HW Rules" checkbox.
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I played a few 6LM games on the new fresh mod. The roads have improved.

Bugs:
1. As I mentioned before, multiple passages through monoliths to the same zone are generated. I don't have an example right now, but this happened in every game on 6LM, so it's likely to occur in new generations as well. Ideally, this type of passage through a monolith should be prohibited; otherwise, the monoliths should be made identical (but then some of the atmosphere would be lost).
2. Again, regarding the monoliths – passages within the zone were created through two-way connections. In the save file, the upper right corner of the underground. Two pairs of monoliths leading to the same zone. It might be due to a bug in the connection with some other zone, but again, the monoliths need to be fixed; perhaps these are related issues...



Update: Regarding point 2, Xocenk kindly explained to me that this is a template bug. I checked, and it's true. So, only point 1 remains.

Another question: is it possible to influence the length of the roads in any way? I assume this should be related to the size of the zones. Often, on 6LM, "roads of life" are generated that take 2-3 days to travel on foot to the computer's stronghold.
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ban this type of passage through the monolith; otherwise, make the monoliths identical (but then the atmosphere is somewhat lost).
not a little, but very much.
Sadness

Another question: is it possible to influence the length of the roads? I assume this should be somehow related to the size of the zones. Often, in the same 6lm, "roads of life" are generated that take 2-3 days to walk to the town.

hands off 6lm! To spoil the most interesting and diverse template?! Never!
"There's no need to execute me,sir Davos . I'll be dead before dawn."
ICQ 716748479
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1. As I mentioned before, multiple passages through monoliths to the same zone are generated. There is no example, but this was in every game on 6lm, so it is likely to occur in new generations as well. Ideally, this type of passage through a monolith should be prohibited; otherwise, the monoliths should be made identical (but then some of the atmosphere is lost).
Does this not happen without the mod? The algorithm for connecting zones has not changed.
It is possible that this was indirectly influenced by the increase in the number of 2-sided monoliths. And it would be better to attach a save file with an example so that the problematic situation is clearly understood.
Sadness
I think this should be related to the size of the zones.
Regarding the size of the zones, there is currently no understanding of what exactly and how needs to be changed, and whether it is worth doing at all. Specific cases are needed.

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