Skip to content

Posts from Плагин Fresh Mod для SOD

5.0 (1 rating)
In reply to Ihromant
#335
Auto-translated
Ihromant
Because it seems like you can push your position even if you're the only one who thinks that way.
Normal points eventually go into GP changes.
Who feels this way? Whose shouts should the mod author listen to? And what normal points go into the AI changes? Nothing is clear. Please explain.
Ihromant
at the same time, they leave us with the removal of water artifacts and spells (which are actually gameplay).
Therefore, I am against the removal of water artifacts and spells.
And what gameplay is changing? The presence of useless artifacts and empty water tiles on the map?
ICQ - 703804372
Discord - Xocenk#2473
User Avatar
#336
Auto-translated
I would rather agree with moving point 6 to the basic parameters. On maps without water, corresponding spells and artifacts should not be generated. All schemes like the Admiral's Hat and a piece of water in [144;144] or setting up opponents with restructuring all sorts of junk in Heroes of Might and Magic IV – this is not exactly good gameplay. Regarding Heroes of Might and Magic – it is, of course, more enjoyable to play with restructuring from any level. But this is already someone's gameplay change, and the forum has already agreed with its concept, so we need to tread carefully... Someone once decided whether restructuring in Heroes of Might and Magic would be possible from level 1 or level 5. I'll tag Dirty in this thread; he definitely knows. Regarding Scholars – it doesn't matter; they have a minimal impact on the outcome of the game.
In reply to Xocenk
User Avatar
#337
Auto-translated
Xocenk
Who thinks so? Whose complaints should the mod author listen to? And what are the reasonable changes to include in the AI Improvement Pack? It's all unclear. Please explain.
1. Guildhall upgrade is possible from any level.
It will be included in the AI Improvement Pack.
I won't point fingers at who, for 3-5 pages, complained that it's not atmospheric and will break the balance.
Xocenk

And what gameplay changes? The presence of useless artifacts and empty locations on the map?
Okay, let's continue. We'll remove the artifacts that increase sight range, as they are useless. We'll remove Sacrifice and Magic Mirror from level 5, as they are also useless. We'll remove the lake with the swan, as I've never seen anyone go there; it's a useless object.
What changes? The wallet will become useless, just like in the cheat. People will complain not about "walking on water," but about "fire shield" in the guild. Moreover, the spells and artifacts were originally in SoD; they weren't introduced over time as an upgrade, where there is no "canon."
Honestly, if you want chocolate, you can ban a spell on the map, and it won't appear in the guild. So, let's go further and replace Sylvia with a curly-haired woman and War with Kinkeria. Oh, I think I saw a mod that started like that...

In general, if you've already started fighting for the "purity" of just interface changes, then don't remove one "controversial" element and introduce another that clearly contradicts this idea.
Мой любимьій размер - тройка. Будь то конса, утопа или сиськи
ICQ:5676388
In reply to Ihromant
User Avatar
#338
Auto-translated
Ihromant

In general, if you've already started fighting for the "purity" of just interface changes, then you shouldn't remove one "controversial" element and introduce another that clearly contradicts this idea.

We must secure the existence of our SOD and a future for orthodox Heroes 3 :smile04:
icq 718927032
skype: goshanstop.ru
discord: puzzz0#3215
User Avatar
#339
Auto-translated
At one time, Baratorch faced a similar dilemma: there were blatant bugs in the game that often led to crashes. And there were also relatively harmless inaccuracies, for example, sulfur in Nagabanks.

And then a perfectly logical path was chosen: we need to fix what shouldn't be there. And, as I wrote earlier, there should be no water-related graphics or spells on maps without water. Not because no one uses them, but precisely because they shouldn't be there in the first place.

Following this logic, it will be impossible to remove the same ponds, orc eyes, and other unused game elements.

In general, I would put any controversial changes in a separate category, and then it will be a win-win situation, and everyone will get what they want.
In reply to Sadness
User Avatar
#340
Auto-translated
Sadness
And then, a perfectly logical path was chosen: to fix what shouldn't be there.
So, besides the innovations in the game universe itself? A good category option for modding!

[v] Debugs (including obviously useful interface tweaks, correction of AI values for creatures, generator, water artifacts without water)

[v] Features

Безземельный дон с HeroesPortal, инкогнито.
In reply to Xocenk
User Avatar
#341
Auto-translated
Xocenk
The only thing that's annoying is encountering small respawns. It seems they've become more frequent.
The mod definitely has nothing to do with it, since all current changes are made after the zones are formed and placed on the map.

Regarding water artifacts and spells — since there are objections, we'll leave everything as is.
In reply to Sadness
#342
Auto-translated
Sadness
And then, a perfectly logical path was chosen: we need to fix what shouldn't be there. And, as I wrote earlier, there shouldn't be water-related artifacts and spells on maps without water. Not because no one uses them, but precisely because they shouldn't be there in the first place.
Following this logic, the Navigation skill shouldn't be there either, but how would you play without it?:smile15:
艰难获胜 herolwy
In reply to kamukag3e
User Avatar
#343
Auto-translated
kamukag3e
Following that logic, there shouldn't be a navigation skill either, but how would you play without it?:smile15:

I always take it when it's offered)

I honestly don't know what to do with it to make it balanced. Banning it isn't difficult, but some starting heroes already have it. Changing their skill is absurd, as they also have an ability. Changing it to Kinkeria and Beatrice is also not an option.

So, there's no way to fix this without using workarounds, either leave it as is or remove it completely. :-(
User Avatar
#344
Auto-translated
Currently, when playing against the AI, navigation is disabled, and on higher difficulty levels, heroes without starting navigation are never offered it. However, Sylvia and War remain in the game, and I don't see anything wrong with that. I don't think the navigation icon will break the players' minds in those rare cases when they use these heroes.
User Avatar
#345
Auto-translated
The navigation ban changes the balance more than it seems at first glance. For already top-tier late-game heroes like Tazar and Kreg (as well as promising mages with advanced wisdom at the start), the chance that they will have to choose between two bad or less useful skills at level 3 is sharply reduced. And this, in turn, somewhat devalues, compared to them, other heroes who already have these skills at birth. Let it remain in the Advanced Rules, for those who like it.

Added 5 minutes later
Kventin
In the next version, points 1 and 7 will be moved to the Advanced Rules.


huge respect for this! We're waiting.
"There's no need to execute me,sir Davos . I'll be dead before dawn."
ICQ 716748479
User Avatar
#346
Auto-translated
FreshMod 5.5 is ready:
You can download it in the first post of the thread.

Basic changes:
1. Improved random map generator:
- Always "good roads" for human players.
- In the starting zones of human players, only the mine guard and the guard with 1/2 of the maximum zone value can block the road.
- One-way exits have been eliminated. The generator now has 16 two-way portals: 8 standard + 8 entrances from one-way portals.
- Significantly reduced the probability of "buggy passages" between zones.
- Fixed the entrance point for roads and guards for "wide" monoliths.
- The distance between passage guards is at least 1 cell.

As a result of these changes, the following problems have been fixed on the "Jebus Cross" template:
- missing road to the starting town
- missing starting town
- road to an adjacent respawn point
- "detached" respawn village
- starting town on every cell
- passage from blue to red through another respawn point
- town without a road

2. Fixed the "supporting hex" bug - the wall of fire, force field can be placed on any available hex. (Source SOD SP, author RoseKavalier)
3. On the adventure map, you can remove a hero in a town (not yet in the town itself). (with the help of igrik)
4. In battle, the remaining health of a unit is displayed in the pop-up window (left/right), not its base value.

Enabled via the "Gameplay changes" flag:
1. Balanced the acquisition of the "Town Portal" and "Dimension Door" spells.
With the same rate of town hall construction, the maximum difference in obtaining these spells will be 3 days:
Initial town hall construction - 0% chance
1st upgrade - original chance
2nd upgrade - original chance * 2
3rd upgrade - original chance * 3
4th upgrade - 100% chance
The ban on all spells except water spells on a map without water has been lifted.
2. Artifacts that give a bonus to health and speed do not work on undead. (with the help of igrik)
3. Inferno. Pit upgrades require only Town Hall 1. Gates of Hell do not require a fort, they cost 2500. (with the help of RoseKavalier)
4. Conflux. Allowed the upgrade of Thought Elementals.
5. The second level is always built in the Tower.
6. Astral doubles the power of the Hypnosis spell, at any level.

Other changes:
1. Restored the functionality of upgrading the town hall from any level.
2. Upgrading the town hall from any level has been moved to the IIP (Gameplay changes flag).
3. Displaying information about the scholar bonus has been moved to the IIP.
4. Fixed the mod not working on some computers without additional installation of the C++ library. (with the help of RoseKavalier)
5. Bug fixes and minor improvements.

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 5.5, these saves will not be visible.

Many thanks to Xocenk and Sadness for their help in testing
User Avatar
#347
Auto-translated
We played JC yesterday – no sterile roads. Kreygasm Thank you for the fix. I think that in the other zones, to avoid superblocks, we can remove everything from the roads that is more than 2/3 of the maximum value. We also need to test this in 2sm4d(3).
Мой любимьій размер - тройка. Будь то конса, утопа или сиськи
ICQ:5676388
In reply to Kventin
#348
Auto-translated
Kventin
FreshMod 5.5 is ready:

Hello.

I'm generating a local game, and when the "always build 2nd level" checkbox is enabled, the game crashes. I've tried it 10-15 times in different combinations, and it crashes specifically with that option enabled.
It also crashes in multiplayer mode.

If you need the logs, I can send them.
User Avatar
#349
Auto-translated
Hello, yes, that's a bug; I didn't account for the possibility of points 5 and this flag working together. I'll fix it.