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Posts from Плагин Fresh Mod для SOD

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In reply to Morgot1982
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Morgot1982
There's a nuance here. Most templates (for example, the 6LM template) are designed for a 20,000 value. That is, the range of rewards there is from 10 to 20 thousand. The rarest rewards, 20-30 thousand, are only in super-tier zones, which practically removes control scrolls from the game.

That's exactly the point. To prevent random control rewards, including teleport scrolls for 20-49 gnomes on a respawn. Control scrolls should only be in very rich zones – that makes sense.

Morgot1982
It's either necessary to lower the control value to 20,000. It's a bit strange that Knowledge Vaults and Wings are more expensive than Flight, for example, and that Portal is more expensive than Knowledge Zone.

I understand that the value was set to 22.5k, not 20k, so that control scrolls wouldn't be generated on Jebus's respawn. As for the exact value figures, that's a question for the author.
I don't see anything wrong with the current version. There's no significant difference between 20 and 22.5.

Morgot1982
The templates need to be changed to 22,500 tier values.

No, they don't. Currently, there are no relics on the ground in regular tier zones. If you do that, they will appear.

ICQ - 703804372
Discord - Xocenk#2473
In reply to Xocenk
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Xocenk

That was the whole point. To prevent accidental acquisition of control, including Town Portal for 20-49 dwarves on respawn.
That's perfectly understandable.
Xocenk

Control scrolls only in very rich zones — that makes sense.
In the end, you can find Corbas on an element or the 4th town in non-rich zones, but a scroll you cannot...
Xocenk

As I understand it, the value was set to 22.5k, not 20k, to prevent control scrolls from generating on Jebus Cross respawn. As for the exact value numbers, that's a question for the author, yes.
I see nothing wrong with the current version. There's no particular difference between 20 and 22.5.
Control scrolls are rarer than ultimates, at least from my experience, which I find strange — correct me if I'm wrong. It just ends up that by the time you get to them, either you've already built up your town, or you've found a spell book. So in the end, they're practically useless. Again, correct me if I'm wrong, but has anyone ever used a control scroll in a tournament? To me, they've always been useless.

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FreshMod 8.0 is ready.

You can download it in the first post of the thread.

1. Basic changes:

1.1. Extended template generation settings have been implemented, you can set*:

  • 1.1.1. Mandatory/excluded roads, additional zone connections.
  • 1.1.2. Zone location (underground/surface), zone size variance, exact matching of zone sizes to specified proportions, monster strength along roads, excluded faction types (from already generated ones), location of Seer's Huts, pre-built buildings in towns.
  • 1.1.3. Dynamic limits/bans on generating map objects, artifacts, and spells.
  • 1.1.4. AI bonuses.
  • 1.1.5. AI Value of monsters, value and frequency of map object appearance.
  • 1.1.6. Balancing zone filling based on army.
  • 1.1.7. “RAI” mode, “Native Troops”, Diplomacy Limit, “Legendary Artifacts”, restrictions on Resurrection/Animate Dead, Summons, mass Slow/Haste, the Grail location zone(s). Balancing of Town Portal.

1.2. Improved the algorithm for automatically adding army.

1.3. Right-clicking on external dwellings shows the number of available creatures.

1.4. Guard descriptions are always displayed in a numerical range.

1.5. Animation speed in battle has been increased, at the maximum level.

1.6. When changing the "Tournament Rules" flag, other flags are automatically set taking into account the "GamePlayChanges" flag.

1.7. Bug fixes.

The save format has been changed; games started on other versions of the mod can only be finished on those versions.

*Templates in the folders “6lm10b”, “Jebus LTE”, “mt_Jebus (Fresh Mod)”, “RAI” are replaced with each mod update. Therefore, you need to create separate folders for your own versions of these templates.

2. Optional changes (flag “Gameplay changes):

2.1. Canceled changes (fully original behavior restored):

2.1.1. Native troops from Hives and Conservatories. Can be enabled via the template parameter “NativeArmyFromHivesAndConservatorys”.

2.1.2. Creatures with health less than a Skeleton's cannot be placed into the Skeleton Transformer.

2.1.3. Firebird growth reduced from 2 to 1.

2.2. New changes:

2.2.1. Terrain penalty is ignored if the player's army has at least one creature for which it is native terrain.

2.2.2. A killed/dismissed hero is “zeroed out”. The calculation of MP for a new hero is always based on the current army, thus “2000” heroes and heroes with virtual “golem-gnomes” are excluded.

2.2.3. Mysticism gives 10/15/20% of unspent mana (without considering Intelligence).

2.2.4. Mana Vortex activates upon clicking it.

2.2.5. Heroes with an army always have a 3rd stack. (The flag HW “Always 2nd stack must also be set).

2.2.6. Artifact values changed:

  • 2.2.6.1. Cape of +2 Speed became Relic, was Major.
  • 2.2.6.2. “Endless Sack of Goldbecame Major, was Relic.
  • 2.2.6.3. Vial of Dragon Bloodbecame Major, was Relic (allowed to appear on random maps).

2.2.7. Accumulation of creatures in external dwellings captured by the player has been implemented.

2.2.8. Necropolis heroes cannot get Diplomacy.

2.2.9. Increased the value of external dwellings, Pandora's Boxes, and Seer's Huts for Vampires/Vampire Lords.

2.2.10. In the tavern, on day 111, for heroes with an army, the following restrictions have been added:

  • 2.2.10.1 A second native hero cannot appear in the right slot.
  • 2.2.10.2 Ufretin, Lorelei, Piquedram, and Straker cannot appear in the left slot.
  • 2.2.10.3 In the right slot for Necropolis, a hero from Tower, Dungeon, or a specialist in level 1 creatures cannot appear.
  • 2.2.10.4 Miner and Galthran cannot appear in the left and right slots.
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3. Legendary Artifacts.

Enabled via the template parameter «LegendaryArtifacts».

The following artifacts are set apart into a special class of "Legendary Artifacts":

  • Helmet +6 to all, Sword +5 to all, Shield +4 to all.

  • Book of Earth, Book of Air, Speaker's Hat.

  • Wings, "Red Ball".

The value of all artifacts in this class becomes equal to 30,000 (for Relic it is 20,000).

The distribution of artifacts in Dragon Utopias changes according to the following table:

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4. New template "Jebus LTE 2.4".

Asymmetrically balanced "Jebus".

The following gameplay scenarios are possible:
1. Classic play through angels/ducks (conservatories/hives).
2. Play through native armies of levels 6-7 (external dwellings/quests).
3. Combination of items 1 and 2.
Also guaranteed is the presence of a random native army of levels 1-5 (external dwellings/pandora's boxes/quests).

4.1. Template goals:

4.1.1. A competitive "endgame" in every game with equally matched players.
4.1.2. Variety of main stacks in the "endgame".

4.2. Template features:

4.2.1. A special algorithm guarantees that in every generation:

  • 4.2.1.1. In player zones, the number of army objects will be sufficient to break through the GO (while there are no "guaranteed" objects).
  • 4.2.1.2. Armies that can be obtained in player zones will be equal in strength, but not necessarily in type.
Thus, "single-chokepoint layouts" are completely eliminated.

4.2.2. Sources of main stacks are not only the usual conservatories/hives, but also external dwellings/pandora's boxes/huts of the Magi (always generated in the same zone as the sought artifact).

4.3. Template layout + recommended settings.

  •  
      1.  

      2.  



 


The template can be played WITHOUT restarts.

4.4. Description of changes (apply only to this template):

4.4.1. Changes to Pandora's Box magic values:

  • 4.3.1.1. All Earth, all Air: 27,000.
  • 4.3.1.2. All level 4, all level 5: 25,000.
  • 4.3.1.3. All Fire: 20,000.

4.4.2. Changes to creature values:

  • 4.4.2.1. Naga: 1,600.
  • 4.4.2.2. Naga Queen: 2,400.
  • 4.4.2.3. Hydra: 3,200.
  • 4.4.2.4. Chaos Hydra: 5,000.

4.4.3. Other changes:

4.4.3.1. Huts of the Magi are generated in the same zone as the sought artifact.
4.4.3.2. Use of "Legendary artifacts" is enabled.
4.4.3.3. The number and size of Dragon Utopias in player zones are balanced.
4.4.3.4. Starting from hero level 6, the chance of getting Earth Magic is doubled, and from level 9 it is tripled.
4.4.3.5. Monolith guards are 80% of the base value.
4.4.3.6. There can only be one Red Orb.
4.4.3.7. In the central zone:
  • 4.4.3.7.1. Pandora's Boxes with experience are excluded.
  • 4.4.3.7.2. Castles are built in towns.
  • 4.4.3.7.3. The Grail is always located.
  • 4.4.3.7.4. The town type cannot match the town types of the players.
4.4.4. Mage Guild rework:
4.4.4.1. "Town Portal" appears after 0-1 building/rebuilding.
4.4.4.2. "Resurrection" appears after 2-3 rebuildings.
4.4.4.3. "Dimension Door" appears after 1-2 rebuildings.
4.4.4.4. "Fly" appears after 3-4 rebuildings.
4.4.4.5. "Animate Dead" appears after 1-2 rebuildings.

Template installation:
1. Connect Fresh Mod 8.n.
2. Launch the game and immediately close it.
3. Launch the game again, the template will appear in the template selection list.
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In reply to Kventin
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Kventin

40000, that's almost as much as the total on Jebus Cross)

Added after 4 minutes
I think there's not much point in adding the Book of Fire to Epic, and it would be better to add the Mana Well to Epic instead. I wonder, if Epic Art is a different class, will they then not appear in the Dungeon?

Скил За инферно
Эксперт Башни Сюда.
КТо боится некра ? сюда Его кто такие некроманты )
_________
Giz

In reply to gizmo-war222
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40000 is just like a whole ГО on Jebus Cross)
Yes, that's a lot; the value of legendary artifacts will be changed to 30000.

I actually think there isn't much point in adding the Book of Fire to Epic, and I think it would be better to add the Mana Well to Epic.

The Book of Fire and the +3 necklace for all will be excluded from LG.

I wonder if Epic arts are a different class, will they then not appear in Dragon Utopia?
Of course they will, see this table.
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Where can I set these advanced settings?

and the 3rd stack isn't working.

Безземельный дон с HeroesPortal, инкогнито.
In reply to Meo
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Meo
Where do I set these advanced settings?
1. Download the template editing program:
TxtEdit-1.4.1

2. Open the template that comes with Fresh Mod (6lm10b, Jebus LTE, mt_Jebus (Fresh Mod), RAI) using it.

3. If you want to make any adjustments, copy the template folder and make changes in the copy.
For examples of settings, you can look at Jebus LTE — there are many of them there.

Game object codes are here:
Object tables

To add settings to any other existing template:
1. Open the Jebus LTE template via TxtEdit.
2. Disable column freezing.
3. Select the header of the additional settings — from "Params" to the very last column.
Screenshot 1

4. Copy the selection.
5. Open the desired template via TxtEdit.
6. Disable column freezing.
7. Add an empty column to the right of the template's last parameters.
Screenshot 2

8. Place the cursor on the first row of the added column and paste the selection.
9. Insert some character into each row of the last column. The last empty row can be left untouched.
Screenshot 3

10. Clear the added characters.
Screenshot 4

11. Save the template, close it, and reopen it — the columns will return to normal width.
In reply to Meo
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Meo
The 3rd stack isn't working.
There should be two flags: "GPC" and "Always 2nd stack".
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Everything is great, I recommend it to everyone! I wish the project continued development, adding more useful features and fixing the abominable hotkeys (artifacts, skills). Special thanks to the author for resetting the default Hive units!

Безземельный дон с HeroesPortal, инкогнито.
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FreshMod 8.1 is ready.
You can download it in the first post of the thread.

1. Basic changes.
1.1. "Protection from resurrection" now works for all objects (previously, it only worked for objects directly adjacent to the guard).
1.2. Added the ability to set a random range for restructuring to obtain any spell.
1.3. Added support for composite templates.
1.4. When generating objects, added the ability to specify the minimum/maximum distance to the road, the center of the zone.
1.5. When generating objects, added the ability to specify their "repulsion" from each other.
1.6. Fixed the non-functioning road settings.
1.7. If a zone has balancing enabled, all objects for the army are automatically excluded from generation.
1.8. Implemented balancing for neutral creatures.
1.9. Fixed the non-functioning zone placement settings.
1.10. Fixed the bug where only seers were always generated for the army.
1.11. Added the ability to specify the percentage of monolith guards relative to the base value of passage guards.

2. Plugin changes.
2.1. Native army reduces terrain penalty by 50% (was 100%, in the original it was 0).
2.2. Added "demonization hints," displayed in the hero window, city window, and exchange window (hover the cursor over the army).
At least one hero with pit lords in their army is required for them to appear.
2.3. Fixed the bug with saving the experience of a "zeroed" hero.
2.4. The following artifacts cannot be quest artifacts: skull helmet, dragon rings, cherry wood bow, health rings.
2.5. Wizards do not cast mass slow/haste if it is disabled in the template.
2.6. With the 4th restructuring of a 4th-level Grand Master, the second spell is also updated.

3. Legendary artifacts.
3.1. Value reduced to 30,000.
3.2. Excluded: Book of Fire, Necklace +3 to all.

4. Jebus LTE.
4.1. Revised the content and placement of objects in the central zone (including taking into account the distance to the road).
4.2. Changed the value of pandoras for magic.
All magic - 30,000 (original value).
All earth, all air, all 4, all 5 - 25,000.
All fire - 20,000.
4.3. In the cities of the central zone, a 3rd-level army dwelling and a forge have been built.

5. Added the "6lm10b Army Balance" template.
5.1. Objects for the army have been balanced in all symmetrical zones.
This eliminates situations where one player has "5 creatures along the road" and the other has nothing.
5.2. Improved road balance for players (Xocenk+Puzzz0).
5.3. The size of the zone is always proportional to the specified settings.
5.4. The city portal/Dimension Door appears after 1-3 restructurings (the restructuring counter is the same for each player).
5.5. The city portal always allows you to choose a city, regardless of the level of earth magic and the presence of any other element.
5.6. Legendary artifacts are enabled.
5.7. Pandoras for experience have been excluded from super-treasures.

6. Revised the "RAI" template/mode.
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Template "RAI 5.0".
Allows you to see a noticeably enhanced AI in action.
The AI can now create real problems even for the strongest "network" players.

Template layout:


Special template settings (apply only on this template):

1. AI:
1.1. Enhanced AI algorithms. 
1.2. Green and orange AI start with a large bonus of gold and resources.
1.3. The AI receives triple experience and double effect from "level-up bonuses".
1.4. Protection against "hit-and-run" also applies to the AI.

2. Spells:
2.1. Excluded spells - Implosion, Armageddon.
2.2. Town Portal appears after 1-2 rebuilds.
2.3. Resurrection appears after 3-4 rebuilds.
2.4. Dimension Door appears after 2-3 rebuilds.
2.5. Fly appears after 4 rebuilds.
2.6. Animate Dead appears after 1-2 rebuilds.
2.7. A human player can use Resurrection/Animate Dead only 2 times per battle.
2.8. A human player can have no more than 3 stacks of summoned elementals on the battlefield at the same time.

3. Zone filling:
3.1. All zones are balanced by army strength.
3.2. "Strong AI" zones are balanced by dragon utopias.
3.3. Legendary artifacts are enabled.
3.4. Grail (obelisks) is excluded.
3.5. In "strong AI" zones, a control scroll can contain only Town Portal.

4. Other:
4.1. Starting from hero level 6, the chance of getting Earth magic doubles.
4.2. Monolith guards are 80% of the base value.
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In reply to Kventin
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And what about 2sm3d?

Безземельный дон с HeroesPortal, инкогнито.
In reply to Meo
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Meo
What about 2sm3d?
What's wrong with 2sm4d(3)?
Nothing has changed there.

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