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The templates in 3.1 are still a bit rough; Nival really messed up, and it's not something that can be fixed quickly.
( I gathered my courage and finally managed to get the cheat codes working, and after some players' comments, I decided to adjust the size of the maps. Actually, it would be more interesting to generate maps with underground areas, but with these empty dwarven and infernal mines, it turns out that regenerating them is a real pain.
I generated a couple of large maps without underground areas first. It really is nonsensical. And the small treasure rooms (2) and the large one are generated without artifacts... they just contain angry hordes and a few piles of resources. Moreover, in adjacent areas, it easily generates 1-2 relics for a small price... well, that's just luck.
I generated a huge map without underground areas. Artifacts appeared in the treasure rooms. Relics disappeared where they shouldn't be, so there might be 1-2 major relics somewhere.
Of course, the template was originally intended to be a large map without underground areas. But these new bugs from Nival seem to be forcing me to make the maps larger. However, this will lead to slightly weaker neutrals and fewer of them - less experience and a slightly longer game.... It's up to you to decide. In principle, on this template, you don't always reach the treasure rooms.
P.S. I'm puzzled by what I've seen. In one treasure room, the artifacts were repeated, but there were still many different ones. In another, there were 20 pieces of Forgotten Hero armor, and that's it... what kind of miracle is that?
I have a purely technical question. As far as I know, in the Swiss system, the colors should alternate from round to round. And I'm black again, oh, I mean blue :)
You definitely need to generate the map starting from a medium size with a Dungeon or a very large size without one. With this generation, there won't be relics in the adjacent zones (there will be minor and major artifacts), but relics are possible in other zones. If you generate a large map without a Dungeon, there won't be any artifacts in the Treasury – the monster strength will be extremely high, but relics will appear in the adjacent zones. If you generate a huge map without a Dungeon, then minor artifacts will appear in the zones, except for the Treasury and the Monster Tower. Basically, that's how it works.
I have a purely technical question: As far as I know, in the Swiss system, the colors should alternate from round to round. And I'm playing blue for the second time, yuck.
There were too many people playing blue. That's why the colors couldn't be alternated. I'll try to make sure that everyone plays an equal number of times in the tournament, both as blue and as red.
It’s better to regenerate the middle area with a dungeon a couple of times, at least the map will be playable. Is lava as empty as the dwarven area? Well, maybe besides the dungeon, they could distribute resources to both areas on the surface.
More concerning are the constant duplicates. Did Mod want to move away from assembled artifacts, and did he reset the counter specifically on the templates, meaning it can be fixed now? In my opinion, it’s better to have even a dragon artifact than such a mess as 5 dwarven helmets in one zone.
dwp1970;200429
I have a purely technical question: As far as I know, in the Swiss system, the colors should alternate from round to round. Why am I black, ugh, blue again?
I can give up the red position, especially since it seems that blue has an obvious advantage both in the colors and in the game. But a draw is a draw.
I'm more concerned about the constant duplicates. Did MoZ want to move away from assembled artifacts, and did he reset the counter specifically on the templates, meaning it can be fixed now? In my opinion, it's better to have even a "dragon" artifact than such a mess as 5 dwarven helmets in one zone.
Nothing can be fixed now until a new generator is released. I'm not happy with this either. You go into the Battle Tournament, and there are 5-7 Forgotten Hero armors! You choose a weaker monster and take them. In my opinion, this is not right, but there's nothing we can do about it for now. So, we'll have to accept it and play with what we have!
Yes, it’s just a coincidence that there are 5-7 identical artifacts. I played with the Dungeon faction – there were 3 different artifacts from the dwarven set in the treasure, a ring with 20 initiative, a ring of Iss, a tome of light, and only 2 pairs of wanderer boots. So, there were practically no duplicates. I think this is better than when one player generates the entire dwarven set in their treasure, and the other player doesn’t get a single dwarven artifact... And in general, the artifact distribution is something that Moz made in the mod, but here we have the original game, so how it generates them is up to Nival...
Come on, Stepan, almost every game has tons of identical artifacts lying around in some zone. What kind of randomness is that? And let's not even talk about minor artifacts; they're all just clovers and swords of balance next to each other – playing Haven on veteran difficulty is a real pleasure. And even now, you could easily collect four dwarven artifacts on the Labyrinth. immortal;200452
And in general, the artifact distribution was made by Moz in the mod, but here we have the original, so how it generates them is up to Nival...
I thought he didn't change it in TE, but rather on the templates themselves... But no, we'll just have to play like this.
I’m not saying that collecting them is difficult; it’s just that both players can collect them, whereas before, if artifacts appeared in one place, they wouldn’t appear in another. In other words, one treasure chest would generate dwarven artifacts, while another wouldn’t. In general, it seems that with version 3.1, Nival experimented with this randomness, which is why the generation process has changed. By the way, if you take the time to open the shabloni.h5u file with WinRAR, you can see what changes have been made: these are just templates, adjustments to assembled armies, and the dwarven metro. If you open the template for any item (it’s just a text file), you can see that there are no counters there – everything is regulated only by “weight.” You can explicitly specify only mines, the number of dwellings of a certain level, and the dungeon.
To ensure the experiment was fair, I generated both a standard map and one with a metro system. It seems to work okay. Instead of relics, it generates 1-2 major artifacts in adjacent locations. It also generates artifacts in treasure rooms. But... in my case, it generated a Dwarven map, and the entire underground area is like that, with only one entrance leading to the free Dwarven areas... Question: Is the same thing happening in the Inferno underground? I think I encountered this in the second round with the Necropolis? How many times do I need to generate maps until I get lucky? It's a shame, because I like playing with the Dungeon faction, and the map size is suitable without any glitches. But, in my opinion, this Dwarven map (or maybe the Inferno one) ruins everything.
Based on the above, I recommend that when generating a map for the game in the 3rd round using the "Sun" template, the "very large" size and "no dungeon" option should be used. Other parameters can be chosen, but only with personal, mutual agreement!
Question. Is the situation the same in the Inferno? Did Death get stuck like that in the 2nd round?
Just for fun, I opened the map for the 2nd round. On the surface, in the starting area, there's sand – 22 free chests. Underground, in the starting area, there's lava – 1 free chest. As they say, feel the difference. :D
Based on the above, I recommend that when generating a map for the game in round 3 using the "Sun" template, you use the "very large" size and "no dungeon" setting. Other parameters are allowed, but only with personal, mutual agreement!
The thing is, when playing on veteran difficulty and generating a "very large, no dungeon" map, you won't encounter any monsters in the first two to three weeks, except for the guards between zones. Therefore, it's still better to generate a large map without dungeons, or play on an easier difficulty level.
Thank you to everyone who shares their opinion about a particular template. Unfortunately, it is impossible to accommodate everyone individually, which is why I indicated that it is permissible to choose other parameters by mutual agreement. I believe that repeatedly reworking and editing templates in a specific tournament is not advisable, as it leads to confusion and, consequently, to significant delays before the start of the game in some matches. Personally, I am more concerned about something else: there have been increasing instances of players expressing dissatisfaction with their opponents, and some moments raise suspicions. For now, I will refrain from being specific and ask everyone to approach the games with greater responsibility and respect for their opponents!