Massive changes in resource demands! Different game now!
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- Conscript
- Posts: 217
- Joined: 12 Jun 2006
I don't mind the change for more rare resources at all.
However, I would definitely do something to change the luck issue in maps. Issues like not getting the correct resource near you early on screwing you over as you can't get the creatures you want at all.
My changes would either be
1. Improve resource change rates at the market place(perhaps make it so the first 10 valuable resources you change every week you get at a much better deal).
2. Give players a resource generator building that provides X amount of whatever resource you have the lowest of every week.
3. Make all non-campaign maps have the first 2 valuable resource mines near your base and the closest 2 collectable resources near you base be your races most needed resource. Such as dungeon guaranteed to get a sulfur mine near their base.
Option 1 would be the easiest and would definitely reduce the amount of luck that initial placement would give you in this game.
However, I would definitely do something to change the luck issue in maps. Issues like not getting the correct resource near you early on screwing you over as you can't get the creatures you want at all.
My changes would either be
1. Improve resource change rates at the market place(perhaps make it so the first 10 valuable resources you change every week you get at a much better deal).
2. Give players a resource generator building that provides X amount of whatever resource you have the lowest of every week.
3. Make all non-campaign maps have the first 2 valuable resource mines near your base and the closest 2 collectable resources near you base be your races most needed resource. Such as dungeon guaranteed to get a sulfur mine near their base.
Option 1 would be the easiest and would definitely reduce the amount of luck that initial placement would give you in this game.
- MistWeaver
- Wraith
- Posts: 1277
- Joined: 28 Feb 2006
- Location: Citadel of Frosts
- MistWeaver
- Wraith
- Posts: 1277
- Joined: 28 Feb 2006
- Location: Citadel of Frosts
Sorry. Here is it. In russianokrane wrote:they simply forgot to modify Necropolis... amators...
where can we see this official info?
http://forums.nival.com/rus/showpost.ph ... tcount=577
approximate translation:
Psi: yet, there are a lot of things that developers should comment
At least, necro guild prices and tactical phase units division bug .
Old Boy:What exactly needs to be commented here? Both are bugs, both would be fixed in 1.4
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
Old Boy:What exactly needs to be commented here? Both are bugs, both would be fixed in 1.4
Last edited by DaemianLucifer on 20 Sep 2006, 22:22, edited 1 time in total.
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
this fixes the issue nicely:
https://www.celestialheavens.com/homm5/ ... ildfix.zip
safe to apply at your leisure. just follow drop the guildfix.pak file inside the zip into your h5 data directory.
I'll go ahead and put it up in the mods section.
https://www.celestialheavens.com/homm5/ ... ildfix.zip
safe to apply at your leisure. just follow drop the guildfix.pak file inside the zip into your h5 data directory.
I'll go ahead and put it up in the mods section.
Last edited by Sir_Toejam on 21 Sep 2006, 00:23, edited 3 times in total.
- MistWeaver
- Wraith
- Posts: 1277
- Joined: 28 Feb 2006
- Location: Citadel of Frosts
Thats not gonna help. You cant play MP with such modsSir_Toejam wrote:this should work:
https://www.celestialheavens.com/homm5/ ... ildfix.zip
I'm testing it right now.
- MistWeaver
- Wraith
- Posts: 1277
- Joined: 28 Feb 2006
- Location: Citadel of Frosts
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
- MistWeaver
- Wraith
- Posts: 1277
- Joined: 28 Feb 2006
- Location: Citadel of Frosts
- Campaigner
- Vampire
- Posts: 917
- Joined: 06 Jan 2006
- Location: Campaigner
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
that's quite unfortunate, but there is always time to learn. I believe there are guides here and at all the other homm fansites.Most of the people that are playing at UBI.com do not know even what "mod" is..
BTW, this is exactly how Nival makes their own patches work.
all they are mostly is just modified data.pak files that end up in your data directory.
so if you installed patch 1.3, you actually installed (horror!) a mod.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
True.But the difference is that the developer knows(or at least should know)what each change influences,while modders dont know that and have to gradually find out.Open source games are excelent,but skilled(and patiente)people are needed in order to draw the maximum from them.It isnt for everyone.Even civ,that has guidlines in its files what every change does is hard to master in modding.
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
*sigh*
nobody here understands how a mod community works.
go take a look at the mod community forums associated with neverwinter nights (NWN), and then ask yourself how important modders are to maintaining interest in that game.
Nival has NOT shown me that they actually do grasp how drastic changes affect the entire homm community.
otherwise, there would have been advanced notification and discussion wiht the fan base.
there was not.
I'm sorry, but they had their chance.
screw 'em, I say, and let the modders rip this sucker up and make it right.
at least then the fans will have immediate input on the game mechanics.
nobody here understands how a mod community works.
go take a look at the mod community forums associated with neverwinter nights (NWN), and then ask yourself how important modders are to maintaining interest in that game.
Nival has NOT shown me that they actually do grasp how drastic changes affect the entire homm community.
otherwise, there would have been advanced notification and discussion wiht the fan base.
there was not.
I'm sorry, but they had their chance.
screw 'em, I say, and let the modders rip this sucker up and make it right.
at least then the fans will have immediate input on the game mechanics.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
True.Most developers think that if they just make the game open sourced everything will be fine and fans will find their own way.But thats actually just a first step.Mods need a lot of support from the devs in order for the game to live very long and be extremely succesfull.Sir_Toejam wrote: Nival has NOT shown me that they actually do grasp how drastic changes affect the entire homm community.
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
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