Massive changes in resource demands! Different game now!

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.

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MrSteamTank
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Postby MrSteamTank » Sep 18 2006, 5:24

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.

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MistWeaver
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Postby MistWeaver » Sep 20 2006, 18:23

Official info from Nival.

Unchanged NecroTown guild prices - is a BUG.

Good job Nival.
If they can not test such simple and evident change, then I can presume how they test other things like spells and skills

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okrane
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Postby okrane » Sep 20 2006, 19:14

they simply forgot to modify Necropolis... amators...

where can we see this official info?

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MistWeaver
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Postby MistWeaver » Sep 20 2006, 20:04

okrane wrote:they simply forgot to modify Necropolis... amators...

where can we see this official info?


Sorry. Here is it. In russian
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

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Sir_Toejam
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Postby Sir_Toejam » Sep 20 2006, 22:10

Unchanged NecroTown guild prices - is a BUG.


easily fixed. I'll make a mod to fix it right now.

I'll do the half price thing to make it consistent with the rest of the factions (except dungeon, which of course only requires 4).

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DaemianLucifer
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Postby DaemianLucifer » Sep 20 2006, 22:14

Old Boy:What exactly needs to be commented here? Both are bugs, both would be fixed in 1.4


:lolu: :lolu: :lolu: :lolu: :lolu:
Last edited by DaemianLucifer on Sep 20 2006, 22:22, edited 1 time in total.

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Postby RedViking » Sep 20 2006, 22:20

I understand that they are trying to "balance" the game,
but such "Patches" are not helping.. :disagree:
Who wants to play the Necros until Patch 1.4 will have some hard time :S
Live Long And Prosper ! \V/

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RedViking
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Postby RedViking » Sep 20 2006, 22:25

Sir_Toejam wrote:
Unchanged NecroTown guild prices - is a BUG.

easily fixed. I'll make a mod to fix it right now.

I think Nival should put you on their Payroll ! ;) :D
You should take care of the upcoming Patches :tsup:
Live Long And Prosper ! \V/

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Sir_Toejam
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Postby Sir_Toejam » Sep 20 2006, 22:27

this fixes the issue nicely:

http://www.celestialheavens.com/homm5/m ... 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 Sep 21 2006, 0:23, edited 3 times in total.

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MistWeaver
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Postby MistWeaver » Sep 20 2006, 22:55

Sir_Toejam wrote:this should work:

http://www.celestialheavens.com/homm5/m ... ildfix.zip

I'm testing it right now.


Thats not gonna help. You cant play MP with such mods

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MistWeaver
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Postby MistWeaver » Sep 20 2006, 22:59

DaemianLucifer wrote:
Old Boy:What exactly needs to be commented here? Both are bugs, both would be fixed in 1.4


:lolu: :lolu: :lolu: :lolu: :lolu:


Yeah .. even no sorry ..

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Sir_Toejam
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Postby Sir_Toejam » Sep 20 2006, 23:20

Thats not gonna help. You cant play MP with such mods


of course you can.

you just have to make all the computers involved are using the same mod.

simple.

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MistWeaver
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Postby MistWeaver » Sep 20 2006, 23:23

Sir_Toejam wrote:
Thats not gonna help. You cant play MP with such mods


of course you can.

you just have to make all the computers involved are using the same mod.

simple.



Most of the people that are playing at UBI.com do not know even what "mod" is..

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Postby Campaigner » Sep 20 2006, 23:39

MistWeaver wrote:Most of the people that are playing at UBI.com do not know even what "mod" is..


What..? I thought eveybody who have had some experience with computers knew what a friggin MOD is! But in that case you can send anything to them and say that it is a Heroes V mod Image

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Sir_Toejam
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Postby Sir_Toejam » Sep 21 2006, 0:26

Most of the people that are playing at UBI.com do not know even what "mod" is..


that's quite unfortunate, but there is always time to learn. I believe there are guides here and at all the other homm fansites.

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.

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DaemianLucifer
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Postby DaemianLucifer » Sep 21 2006, 0:31

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.

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Sir_Toejam
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Postby Sir_Toejam » Sep 21 2006, 0:52

*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.

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DaemianLucifer
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Postby DaemianLucifer » Sep 21 2006, 1:00

Sir_Toejam wrote:Nival has NOT shown me that they actually do grasp how drastic changes affect the entire homm community.


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.

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Sir_Toejam
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Postby Sir_Toejam » Sep 21 2006, 5:03

or at least a decent modding community that can reverse engineer the critical parts that need to be modded.

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Postby Naskoni » Sep 22 2006, 11:29

Sir_Toejam wrote:or at least a decent modding community that can reverse engineer the critical parts that need to be modded.


You do realise that this means that Nival should support the modders to reverse engineer basically everything that Nival does to the game?. ;)


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