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Post by Frodo Baggins on Aug 26, 2020 21:36:16 GMT -6
My preference is to keep the existing difficulties the way they are and find a way to toggle an increased difficulty option. One issue I found when trying to configure a scenario option that is not pre-set in the files is that, after a reload of the game (from windows) is that scenario option would have to be set again, or it would provide the default option. So if I set variable "extra_hard?" to true from inside the game, it will not automatically be recalled on a loaded game. So, I'm trying to figure out a work around and also some new things to get things to work more the way I am thinking. But in the end, I may have to settle on what does work and MAYBE later work it more towards how I am wanting. I've made a lot of progress this way with other endeavors. Where are the starting armies for the ai located? I found death's in scenario0.gs along with temple and city defense forces only. Found it! Starts on line 414(for death wizard) in gs/leader.gs. Going to start amping up hard mode.
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Post by Frodo Baggins on Aug 27, 2020 6:43:25 GMT -6
The thing about changing these settings is it changes ai and player starting army/spells/equipment. However, changing Capital and temple garrison along with starting followers and resources could be a big changer for difficultly levels.
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Post by Frodo Baggins on Aug 27, 2020 9:35:25 GMT -6
One thing I thought about changing. I could make all starting packages worse for hard and raise the multiplier for resources for the ai and give ai more followers and see how that pans out for difficulty or if we start having lords dropping like flies out of the gate. Another thing I found in the leader0.gs file is the units created in the legends quests so we could adjust difficulty including lowering difficulty of the earth quest as well which may be nice with how hard it seems to be.
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Post by Frodo Baggins on Aug 29, 2020 21:40:02 GMT -6
I tried changing lines 504-508 to upgrade Balkoth but it doesn't show changes when choosing "Balkoth" as your leader name to pay as Balkoth in GS0. Is there somewhere besides leader0.gs to find starting army/sells/units/artifacts for Balkoth?
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Post by Boaster on Aug 30, 2020 5:56:18 GMT -6
I tried changing lines 504-508 to upgrade Balkoth but it doesn't show changes when choosing "Balkoth" as your leader name to pay as Balkoth in GS0. Is there somewhere besides leader0.gs to find starting army/sells/units/artifacts for Balkoth? Search "deldr" and you'll find balkoth.
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Post by Boaster on Aug 30, 2020 5:59:33 GMT -6
I appear to have found a compromise on a difficulty enhancer in 'gs/LEVLMODS5.gs'. Basically, only faiths and not marauders or dungeon dwellers will have these extra difficulty enhancers. Otherwise, the load times get bogged way down.
Will still be doing more testing on things.
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Post by Boaster on Aug 30, 2020 13:38:50 GMT -6
I appear to have found a compromise on a difficulty enhancer in 'gs/LEVLMODS5.gs'. Basically, only faiths and not marauders or dungeon dwellers will have these extra difficulty enhancers. Otherwise, the load times get bogged way down. Will still be doing more testing on things. So far, this test is working out swimmingly. Definitely makes the faith opposite to the player MORE challenging. Also, if a player is playing Death, then all faiths will be more challenging (one leader, two heirs, and stats boosted).
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Post by lemminkainen on Aug 30, 2020 22:12:18 GMT -6
One trick that could also make the game more challenging would be to introduce some gamerandom values in these armies. Let's say one game I'd fight Balkoth and he's escorted mostly by javelins, and another game mostly by cavalry, and yet another mostly by vampires. It would make the game less predictable and scouting more important. Every time I tried to mod this I failed though.
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Post by Boaster on Aug 31, 2020 5:06:52 GMT -6
One trick that could also make the game more challenging would be to introduce some gamerandom values in these armies. Let's say one game I'd fight Balkoth and he's escorted mostly by javelins, and another game mostly by cavalry, and yet another mostly by vampires. It would make the game less predictable and scouting more important. Every time I tried to mod this I failed though. I'm noticing Balkoth and his armies containing an array of javelins and cavalry.
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gost
Member LVL 3
Posts: 39
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Post by gost on Aug 31, 2020 7:48:07 GMT -6
I found a way to add a new difficulty to the game. I called it "Insane" but, the game would not allow for the difficulty to be set outside of a range of 0, 1, 2 (easy, medium, hard respectively). So a value of 3 could not be set. The game throws errors to the effect that it's not a valid difficulty. If you'll manage to add insane difficulty, please make all other faiths will come with reinforcements and two heirs to their Lords regardless of chosen faith, not only Death. Also everyone should have very bad attitude towards the player from the beginning, and it must be really hard to improve it
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Post by Boaster on Aug 31, 2020 10:29:17 GMT -6
I found a way to add a new difficulty to the game. I called it "Insane" but, the game would not allow for the difficulty to be set outside of a range of 0, 1, 2 (easy, medium, hard respectively). So a value of 3 could not be set. The game throws errors to the effect that it's not a valid difficulty. If you'll manage to add insane difficulty, please make all other faiths will come with reinforcements and two heirs to their Lords regardless of chosen faith, not only Death. Also everyone should have very bad attitude towards the player from the beginning, and it must be really hard to improve it It's not looking like a new difficulty level will be possible.
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Post by Frodo Baggins on Aug 31, 2020 21:31:58 GMT -6
If you'll manage to add insane difficulty, please make all other faiths will come with reinforcements and two heirs to their Lords regardless of chosen faith, not only Death. Also everyone should have very bad attitude towards the player from the beginning, and it must be really hard to improve it It's not looking like a new difficulty level will be possible. So, will it be a modded version of hard?
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Post by Boaster on Sept 1, 2020 6:14:15 GMT -6
It's not looking like a new difficulty level will be possible. So, will it be a modded version of hard? What I can do, is generate an insane sub-difficulty, meaning that at game generation certain settings may be taken into consideration. However, for what I was trying to do, it may not quite work the same. What I can do as far as a sub-difficulty, is have a variable controlled option at game generation, that will make the existing difficulty have modified or enhanced difficulty settings that won't depend on the game recalling what the variable was set to. So, if I add the "Insane" it will basically enhance existing selected difficulties. So, Easy + Insane could be selected to cause all faiths to start with their great temples, all spells, 20,000 experience in each building, maximum experience for starting parties, buffed up city/temple guards. So, the "Insane" sub difficulty would basically be able to effect game generation, but unfortunately it wouldn't be able to recall at game loading that the savegame was using the "Insane" sub difficulty. At least, I haven't figured out how to cause the game to remember if a difficulty was set. One possibility would be through the use of a "token artifact" on the Human player's Heirs and Leaders. Would require some testing and clever workarounds.
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Post by Frodo Baggins on Sept 1, 2020 18:42:29 GMT -6
Sounds intriguing. I am buffing overall difficulty a little for starting party for death and hard difficulty for other 7 faiths. Also, considering making dungeons harder. Do you happen to know where marauding army generation settings are located?
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Post by SteamMagic on Nov 27, 2020 18:03:46 GMT -6
Roll the dice once the game hits a certain number of turns say 80- 100 if that is where the tipping point typically is for the downhill slide: ie if using turn 100 and every 10 turns thereafter roll 1 6 sided die, the number is the number of turns you do NOTHING, except respond to parlays.
Can be 1 to 6 turns of doing nothing (just hit end turn) then on turn 110, 120 130 etc do the same.
Turns of you doing nothing gives AI chance to recover.
If too hard just adjust the die roll results, -2 or -3 from the results, if 0 or less you move your turns as normal until the next 10th turn.
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Post by lemminkainen on Dec 3, 2020 5:35:27 GMT -6
Sounds intriguing. I am buffing overall difficulty a little for starting party for death and hard difficulty for other 7 faiths. Also, considering making dungeons harder. Do you happen to know where marauding army generation settings are located?
Open 'gs\placedng.gs' and search for "monstergenerator". If you need more info I can take a look.
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