well right know i m close to 0 to h3 modding because i never bothered to try,but that can change;about compiling the test under era,you are right,but since the word came,the town screen and creature graphics,are all done to their final version?what about the campaign?and does Haven plans to add other new stuff as well or just these(like they aren't enough,i know )
here is the doc
Installation.
1)Install the TE Full version from given link (TE-archive password: Stinger)
2)After installation, copy the test package of Haven (HavenPack_v1_2.wog) in the folder UPDATE and run H3wUpd.exe.
3)Start the game by h3te.exe.
4)After starting the game, log in to the WoG Options page, download and save the settings file HavenSiMod.dat (located in the data folder).
Test Package Language is English.
The structure of the test.
This test package has a set of randomly generated maps in order testers to be able to test on specialy corrected maps. There is also a set of random templates designed for advanced testing, to extend dynamics of the test.
I recommend to start with the map BEGIN TEST, which will be selected after downloading the game for initial acquaintance with the town.
The test includes an Interactive Hint System (special map and battle hints), that will accompany your test. If you know English, you will be able to learn some features of the TE version itself, as well as some of Haven test details. Tips are on the adventure map and during battles (wich accompany running abilities of Haven units).
You can disable this System in WoG-options in the section Haven Options. Also in this section, you can disable any abilities of Haven creatures, new objects or modify certain specialties for Haven heroes. All these manipulations are best suited at start on any already generated maps, or on the randomly generated template TE-spider. It is simple and is designed just for start-up period of the test.
I recommend to begin the game on other randomly generated templates only after you become familiar with this TE version and Haven.
The experience of creatures.
Experience of creatures is strictly turned off through the file CREXPMOD.TXT, although you can disable it in the file TE.ini, but I did not do so that you may be able to see settings of experience in this file by default. If you want to play with the experience, just remove the file CREXPMOD.TXT from the folder game/data. Then you can control the experience through TE.ini (a value of 0 disables the experience in the appropriate file section). You can also just return the file CREXPMOD.TXT (then be sure you have maked a copy of it). Here, do as you wish. Note, that you CAN'T turn off the creatures experience in the current TE version by WOG-options.
Some possible bugs (whether they are bugs of TE version or the result of conflict with the simulator package of Haven, I have not figured out, but this simulator has nothing that could potentially cause such bugs, so I tend to think that they are TE bugs):
1. Hero may be given a "free" secondary eagle eye skill upon receiving a new level (in addition to next level of any skill).
2. In the presence of the hero's secondary skill Scholar, starting with it, or afterwards acquired, there is a constantly changing skill of expert-level view with strange names - a skill seems to be quite indefinite and useless. Therefore, I DO NOT recommend giving heroes the skill Scholar or buying heroes that have this skill form taverns.
Abilities of Haven creatures.
Mermaid: Shooter. No penalty in close combat.
Undine: Shooter. No penalty in close combat. Adherence (high moral effect imitation: +50% to regular demage, chance)
Killer Crab: Wide.(isn’t large creature the synonym used in h3?or is it another ability?)
Panzer Crab: Wide. Blocks 25% of the damage if he does not attack (?if crab was retaliated?(you mean if the crab retaliates?), the block does not work).
Siren: Flies. Dexterity (ignores the enemy's defense, chance)
Devil horn: Flies. Dexterity. Disorientation (no retaliation, the enemy misses his turn in this round, chance)
Giant squid: Wide. Attacks all enemies around without retialation. Double damage from fire attacking spells.
Kraken: Wide. Attacks all enemies around without retialation. One and a half damage from fire attacking spells.
Sea bishop: Teleport (as devils). Freeze (chance of decreasing enemy's attack power and speed by 25% (the speed of the enemy will not be lower than 5.) Works both in attack and in a defense state of Sea bishops - this is a physical property so it cannot be dispelled). 50% resistance to water attacking spells.
Oracle of the deep: Teleport. Deep Freeze (chance of decreasing enemy's attack power and speed by 50% (the speed of the enemy will not be lower than 5.). The rest is just as in the case of Sea bishops. 75% resistance to water attacking spells.
Sea serpent: Wide.
Abyss Wyrm: Wide. Flies. Increases the magic power of it's hero (the rate of 2 Wyrm = +1 SP, each turn the amount of Wyrms is recalculated and if they are fewer, accordingly decreases the current value of heroe’s SP . Increased level of heroe’s SP appears only during the battle).
You can turn off each ability in the section Haven Options, to test with which ability do you want or none at all.
---------------------------------------
The reporting system (this paragraph was addressed to specific testers, so has lost its relevance today).
Here everything is at your discretion. One condition: reports must contain specific information on the elements of Haven, a short and succinct analysis, and your suggestion for a possible change in various elements, based on the facts described above and your analysis thereof.
For example: you have tested some creature’s abilities enabled and disabled. After analyzing the difference, make a proposal: increase / decrease the percentage of response abilities, or change its character, or remove altogether, or change the performance characteristics of a unit in the direction of increasing / decreasing, on the basis of so and so.
Reports will be added to identical elements, and on the basis of the final decision changes will be made on various elements of the Haven.
---------------------------------------
Take heed to the following.
1. Balance in the principle of "cost-return", in relation to the Haven. That is, whether the price of buildings and price of creature dwellings is directly proportional to their existing combat specifications (TTX + abilities). At the same time, keep in your mind that in this TE version some of the growth rates were standardized. For example, a 2-level growth is 10, a 4-level growth is 5, all creatures horde growth is 10 (see TE-documentation of this version).
2. Dynamics of gaming development of Haven in comparison with other towns. It is necessary to determine whether the correspond Town Top Point (the gaming development climax of the town), objectively shows the strenght of Haven compared with other town in a certain time(for example: mid-2nd - early 3rd week, if it is rush strategy). Town Top Point - is the parameter of the town, which can be described by a time interval from the possibility of building dwellings up to level six before being able to build level 7 dwelling + full purchase the existing units of these levels. This is the moment when town comes to the key positions on the merits in comparison with other gaming towns. Strictly speaking, we aim to observe what kind of advantages we have over other Towns , based on the actual ratio of Haven tactical and technical characteristics to other Towns. Here, of course, keep in mind that the Inferno, for example, or the Castle, at this point are good and strong "mean" up to level 6, with some upgrades, than in the Haven, at the time of active development, could be a certain weak point. Furthermore, note the lack of bonuses from native soil when moving Haven heroes over the land (except a swamp, but this only applies to the exclusion of movement of the hero, but not the bonuses of units during the battle), ie delivery of key units to main character can be significantly slowed down + lack of bonuses from native soil unless it is water. However, the level 7 Haven dwelling is built relatively easily, and thus earlier than in most Towns of the basic gameplay (Castle, Stronghold, Inferno, Dungeon). It is necessary to analyze all these components, by means of tests with different Towns. Note that this is a later element of the test when you are fully comfortable with the town and able to test on different random maps with your own randomization parameters.
3. The development of Haven heroes. Bear in mind that the Haven heroes are developing quite specifically, as compared to other heroes. Haven Warriors (Manowars) have a boosted development of the primary combat skills, while mages (Admirals), on the contrary are leaning toward the primary magic skills. In other words there is no usual "parity" in gaming development of skills. Since this is a kind of innovation in the game, and requires a particularly careful test. This is especially true for warriors.
4. The use of water. Water is used in the game very specific, so you need to test this element in terms of its specification. That is, whether the game is a real advantage for the Haven in the efficient use of water at the starting segment of the game (here you need to consider both the navigational features of Haven heroes and the Haven units that have twice the bonus on water battles, + 2 to Haven units speed).
5. Specialties of heroes. There are two heroes (Raven and Marin), who have unique specialties, so they are the main characters at the start of the test map. Alternatively, you can start the test by testing their specialties. Remember that the specialty of these heroes can be changed in Section Haven Options, to select the test results optimal from the viewpoint of a tester.
6. Units. Of course, the Haven units should be given a major role in town testing. Analyze the battle, the possibility of using different tactical schemes, based on the presence (or absence) of certain abilities, etc. Keep in mind that an expert on creatures adds bonuses to the health and growth of "their" units in the TE.
TE classes.
TE classes, being very ?tasting? piece for the development of heroes, however, can give not the objective situation in the context of tested town?(sorry but i still don t understand this phare,but maybe it s just me). Therefore, I would recommend on a point during testing either completely disable them, or to combine tests with and without them. Classes can be disabled in TE.ini file.
Later, when the testing phase will go into "interesting game", classes are not only possible, but should be included.
Templates of random maps.
The file rmg.txt has 6 templates to generate random maps.
A brief description of them.
HT_Rich4 - (Haven Test Rich template for 4 players) a rich template for 4 players of any map size (red and brown player colors is Haven). Recommended formats M and L. Despite the declared "richness", the template can be complex to develop. It may be interesting to multiplayer.
HT_Medium4 - (Haven Test Medium template for 4 players) has an average wealth of the HT_Rich4 template. Otherwise, the same as that for HT_Rich4.
HT_Poor4 - (Haven Test Poor template for four players) has not in the richness of the HT_Rich4 template. Otherwise, the same as that for HT_Rich4.
The following 3 template are versatile and are good for multiplayer, as well as for singles.
About the new objects and artifacts.
These elements are secondary to test, and I would even say - passing, so they occur only in the starting map. You do not need to pay any special attention to them. The only thing that is to speak,it’s about the bonuses given by the number of water objects and guards, if there are any objections in principle.
When you get to the other maps, I would recommend to disable new facilities completely (new objects and artifacts on the other maps will be not presented).
The new neutrals.
In the Haven Simulated Model new neutrals, respectively, replaced by:
1. Panteroid - Peasant
2. Tigroid - Rogue
3. Giant Scorpio - Nomad
4. Sea Turtle - Orc on the boar
All available previously generated random maps have reduced corresponding numbers of neutrals. This is done to make life easier when you play on these maps.
If you will generate maps by yourself, the number of neutrals may not correspond to their actual strength. So first play the existing maps generated to get used to the neutrals, and, later, somehow adapt to them, knowing their capabilities.
Abilities of new neutrals:
Panteroid: Initiative (+1 speed for each waiting mode until the end of the battle (accumulation rate))
Tigroid: Aggression (strikes twice without retaliation)
Giant Scorpio: Poisoner (50% chance of casting Poison on an enemy for 10 turns)
Sea Turtle: Protection of the shell (in a protective mode only receives 10% damage (blocks 90% damage))
AI still does not "know" about the ability of Panteroid and Sea turtle, so the most dangerous creatures are the Giant scorpios and Tigroids (especially Tigroids).
One last thing:
1.All abilities are made "manually", ie without using of special ERM-commands having dependence on the experience system. So you can safely remove the file CREXPMOD.TXT from the folder data and to operate with experience only in the TE.ini file.
2. During the battle, Thunder birds are dynamically replaced by Ogre Leaders (WoG Stronghold commanders). Game Def and all properties are conventionally Kraken, and the creature number is being replaced. As a result, you can not clone Kraken, as you do in the case of Ogre Leaders.
3. Behemoths abilities are neutralized so that the defense of the attacked unit increases at the time of the attack as follows: doubles (if the attacker is a Sea serpent) or triples (if attacker is an Abyss Wyrm). Accordingly, their damage can be closer to the mean value, compared with the declared range of damage before the attack.
I wish you a fruitful test and interesting gaming!
Ganymed. 19.03.2012
Spacial thanks to Alustor (Darty) for the help of English adaptation.
here you go
Installation.
1)Install the TE Full version from given link (TE-archive password: Stinger)
2)After installation, copy the test package of Haven (HavenPack_v1_2.wog) in the folder UPDATE and run H3wUpd.exe.
3)Start the game by h3te.exe.
4)After starting the game, log in to the WoG Options page, download and save the settings file HavenSiMod.dat (located in the data folder).
Test Package Language is English.
The structure of the test.
This test package has a set of randomly generated maps in order testers to be able to test on specialy corrected maps. There is also a set of random templates designed for advanced testing, to extend dynamics of the test.
I recommend to start with the map BEGIN TEST, which will be selected after downloading the game for initial acquaintance with the town.
The test includes an Interactive Hint System (special map and battle hints), that will accompany your test. If you know English, you will be able to learn some features of the TE version itself, as well as some of Haven test details. Tips are on the adventure map and during battles (wich accompany running abilities of Haven units).
You can disable this System in WoG-options in the section Haven Options. Also in this section, you can disable any abilities of Haven creatures, new objects or modify certain specialties for Haven heroes. All these manipulations are best suited at start on any already generated maps, or on the randomly generated template TE-spider. It is simple and is designed just for start-up period of the test.
I recommend to begin the game on other randomly generated templates only after you become familiar with this TE version and Haven.
The experience of creatures.
Experience of creatures is strictly turned off through the file CREXPMOD.TXT, although you can disable it in the file TE.ini, but I did not do so that you may be able to see settings of experience in this file by default. If you want to play with the experience, just remove the file CREXPMOD.TXT from the folder game/data. Then you can control the experience through TE.ini (a value of 0 disables the experience in the appropriate file section). You can also just return the file CREXPMOD.TXT (then be sure you have maked a copy of it). Here, do as you wish. Note, that you CAN'T turn off the creatures experience in the current TE version by WOG-options.
Some possible bugs (whether they are bugs of TE version or the result of conflict with the simulator package of Haven, I have not figured out, but this simulator has nothing that could potentially cause such bugs, so I tend to think that they are TE bugs):
1. Hero may be given a "free" secondary eagle eye skill upon receiving a new level (in addition to next level of any skill).
2. In the presence of the hero's secondary skill Scholar, starting with it, or afterwards acquired, there is a constantly changing skill of expert-level view with strange names - a skill seems to be quite indefinite and useless. Therefore, I DO NOT recommend giving heroes the skill Scholar or buying heroes that have this skill form taverns.
Abilities of Haven creatures.
Mermaid: Shooter. No penalty in close combat.
Undine: Shooter. No penalty in close combat. Adherence (high moral effect imitation: +50% to regular demage, chance)
Killer Crab: Wide.(isn’t large creature the synonym used in h3?or is it another ability?)
Panzer Crab: Wide. Blocks 25% of the damage if he does not attack (?if crab was retaliated?(you mean if the crab retaliates?), the block does not work).
Siren: Flies. Dexterity (ignores the enemy's defense, chance)
Devil horn: Flies. Dexterity. Disorientation (no retaliation, the enemy misses his turn in this round, chance)
Giant squid: Wide. Attacks all enemies around without retialation. Double damage from fire attacking spells.
Kraken: Wide. Attacks all enemies around without retialation. One and a half damage from fire attacking spells.
Sea bishop: Teleport (as devils). Freeze (chance of decreasing enemy's attack power and speed by 25% (the speed of the enemy will not be lower than 5.) Works both in attack and in a defense state of Sea bishops - this is a physical property so it cannot be dispelled). 50% resistance to water attacking spells.
Oracle of the deep: Teleport. Deep Freeze (chance of decreasing enemy's attack power and speed by 50% (the speed of the enemy will not be lower than 5.). The rest is just as in the case of Sea bishops. 75% resistance to water attacking spells.
Sea serpent: Wide.
Abyss Wyrm: Wide. Flies. Increases the magic power of it's hero (the rate of 2 Wyrm = +1 SP, each turn the amount of Wyrms is recalculated and if they are fewer, accordingly decreases the current value of heroe’s SP . Increased level of heroe’s SP appears only during the battle).
You can turn off each ability in the section Haven Options, to test with which ability do you want or none at all.
---------------------------------------
The reporting system (this paragraph was addressed to specific testers, so has lost its relevance today).
Here everything is at your discretion. One condition: reports must contain specific information on the elements of Haven, a short and succinct analysis, and your suggestion for a possible change in various elements, based on the facts described above and your analysis thereof.
For example: you have tested some creature’s abilities enabled and disabled. After analyzing the difference, make a proposal: increase / decrease the percentage of response abilities, or change its character, or remove altogether, or change the performance characteristics of a unit in the direction of increasing / decreasing, on the basis of so and so.
Reports will be added to identical elements, and on the basis of the final decision changes will be made on various elements of the Haven.
---------------------------------------
Take heed to the following.
1. Balance in the principle of "cost-return", in relation to the Haven. That is, whether the price of buildings and price of creature dwellings is directly proportional to their existing combat specifications (TTX + abilities). At the same time, keep in your mind that in this TE version some of the growth rates were standardized. For example, a 2-level growth is 10, a 4-level growth is 5, all creatures horde growth is 10 (see TE-documentation of this version).
2. Dynamics of gaming development of Haven in comparison with other towns. It is necessary to determine whether the correspond Town Top Point (the gaming development climax of the town), objectively shows the strenght of Haven compared with other town in a certain time(for example: mid-2nd - early 3rd week, if it is rush strategy). Town Top Point - is the parameter of the town, which can be described by a time interval from the possibility of building dwellings up to level six before being able to build level 7 dwelling + full purchase the existing units of these levels. This is the moment when town comes to the key positions on the merits in comparison with other gaming towns. Strictly speaking, we aim to observe what kind of advantages we have over other Towns , based on the actual ratio of Haven tactical and technical characteristics to other Towns. Here, of course, keep in mind that the Inferno, for example, or the Castle, at this point are good and strong "mean" up to level 6, with some upgrades, than in the Haven, at the time of active development, could be a certain weak point. Furthermore, note the lack of bonuses from native soil when moving Haven heroes over the land (except a swamp, but this only applies to the exclusion of movement of the hero, but not the bonuses of units during the battle), ie delivery of key units to main character can be significantly slowed down + lack of bonuses from native soil unless it is water. However, the level 7 Haven dwelling is built relatively easily, and thus earlier than in most Towns of the basic gameplay (Castle, Stronghold, Inferno, Dungeon). It is necessary to analyze all these components, by means of tests with different Towns. Note that this is a later element of the test when you are fully comfortable with the town and able to test on different random maps with your own randomization parameters.
3. The development of Haven heroes. Bear in mind that the Haven heroes are developing quite specifically, as compared to other heroes. Haven Warriors (Manowars) have a boosted development of the primary combat skills, while mages (Admirals), on the contrary are leaning toward the primary magic skills. In other words there is no usual "parity" in gaming development of skills. Since this is a kind of innovation in the game, and requires a particularly careful test. This is especially true for warriors.
4. The use of water. Water is used in the game very specific, so you need to test this element in terms of its specification. That is, whether the game is a real advantage for the Haven in the efficient use of water at the starting segment of the game (here you need to consider both the navigational features of Haven heroes and the Haven units that have twice the bonus on water battles, + 2 to Haven units speed).
5. Specialties of heroes. There are two heroes (Raven and Marin), who have unique specialties, so they are the main characters at the start of the test map. Alternatively, you can start the test by testing their specialties. Remember that the specialty of these heroes can be changed in Section Haven Options, to select the test results optimal from the viewpoint of a tester.
6. Units. Of course, the Haven units should be given a major role in town testing. Analyze the battle, the possibility of using different tactical schemes, based on the presence (or absence) of certain abilities, etc. Keep in mind that an expert on creatures adds bonuses to the health and growth of "their" units in the TE.
TE classes.
TE classes, being very ?tasting? piece for the development of heroes, however, can give not the objective situation in the context of tested town?(sorry but i still don t understand this phare,but maybe it s just me). Therefore, I would recommend on a point during testing either completely disable them, or to combine tests with and without them. Classes can be disabled in TE.ini file.
Later, when the testing phase will go into "interesting game", classes are not only possible, but should be included.
Templates of random maps.
The file rmg.txt has 6 templates to generate random maps.
A brief description of them.
HT_Rich4 - (Haven Test Rich template for 4 players) a rich template for 4 players of any map size (red and brown player colors is Haven). Recommended formats M and L. Despite the declared "richness", the template can be complex to develop. It may be interesting to multiplayer.
HT_Medium4 - (Haven Test Medium template for 4 players) has an average wealth of the HT_Rich4 template. Otherwise, the same as that for HT_Rich4.
HT_Poor4 - (Haven Test Poor template for four players) has not in the richness of the HT_Rich4 template. Otherwise, the same as that for HT_Rich4.
The following 3 template are versatile and are good for multiplayer, as well as for singles.
About the new objects and artifacts.
These elements are secondary to test, and I would even say - passing, so they occur only in the starting map. You do not need to pay any special attention to them. The only thing that is to speak,it’s about the bonuses given by the number of water objects and guards, if there are any objections in principle.
When you get to the other maps, I would recommend to disable new facilities completely (new objects and artifacts on the other maps will be not presented).
The new neutrals.
In the Haven Simulated Model new neutrals, respectively, replaced by:
1. Panteroid - Peasant
2. Tigroid - Rogue
3. Giant Scorpio - Nomad
4. Sea Turtle - Orc on the boar
All available previously generated random maps have reduced corresponding numbers of neutrals. This is done to make life easier when you play on these maps.
If you will generate maps by yourself, the number of neutrals may not correspond to their actual strength. So first play the existing maps generated to get used to the neutrals, and, later, somehow adapt to them, knowing their capabilities.
Abilities of new neutrals:
Panteroid: Initiative (+1 speed for each waiting mode until the end of the battle (accumulation rate))
Tigroid: Aggression (strikes twice without retaliation)
Giant Scorpio: Poisoner (50% chance of casting Poison on an enemy for 10 turns)
Sea Turtle: Protection of the shell (in a protective mode only receives 10% damage (blocks 90% damage))
AI still does not "know" about the ability of Panteroid and Sea turtle, so the most dangerous creatures are the Giant scorpios and Tigroids (especially Tigroids).
One last thing:
1.All abilities are made "manually", ie without using of special ERM-commands having dependence on the experience system. So you can safely remove the file CREXPMOD.TXT from the folder data and to operate with experience only in the TE.ini file.
2. During the battle, Thunder birds are dynamically replaced by Ogre Leaders (WoG Stronghold commanders). Game Def and all properties are conventionally Kraken, and the creature number is being replaced. As a result, you can not clone Kraken, as you do in the case of Ogre Leaders.
3. Behemoths abilities are neutralized so that the defense of the attacked unit increases at the time of the attack as follows: doubles (if the attacker is a Sea serpent) or triples (if attacker is an Abyss Wyrm). Accordingly, their damage can be closer to the mean value, compared with the declared range of damage before the attack.
I wish you a fruitful test and interesting gaming!
Ganymed. 19.03.2012
Spacial thanks to Alustor (Darty) for the help of English adaptation.
(This post was last modified: 20.03.2012 03:35 by Darty.)
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