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[MOD] Balanced Tournament

By on November 21, 2009 12:26:55 PM from Demigod Forums Demigod Forums

poppabaggins

Join Date 03/2008
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NOTE: Attempting to use this mod for a skirmish game WILL CRASH THE GAME.  If someone can figure this out, great, but I have no intention of fixing this, since I made this mostly for my personal enjoyment and uploaded it as an afterthought.

 

This is a mod that levels the playing field for the hard difficulty level of the tournament.  With this mod enabled, enemies and allies experience the same multipliers to their experience, gold, and starting gold.

EDIT: Apparently, starting gold is doubled for the opposing team.

 

It's incredibly simple, but I figured that someone would want it.

 

Links (only one is necessary):

http://rapidshare.com/files/310214460/BalancedTournament.zip

http://rapidshare.com/files/310215197/BalancedTournament.zip

http://www.megaupload.com/?d=CVB2PKLZ

 

to install:

extract in the demigod root directory,

or

extract somewhere and then copy the given bindata folder into the demigod bindata folder.

 

 

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November 21, 2009 5:15:08 PM from Demigod Forums Demigod Forums

Finally

Babe

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November 21, 2009 5:55:41 PM from Demigod Forums Demigod Forums

 

Any reason skirmish doesn't work when this is enabled?

 

Tournament launched.  My team seemed to start the same as me, but the other team on a replay had 2x the gold.  

 

Are all the AI's set to Hard and every gets XP/gold at the same rate (other than the initial amount)?

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November 21, 2009 6:26:38 PM from Demigod Forums Demigod Forums

I don't know about the skirmish thing, but it's not meant to affect that at all.

yes to your final question.

I'll look into the starting gold thing.

 

I changed literally three lines of code in lua/game.lua

# Difficuly handicaps for the three different AI difficulty levels

DifficultyHandicaps = {

...

# Hard
        {
            GoldMultiplier = 1.0,
            ExpMultiplier = 1.0,
            StartingGold = 1.0,
            MinPoints = 300,
            MaxPoints = 450,
        },

...

}

 

if anyone knows of something else I should change, please tell me.

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November 21, 2009 7:10:06 PM from Demigod Forums Demigod Forums

The only change i would make is to Min points and max points.   That controls the favor items they will buy (seems they select a random item in that favor range.

 

You might lock them into the range of blood of the fallen (750) or swift  anklet (450), so they pick up something useful or go out to 2000 and let them have thier pick of favor items since most players have thier pick as well.

 

If you can't figure out the 1000 gold bonus on the all AI team its not terrible, as the other sides has the human players so it might be fair all in all. 

 

Nice work. 

 

My guess is dropping the functions in the rest of the game.lua file broke skirmish's startup scripts.  No a big deal, but would be nice to not have to enable/disable you mod when switching play modes.

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November 21, 2009 8:36:00 PM from Demigod Forums Demigod Forums

I put this under the hook folder which, from my understanding just overwrites that section of the code.

I left the minpoints and maxpoints as they were, but changing them would probably be a better idea. 

It's simple enough that players can just change them as they acquire more favor points, though, so I'm going to leave the posted version as is.

Thanks for the feedback.

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January 17, 2012 4:40:37 PM from Demigod Forums Demigod Forums

Old thread and all, but thanks for the uplink. Newer player so I am spending a lot of time in SP still, and this will make it so I can do hard mode with someone other than DA It has been years, but when I tried the first two links it was a no-go, but the third link worked just fine for me. Just a heads up for other new players who want the mod. Thanks again, poppabaggins.

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October 26, 2013 8:13:09 AM from Demigod Forums Demigod Forums

Final spamming of my post, as this thread is outdated and may well lead to someone (else ) wasting their time.  Also, using the figures that poppabaggins suggests (1.0/1.0/1.0) will lead to the game being far too easy, as the enemy AI will have no bonus over your side (other than a minor upgrade to AI).

---------------------------------------------

I'm spamming this solution into a couple of threads that popped up when I was looking for how to make Hard singleplayer tournaments less hard.

1.  Editing the game is normally done via the bindata/mods folder.  However, those mods are not loaded for the singleplayer tournament games.  They take their instructions from the unmodded dgdata.zip.

2.  Editing dgdata.zip (as the OP suggests) leads to the game not running.  This is because the game checks to make sure it's got the dgdata.zip that it's expecting.  This check did not exist in the beta version of the game, which explains posts like this and the OP.

3.  Therefore, you need to change that check after you edit the files.  See Peppe's excellent thread on the subject.  Don't be put off by the hex editor aspect; this is doable by anyone.

There's a load of things you could edit.  Unfortunately, Peppe's AI Skirmish mod is the only one I've found that has a tournament version and the download link is broken.  So adding in AI fixes etc. has to be done manually, if you want them.  Just copy the files from the mod's hook folder into your renamed dgdata.zip (remember to make sure they're in the correct folder/sub-folder).

The key thing though, if like me you found Normal tournaments too easy and Hard ones too difficult, is to modify 2 files in that renamed dgdata.zip.

lua/ui/sp/TournamentUtilities.lua.  This is the one that sets the difficulty levels of the AI units on each side.  As you may have noted from singleplayer skirmish, the difference in difficulty (in terms of intelligence) isn't huge there, but in tournies the difference between the difficulties is massive.  That's because the unit difficulty is, in tournies, also used to assign XP & gold multipliers (see game.lua).  Note that these multipliers also apply to you, so unfortunately it's not possible to just give the bonuses to all AIs, friend & foe, and not also give it to yourself.  This effectively leads to you using higher difficulty AI for the enemy team than yours to try to give their side a bonus.

The defaults are as below (where 1 is easy and 4 is nightmare).  Note that in Normal you & your AI were getting Hard bonuses, whereas the enemy AI was getting Normal bonuses (i.e. none).  It's the reversal of this position that makes the difference between Normal (where your buddies will win even if you do nothing) and Hard so stark.

I've added suggested changes, based on almost zero testing, in square brackets after the actual numbers:

    # Set difficulty for each slot based on rules
    #   On Easy -> Player team mates are nightmare; Enemy are easy
    #   On Normal -> Player team mates are hard; Enemy are normal
    #   On Hard -> Player team mates are normal; Enemy are hard
    #   On Nightmare -> Player team mates are normal; Enemy are nightmare
    if tournamentHistory.Difficulty == 'Easy' then
        for demigodName,demigodData in playerTeam do
            demigodData.Difficulty = 4[3]
        end
        for demigodName,demigodData in enemyTeam do
            demigodData.Difficulty = 1[2]
        end
    elseif tournamentHistory.Difficulty == 'Normal' then
        for demigodName,demigodData in playerTeam do
            demigodData.Difficulty = 3[3]
        end
        for demigodName,demigodData in enemyTeam do
            demigodData.Difficulty = 2[3]
        end
    elseif tournamentHistory.Difficulty == 'Hard' then
        for demigodName,demigodData in playerTeam do
            demigodData.Difficulty = 2[3]
        end
        for demigodName,demigodData in enemyTeam do
            demigodData.Difficulty = 3[4]
        end
    elseif tournamentHistory.Difficulty == 'Nightmare' then
        for demigodName,demigodData in playerTeam do
            demigodData.Difficulty = 2[2]
        end
        for demigodName,demigodData in enemyTeam do
            demigodData.Difficulty = 4[4]

lua/game.lua.  This is the one where the modifiers are applied.  The important ones are the earnt gold, the earnt XP and the starting gold multipliers.  Remember, these multipliers will apply to you as well, which sucks as it's therefore not possible to beef up your own AI without also beefing you up.

As before, suggested values based on almost no testing are in square brackets.  There aren't actually any values for the Normal multipliers, but I've added in what the game will be using.  I also removed the limit on the favour items.

# Difficuly handicaps for the three different AI difficulty levels
    DifficultyHandicaps = {
        # Easy
        {
            GoldMultiplier = 0.75[0.75],
            ExpMultiplier = 0.75[0.75],
            StartingGold = 0.5[0.75],
            MinPoints = 0[450],      # MinPoints and MaxPoints is the range of points the AI is allowed to spend on an achievement item
            MaxPoints = 150[10000],
        },

        # Normal
        {  GoldMultiplier = 1.0[0.75],
            ExpMultiplier = 1.0[0.75],
            StartingGold = 1.0[0.75],

            MinPoints = 150[450],
            MaxPoints = 300[10000],
        },

        # Hard
        {
            GoldMultiplier = 1.5[1.0],
            ExpMultiplier = 1.5[1.0],
            StartingGold = 2.0[1.0],
            MinPoints = 300[450],
            MaxPoints = 450[10000],
        },

        # Nightmare
        {
            GoldMultiplier = 2.0[1.5],
            ExpMultiplier = 2.0[1.5],
            StartingGold = 4.0[1.5],
            MinPoints = 450,
            MaxPoints = 10000,

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