Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Library of Enlightenment > Thread: Looking for, nay pleading for, a specific rmg
Thread: Looking for, nay pleading for, a specific rmg
dkrypt
dkrypt

Tavern Dweller
In NYC. Chilling.
posted February 19, 2005 12:38 AM

Looking for, nay pleading for, a specific rmg

Heroes III rmg templates:  Is it possible to make an rmg which creates a XL map, no underground, 2 allied humans vs 6 allied AI, no monoliths and no monolith-dependent mapping, and all other variables just as random as they normally are? It doesn't seem possible based on my reading of rmg variables - but I soooo hope I'm wrong. Please tell me I'm wrong and you have the exact rmg I'm describing ready to go  I would be unspeakably thankful indeed.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted February 19, 2005 01:24 AM

The description u made isnīt very hard to implement in a rmg. The allied thing isnīt set in the rmg though, that is done on the settings when creating the random.

Monoliths only appear, when u set many connections in the rmg and the comp isnīt able to place all those areas that near to connect them with 1 road or 1 junction area. Then he choses the "monolith"-connection system.

So when u play with 8 players, the easiest way would be, to define ONE area for each player, with only ONE road out of this area which leads to the treasure area.
So all 8 areas are only connected to the treasure area and there u will meet your opponent then. No monoliths needed normaly..


____________
Better judged by 12 than carried by 6.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0261 seconds