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Thread: New random template in Beta-phase | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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lkru33
Promising
Famous Hero
3x NFL Pick'em Champ
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posted June 06, 2005 03:11 PM |
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Sounds like a good idea... but I will have to try it out and see how it plays. Keep me on your distribution list when sending out the latest ver.
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matkov
Hired Hero
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posted June 07, 2005 08:46 AM |
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I think is is OK to have 2 ore and 2 wood in the starting area.
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Have a nice day.
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Plexus22
Known Hero
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posted June 08, 2005 12:29 AM |
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Angelito u can send the template to me too......ill check it out when I have time. Look at my profile for current email. Thx.
Plex
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midnight
Promising
Famous Hero
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posted June 10, 2005 08:05 AM |
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send it to me and I'll have a look at it. wildandfunky@yahoo.com
In the meantime, I recognise some the same design issues that I faces. Making a template is really quick but tuning it takes months. The only template I got right straight away was Skirmish.
Starting area high density and strong monsters
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Really is a player's preference. Some like chaining and a tough week 1, some dont. I had a preference for quick start zones (hence all mine like that apart from maybe Panic), but no reason why it cant be otherwise like in this design (from comments in this thread). It does create problems for mines, but I think it can be solved.
Wood/Ore Mine access
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In a start zone you can have tough guards, low density, or average guards, high density, but not tough guards high density. If you make the start area larger but reduce the density, you will have the same amount of resources, but the mines will be accessible, and can keep the strong guards. The other spin off is that turn length will be shorter.
Roads
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If your design is a straight line or a circle (like Ring template), the road will always be the same, passing through each zone. Once there are forks in the road, it starts to behave in different ways. You can force the road by only having 1 connection to 1 town in a zone. Otherwise if there are multiple connections, some will randomly have a wall of monsters on the terrain boundary, some will have a road.
Conservatories
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Tigris is right about reducing conservatories. If you leave them in at a moderate or high density, basically Castle town cant lose, thus affecting balance of your design.
Utopias
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10000 is when topes start.
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tigris
Supreme Hero
Supreme Noobolator
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posted June 10, 2005 12:46 PM |
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Nice to have the master in for some tips
Quote:
Roads
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If your design is a straight line or a circle (like Ring template), the road will always be the same, passing through each zone. Once there are forks in the road, it starts to behave in different ways. You can force the road by only having 1 connection to 1 town in a zone. Otherwise if there are multiple connections, some will randomly have a wall of monsters on the terrain boundary, some will have a road.
I tried to play a bit with the rmg file myself in several occasions.By now i realise that a corect connection sistem and good treasure(both value and density) are the key to a succesfull template.As you said, the treasure aspect is at the player's choice, so i'm not going to discuss that now.
I have 2 questions about the connections though..
1.Is there any way you can "force" a connection to always be made via 2 way monolith?
2.Looking at the panic template there are always 2 zones(the 2 players secondary zones if i remember correct)that connect without roads.So instead of waiting to kill the big blocks, one has always the choice to rush via that connection.That is,i think, the reason you said somewhere that this template is made for sneak attacks.What i'd like to ask is how you can connect 2 zones without a road or a monolyth, but using only 1 connection(with a wider area i thing though). I saw that too in some original 3do templates, but i didn't understand how this works.
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midnight
Promising
Famous Hero
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posted June 10, 2005 08:20 PM |
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Yeah I think it is a true observation that good connections (the topology if you like) and treasure is what an rmg template is made from. Proper testing is the final key, which requires some considerable patience.
When do monoliths appear on a random map?
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The generator will try to physically join zones that are connected, and thus connect with a road or common boundary. Sometimes if there are lots of zones and connections, it is difficult to do this and that is when the generator goes "hey I can use a monolith" allowing physically separate zones to connect. Once all the 2 way ones are gone, it will start using the 1 way ones.
Thus more complex rmg designs will have more monoliths on average.
Simple templates can still occassionally get monoliths depending on where the zones end up on the map.
To answer your question,there is no way I've worked out how to force a monolith on a connection.
The Panic secret!
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I made lots of forks in the road & pathways to opponent, so you will get a lot of the connections not having a road at all. That seems to be how roads work. It was unintentional to have some effect with roads, that you might notice. Many of the 3do templates have a zillion connections (messy design if you ask me) but that means the road patterns are really unstable.
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dimis
Responsible
Supreme Hero
Digitally signed by FoG
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posted June 17, 2005 05:00 PM |
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Edited By: dimis on 17 Jun 2005
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Ore mine problem
Hi all!
Sorry for not replying for such a long time, but I had too much work the last few weeks. Anyway, Angelito (or anyone else), if you want to have a look on the problems I had with ore mines, check this save game out.
Regards,
Dimis
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matkov
Hired Hero
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posted June 24, 2005 01:31 PM |
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I've played this template again and again and I had no problem getting wood/ore (just once when I scouted bad and missed ore mine). But every game I found 4th level spell scroll in my starting area not so well guarded. Maybe I had just luck, maybe it is flaw that should be changed (once it was ungarded)
I must say I enjoy template much. Not too rich in the begining as I like with many interesting fights.
Good work Angelito.
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Have a nice day.
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Plexus22
Known Hero
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posted June 24, 2005 07:43 PM |
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Where can I get the template?
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted June 24, 2005 08:44 PM |
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From me...gimme your email-addy and i will send it to you.
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Better judged by 12 than carried by 6.
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Plexus22
Known Hero
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posted June 25, 2005 01:28 AM |
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted February 05, 2006 07:36 PM |
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OK, after a long period, i started to tune that template again since 2 weeks.
Map design is still the same (1 starting area, 1 second area a bit smaller (always dirt terrain + random town), 1 treasure area (always desert+ random town) with same size as 2nd area .
Both treasure areas (desert) have a castle now, so u got a road connection to your starting town. Only way to meet your opponent is through desert.
You wonīt find any utopias, Level 7 dwells or more than 5.000 exp points out of box in your 2 areas. Also no relics in first or second area, except from tombes.
For the matter of fact, u lack in good arties, the guards to desert should be pretty tough. You will have plenty of stuff to do in your 2 areas, but u also will need all experience points u can gather for your main.
Desert is pretty rich, topes, boxes and relics can be found there.
It is still called "Angelitos Fiesta", version 1.9 now.
Anyone who wants to test it, feel free to post here and i can send it to you.
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Better judged by 12 than carried by 6.
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dimis
Responsible
Supreme Hero
Digitally signed by FoG
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posted February 06, 2006 07:24 PM |
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Tester
I want to test it. Feel free to send me a copy. However, it might take me a a while till you receive some feedback in this thread. My weekends are full of multiplayer games!
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The empty set
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csarmi
Supreme Hero
gets back
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posted February 07, 2006 12:05 AM |
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Edited by csarmi on 7 Feb 2006
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feel like testing too
csarmi AT gmail (dotcom)
that's where you should send it
I don't seem to have received at freemail.hu
ah okie I have received it
I just took it for a spam. Next time you should write heroes in the subject, template sounded strange and I did not know your name either. Sorry.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted February 07, 2006 01:49 AM |
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Sent to Csarmi (to the email addy mentioned in your profile), but couldnīt find your email-addy dimis. Please tell me.
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Better judged by 12 than carried by 6.
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dimis
Responsible
Supreme Hero
Digitally signed by FoG
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posted February 07, 2006 12:17 PM |
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e-mail
You can now view my email on my profile Angelito. Thx again.
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The empty set
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csarmi
Supreme Hero
gets back
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posted February 07, 2006 04:52 PM |
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The file has to be 3729 bytes?
It says: could not create random map that fits current choices.
My choices are: no under, L, 2 players, strong monsters, no water.
Freemail handles the txt files badly (include it into message body). Can you please send it to my gmail.com address too?
Tx in advance.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted February 14, 2006 03:41 PM |
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Any comments so far? Or any more who want to test it?
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Better judged by 12 than carried by 6.
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Nebuka
Promising
Supreme Hero
Save me Jebus!
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posted February 14, 2006 06:00 PM |
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Sure, send it to me as well.
Try nebuka1@yahoo.com.
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dimis
Responsible
Supreme Hero
Digitally signed by FoG
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posted March 15, 2006 05:36 PM |
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Anyone can help?
Hi,
I tried to generate a map with Angelito's Fiesta generator on both desktops that I have on my lan. Problem is that only one of them is able to generate a map - a Pentium II @ 350 Mhz with winXP. The other one - an AMD Athlon 64 @ 3000+ with winXP says constantly that I can not generate a map. Both PCs have Heroes III Complete and I remember every time to do the trick of switching between town and settings selection. Anyone with a clue ? I 'll investigate it more during weekend, but since then ... all help is appreciated!
- dimis -
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The empty set
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