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Heroes Community > Tournament of Honor > Thread: New Random Map Generator - New Version
Thread: New Random Map Generator - New Version This thread is 3 pages long: 1 2 3 · NEXT»
nevermind
nevermind


Famous Hero
posted July 28, 2008 09:50 PM
Edited by nevermind at 20:42, 29 Jul 2008.

New Random Map Generator - New Version

I'm proud to release a new version to my rmg.. version 1.1(beta)
*updated to 1.11

In case your new to the program earlier info can be found on the first release thread:
http://heroescommunity.com/viewthread.php3?TID=26549

IRMG includes the following additions to the previous version :

*All types of terrains added - which should improve the overall visual appearance of maps.

*Players can now select town from withing the generator -
Since terrains are now available choosing a faction will match the terrain to the faction.

*Fixed several bugs in varius areas from previous version (1.0)

*Roads - Now roads will lead from towns to other towns and to other zones access points.

*Feature disable IT (Instant Travel) now works.

*Dwellings - Added random amount of dwelling for starting zones only - In later versions i plan to add dwelling to template control thus giving the template creator the power to detemine how many and which dwellings will appear in zone.

**note : dwellings are totally balanced - same dwellings will appear for both players in their starting zones (ofcourse they will be linked to the selected faction of the player).


And Thats it so far , Here it is :
*New update for 2 small bugs from version 1.1 - The fix only effects creating new template if your not using that option then upgrading isn't mandatory

New Version 1.11 Download Link


*Just run setup.exe
*Notice you'll need to uninstall the early version before installing.
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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted July 29, 2008 04:27 PM




btw, no need for waaay too much control, wont be too much random then, right?
+ will be too complex to handle, alrdy is somehow..
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 29, 2008 04:30 PM
Edited by Warmonger at 16:30, 29 Jul 2008.

Quote:
wont be too much random then, right?

So far these maps are truly chaotic, even messy. Much more than ones geenrated by any other program.

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted July 29, 2008 05:09 PM
Edited by insatiable at 17:11, 29 Jul 2008.

Cant have it all warmonger, it alrdy has unique characteristics making it worthwhile to launch.


Oh i almost forgot.. idan.. as Spanky Ham once did to Lingling, for your efforts, i give you honor in hat form
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nevermind
nevermind


Famous Hero
posted July 29, 2008 08:40 PM

Notice i've updated the file to a new version to fix 2 bugs regarding new template..

(Sorry for the mess )

BTW insat - thanks but regarding the comment about too much control i'm not sure if i understand what you mean , The random map generator for homm 5 and for homm3 both had template very much like my rmg , When you create a "totally" random map it uses a template so the only difference is you don't know which template it is , And as for my next version i'm going to add an option to randomly draw from several templates that way the map will be "Completly" random for the players - Just need more templates created for that..
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jorko80
jorko80


Adventuring Hero
posted August 03, 2008 10:57 AM
Edited by jorko80 at 13:22, 03 Aug 2008.

Hi Idan, I'm having troubles using the IRMG. When pushing the button to create a map, it goes to "generating shapes inside zones" and then  :  "...this program encountered a problem , we are sorry... " and it shuts down. That happens with the jebus template.Then  I started creating a template of my own. It's not complete, but I wanted to try creating a map just to see how it acts so far and hitting the generate button goes further to "populating map objects" and then it hangs ,the program doesn't shut down ,but stays there ,waited 10mins and no progress. Any suggestions to help me? Could it be ,because I'm using XP x64 ?



Update :
When I increased the size of the created map, the creation goes even further to : "roads,map file..." but then it freezes again. Tried a simpler template(because the first was with 18 zones) but the same thing happens again. And Jebus is always making the program to crash.

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nevermind
nevermind


Famous Hero
posted August 03, 2008 01:59 PM

Quote:
Hi Idan, I'm having troubles using the IRMG. When pushing the button to create a map, it goes to "generating shapes inside zones" and then  :  "...this program encountered a problem , we are sorry... " and it shuts down. That happens with the jebus template.Then  I started creating a template of my own. It's not complete, but I wanted to try creating a map just to see how it acts so far and hitting the generate button goes further to "populating map objects" and then it hangs ,the program doesn't shut down ,but stays there ,waited 10mins and no progress. Any suggestions to help me? Could it be ,because I'm using XP x64 ?



Update :
When I increased the size of the created map, the creation goes even further to : "roads,map file..." but then it freezes again. Tried a simpler template(because the first was with 18 zones) but the same thing happens again. And Jebus is always making the program to crash.


Hi jorko good to see your also trying the program , I yet to encounter the issue your talking about and i wonder if you can send me a print screen of the error to my email (hholland@012.net.il)

Actually i don't think that your using x64 is related to the error but ofcourse that is always a chance - I can compile the project especially for x64 and see if it help but first if you can send me the error your getting (When using jebus template because other template might be a problem with the template and not the generation) i might be able to see there what is the problem , In anyway i'll catch you on msn when i get back home..


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 03, 2008 02:24 PM

I downloaded it and it worked just fine. Btw you forgot to remove the message that faction selection will have no effect on current version.
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Map also hosted on Moddb

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nevermind
nevermind


Famous Hero
posted August 03, 2008 04:50 PM

Quote:
I downloaded it and it worked just fine. Btw you forgot to remove the message that faction selection will have no effect on current version.

Right Ooops...
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JoeTheLoser
JoeTheLoser


Hired Hero
posted August 05, 2008 05:46 AM

Howdy,

Been a while since I've been involved with the TOH community.  I used to play random maps in HOMM III (only 300-400 games or so )

Anyhow...very glad to see this new RMG.  I've sorta tried out the template (jebus) and it seems to work for me just fine (no bugs).

Hoping to get good enough to try and play some online soon.

I realize it is quite complex and as insatiable mentioned...too much control reduces random...but I have one question:

Is there a way to include one more level of randomness?  That is to have it choose a random TEMPLATE from all of the maps within a given folder?  

Anyway..looking forward to play'n some online soon....

Gotta figure out how to get back into TOH...my e-mail is long since changed since I stopped playing

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nevermind
nevermind


Famous Hero
posted August 05, 2008 08:25 AM
Edited by nevermind at 08:26, 05 Aug 2008.

Quote:
Howdy,

Been a while since I've been involved with the TOH community.  I used to play random maps in HOMM III (only 300-400 games or so )

Anyhow...very glad to see this new RMG.  I've sorta tried out the template (jebus) and it seems to work for me just fine (no bugs).

Hoping to get good enough to try and play some online soon.

I realize it is quite complex and as insatiable mentioned...too much control reduces random...but I have one question:

Is there a way to include one more level of randomness?  That is to have it choose a random TEMPLATE from all of the maps within a given folder?  

Anyway..looking forward to play'n some online soon....

Gotta figure out how to get back into TOH...my e-mail is long since changed since I stopped playing


Hey good to see some old homm3 players.. - I know they will enjoy random maps

Regarding choosing a random template that is exactly what i was thinking of but ofcourse its kind of hard to do this as in the release only 1 template existed..

So that is the next thing i'm gonna work on as i'm now hopefully finishing last major bugs (related to roads in maps) i will start to work on a new template and once i finish it i will add a feature to choose a random template out of the template inside the template directory..

So hold on it should be in the next version..
But that is

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JoeTheLoser
JoeTheLoser


Hired Hero
posted August 08, 2008 02:36 AM

Wow, I really enjoyed playing the random map.  Although I think every map I play is "blind" since I've not played any yet

Great to hear that you are working on more templates for more "randomness"!

I do have a question though:  
In this type of random (jebus template/L/no underground) in what week should the game be "over"?

I asked because I was playing against CPU under "hard" conditions and found the following:

I spent the first week and half going in the wrong direction (doh!) and was blocked out from the other two towns (by chance) by some moderately hard battle that a secondary hero couldn't take.
[by the end of the game, I realized the CPU had 3 towns on day 1, as they were smack ontop of each other]

Anyway...I explored and "broke out" troops via instant travel with very weak (planning to summon more creatures as I went)

Took a utopia...jumped into CPU territory to grab a quick free town.

Realized "DOH! I forgot to summon more troops..silly me"

I figured I'd harass the CPU...poach a couple towns and "+1's"...then use a strategic "surrender" to get back home.

Well...after poaching all towns and losing more troops taking out CPU secondary hero I'm down to scraps on troops and CPU comes at me to send me home to get more troops...

Battle is:
(me)
3 storm giants
8 rakshasa (why didn't I upgrade these...dumbarse)
5 arch mages
3 magnetic golems
120 rot zombies (just joined)

vs.
(him)
75 succubus seducers
10 arch devils
21 pit lords
15 pit fiends
30 hell stallions.

Problem is...I mop the floor with him and keep 2 mag. golems and 30 rot zombies....rush and grab his town...

I win.

But this all happened in like week 8...I assume that is WAY late?

When playing against another human...in what week do you usually meet for a "final battle"?

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nevermind
nevermind


Famous Hero
posted August 09, 2008 07:36 AM

Quote:
Wow, I really enjoyed playing the random map.  Although I think every map I play is "blind" since I've not played any yet

Great to hear that you are working on more templates for more "randomness"!

I do have a question though:  
In this type of random (jebus template/L/no underground) in what week should the game be "over"?

I asked because I was playing against CPU under "hard" conditions and found the following:

I spent the first week and half going in the wrong direction (doh!) and was blocked out from the other two towns (by chance) by some moderately hard battle that a secondary hero couldn't take.
[by the end of the game, I realized the CPU had 3 towns on day 1, as they were smack ontop of each other]

Anyway...I explored and "broke out" troops via instant travel with very weak (planning to summon more creatures as I went)

Took a utopia...jumped into CPU territory to grab a quick free town.

Realized "DOH! I forgot to summon more troops..silly me"

I figured I'd harass the CPU...poach a couple towns and "+1's"...then use a strategic "surrender" to get back home.

Well...after poaching all towns and losing more troops taking out CPU secondary hero I'm down to scraps on troops and CPU comes at me to send me home to get more troops...

Battle is:
(me)
3 storm giants
8 rakshasa (why didn't I upgrade these...dumbarse)
5 arch mages
3 magnetic golems
120 rot zombies (just joined)

vs.
(him)
75 succubus seducers
10 arch devils
21 pit lords
15 pit fiends
30 hell stallions.

Problem is...I mop the floor with him and keep 2 mag. golems and 30 rot zombies....rush and grab his town...

I win.

But this all happened in like week 8...I assume that is WAY late?

When playing against another human...in what week do you usually meet for a "final battle"?


Usually in human fights Instant travel is disabled so it comes out to about the same week around week 8 humans will meet in human fight..
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JoeTheLoser
JoeTheLoser


Hired Hero
posted August 10, 2008 08:12 AM

Thanks Idan for response.

I'll disable Instant travel for my next game.

I've played a couple more randoms and found the following "bugs":

Tombs always appear to be "guarded" but you can walk through backdoor and take them everytime...is that on purpose?

The last map that was generated had multiple holes along the border of territories  that were walked through easily.

Thanks tons once again for designing this map generator!!


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nevermind
nevermind


Famous Hero
posted August 10, 2008 06:06 PM

Quote:
Thanks Idan for response.

I'll disable Instant travel for my next game.

I've played a couple more randoms and found the following "bugs":

Tombs always appear to be "guarded" but you can walk through backdoor and take them everytime...is that on purpose?

The last map that was generated had multiple holes along the border of territories  that were walked through easily.

Thanks tons once again for designing this map generator!!




Np , Regarding the tomb bug i didn't notice it but it certainly not intended i will check it out..

Regarding the holes you speak off , You wouldn't happend to still have that map if so it will help me plenty if you send it to me.. you can via email hholland@012.net.il or in msn (same).
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antistar
antistar


Adventuring Hero
betrayer...
posted September 11, 2008 08:33 AM

Quote:
Quote:
Thanks Idan for response.

I'll disable Instant travel for my next game.

I've played a couple more randoms and found the following "bugs":

Tombs always appear to be "guarded" but you can walk through backdoor and take them everytime...is that on purpose?

The last map that was generated had multiple holes along the border of territories  that were walked through easily.

Thanks tons once again for designing this map generator!!




Np , Regarding the tomb bug i didn't notice it but it certainly not intended i will check it out..

Regarding the holes you speak off , You wouldn't happend to still have that map if so it will help me plenty if you send it to me.. you can via email hholland@012.net.il or in msn (same).



nevermind, i downloaded your rmg, one word : AWESOME... i think it will sufice because :
- quick generate of maps
- extra template editor
- very good tooltips
- very good tool overall

Thanx
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sir_moz_hl
sir_moz_hl


posted September 11, 2008 04:46 PM

Nevermind!
plz check email)( alexnik11)
let me post it here:
i made my own template. generator starts generating and freezes at "populating map objects" and stops(. if i try to generate using JebusV - everything is ok. I've sent template on your email. Plz be so kind - check it. I strongly do not catch the point why it freezes.
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nevermind
nevermind


Famous Hero
posted September 11, 2008 05:10 PM

Quote:
Nevermind!
plz check email)( alexnik11)
let me post it here:
i made my own template. generator starts generating and freezes at "populating map objects" and stops(. if i try to generate using JebusV - everything is ok. I've sent template on your email. Plz be so kind - check it. I strongly do not catch the point why it freezes.


Hey sorry i've not replied ,been taking some time off from the development but i will check it right when i get back home..
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sir_moz_hl
sir_moz_hl


posted September 11, 2008 08:20 PM
Edited by sir_moz_hl at 20:42, 11 Sep 2008.

Yahaa!
i've solved that problem!!!( it just can't compete if i would choose 3 object sets for every zone , so i've made only 1 set for every zone AND it works good now).

Nevermind, some suggestions
1) what about dungeon????
2) add sunken temple( f.e. it could be placed good on ground , i've made with my own templates).
3) what about multible objects guarded with one monster as it is in standart RMG
4) mb it's not good idea to make so different comboes in combined army? ( they will suffer of morale , and the battles woulbe be easier). I suggest to make at least good/bad division ( f.e. good won't be in one army with bad)
5) what about race selection?
6) it's bad idea to make so huge difference of stack size in combined armies( it's easy to kill 250 shield guards +2 druids) Standart rmg solves this problem capping max stack size. So you would never need to fight 15000 zombies instead of 20 dragons. I think it's more interesting to play against.
7)!!!! 100% MAKE window where player will be able to make the map name ( almost every time maps are named like "moz_vs_kolobok" os something like that ) it's very hard to remember what map is played , and what map is generated). It really would be nice.
THANKS FOR YOUR WORK.

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nevermind
nevermind


Famous Hero
posted September 12, 2008 07:54 AM
Edited by nevermind at 08:03, 12 Sep 2008.

Quote:
Yahaa!
i've solved that problem!!!( it just can't compete if i would choose 3 object sets for every zone , so i've made only 1 set for every zone AND it works good now).


Good, There are more players that didn't understand that you must use all object sets.. , I'm not sure why thought i hope players who use the rmg read the wiki first..

Quote:

Nevermind, some suggestions
1) what about dungeon????


what about dungeon?

Quote:

2) add sunken temple( f.e. it could be placed good on ground , i've made with my own templates).


Awesome - wasn't aware of that i will look into it.

Quote:

3) what about multible objects guarded with one monster as it is in standart RMG


Its something that is very much planned from the start it will show up in one of the future versions

Quote:

4) mb it's not good idea to make so different comboes in combined army? ( they will suffer of morale , and the battles woulbe be easier). I suggest to make at least good/bad division ( f.e. good won't be in one army with bad)


I may change the algorithem to have higher chance for same allience but i intentionally added these veration , I think and hope its more refreshing ,Firstly you can factor moral before you enter a battle (but watch out its still luck here) and also some combos can be very interesting to fight against.. And those will never happen with a only same allience algorithem.


Quote:

5) what about race selection?


oh lol i think you don't have the latest version ( OR you maybe i actually forgot to remove the small line that say you can't select race (in latest version you can.. as stated in the info with latest release)

Quote:

6) it's bad idea to make so huge difference of stack size in combined armies( it's easy to kill 250 shield guards +2 druids) Standart rmg
solves this problem capping max stack size. So you would never need to fight 15000 zombies instead of 20 dragons. I think it's more interesting to play against.


Well i think its a good idea Well you right against the zombies but there are other lvl 2 units where it might be even harder to fight against.. in any way the chance for such huge stacks always favors lvl 6 or 7 units , lvl 2 units - depending on zone monster strength are rare to about 5% if i remmeber correct so its something that will happen very few times on the map.


Quote:

7)!!!! 100% MAKE window where player will be able to make the map name ( almost every time maps are named like "moz_vs_kolobok" os something like that ) it's very hard to remember what map is played , and what map is generated). It really would be nice.
THANKS FOR YOUR WORK.



Yes that was requested by more players and will be in future versions.


As a side note i recently played the 3.1 rmg and happy and sad to say that i'm still disappointed with it so i will probably get back to working on the rmg again soon.
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