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Heroes Community > Tournament of Honor > Thread: IRMG - New Versions
Thread: IRMG - New Versions This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
sir_moz_hl
sir_moz_hl


posted June 13, 2010 02:25 PM
Edited by sir_moz_hl at 14:25, 13 Jun 2010.

Last version of templates for irmg ( for old mechanic)
[url=http://heroesleague.ru/public/homm5/IRMG/Largetemplates_old.rar]Largetemplates_old[/url]
[url=http://heroesleague.ru/public/homm5/IRMG/Hugetemplates_old.rar]Hugetemplates_old[/url]

here are the schems
[url]http://heroesleague.ru/public/homm5/IRMG/shemi_shablonov.rar[/url]

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jorko80
jorko80


Adventuring Hero
posted June 14, 2010 10:12 AM

I asked for the last version with old mechanics of IRMG , the templates I don't need, I use my own, but they are unusable in the new version of IRMG. Please post a link to old mechanics IRMG and if you can give some explanation of the new version of the program would be nice.

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sir_moz_hl
sir_moz_hl


posted June 16, 2010 10:04 PM
Edited by sir_moz_hl at 22:14, 16 Jun 2010.

[url=http://heroesleague.ru/public/homm5/IRMG/irmg_old.rar]Latest version of IRMG_old[/url]

Explanation:
cause in newer version there is no object density - u need to improve your templates and  cape quantity of every object. Also here comes two major improvements : 1) zone's walls depth - to control using of spell "Instant travel", u now are able to choose what zone won't be able to jump in ( with 13 depth wall noone will be able to jump over it) 2) here comes WITCH EYES : now IRMG generates 3 types of huts and 3 types of eyes - each type of hut will reveal same number type eye. (type 1 hut reveals type 1 eyes on the map ) so u are able to control it flexible. F.e : i do not want to type 1 huts to reveal Every eyes on the map , so i won't place only type 1 eyes. IT's simple.

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LarkinVB
LarkinVB


Known Hero
posted June 17, 2010 04:04 PM

Hi, tried to use your generator but get

Critical Error : impossible to find path for a zone.

when I try to create large map with templates from 'Large Templates' folder. What's up ?

Can you explain Zones compatibility factor and Monster Strength Factor in more detail ?

Thanks.

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sir_moz_hl
sir_moz_hl


posted June 17, 2010 08:50 PM

this error sometimes happens . nothing scary. Just close irmg and try re generate ( sometimes i generate 2-3 times myself , irmg is under development still - we are trying to fix all bugs and errors)

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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted June 20, 2010 01:34 PM

BTW I smoke again ...
____________
dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

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LarkinVB
LarkinVB


Known Hero
posted June 20, 2010 03:39 PM

Quote:
this error sometimes happens . nothing scary. Just close irmg and try re generate ( sometimes i generate 2-3 times myself , irmg is under development still - we are trying to fix all bugs and errors)


Well, if I choose large map and the large template folder I get this error nearly 100% of the time. I have to select 'no roads' to get a map.
It is not scary but makes the generator non functional for large maps with roads.

Btw is there a reason why you put lots crystals (as map decoration) in such big numbers on maps which are not underground ? Looks cluttered and ugly.

Can I set the number of objects somewhere ?

I think the program has great potential.


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sir_moz_hl
sir_moz_hl


posted June 20, 2010 07:26 PM
Edited by sir_moz_hl at 19:35, 20 Jun 2010.

The Update again.

[url=http://heroesleague.ru/public/homm5/IRMG/irmg.rar]Latest version of IRMG[/url] - the same URL.

What changed:
1) added ability to generate maps for 3-4 players ( with allied option or without)
2) added ability to chain Town or mines generation with exact set chosen. This allow to make real Random templates
3) FIXED annoying bug with error during generation . Improved generating algorythm. But now u'd better to choose Zones compatibility factor = 1.5.!!!!

p.s. i made 30 maps with this new version - got 1 time error with unable  to place portal.

HERE COMES NEW GREAT TEMPLATE - THE RAINBOW.
[url]http://www.heroesleague.ru/public/homm5/IRMG/Rainbow.rar[/url]
the scheme:
[url]http://www.heroesleague.ru/public/homm5/IRMG/rainbow.jpg[/url]
let me describe it abit :

each zone 2 could be two types : interlim zones or small resourses , ofc they differ from each other. interlim have more minor artis , small resourses - everything in name).

each zone type 3 could be three!!! types : good resourse zone, small tresury, zone with external town.

and zone named "Tp èëè Ã+ð" in 80% of maps will be GOOD tresury and in 20% it will be external town + rather good artis( not relics).

So as u can see , theis template could produce really different maps from each other and players will need to play really good to overwhelm on it!

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nevermind
nevermind


Famous Hero
posted June 20, 2010 08:16 PM

Quote:
The Update again.

Latest version of IRMG - the same URL.

What changed:
1) added ability to generate maps for 3-4 players ( with allied option or without)
2) added ability to chain Town or mines generation with exact set chosen. This allow to make real Random templates
3) FIXED annoying bug with error during generation . Improved generating algorythm. But now u'd better to choose Zones compatibility factor = 1.5.!!!!

p.s. i made 30 maps with this new version - got 1 time error with unable  to place portal.

HERE COMES NEW GREAT TEMPLATE - THE RAINBOW.
http://www.heroesleague.ru/public/homm5/IRMG/Rainbow.rar
the scheme:
http://www.heroesleague.ru/public/homm5/IRMG/rainbow.jpg
let me describe it abit :

each zone 2 could be two types : interlim zones or small resourses , ofc they differ from each other. interlim have more minor artis , small resourses - everything in name).

each zone type 3 could be three!!! types : good resourse zone, small tresury, zone with external town.

and zone named "Tp èëè Ã+ð" in 80% of maps will be GOOD tresury and in 20% it will be external town + rather good artis( not relics).

So as u can see , theis template could produce really different maps from each other and players will need to play really good to overwhelm on it!




Awesome job there guys , I'm really happy to see the great deal of work you put into continuing my project..
I was wondering when you gonna start improving the algorithms and not just little tiny adjustments that's where the real improvements can come from ..
I hope to see the generator comes to the level of my vision for it , Unfortunately after a lot of efforts i grow tired of working on it but when you continue working on it its a wonderful thing almost makes me wanna come back and play homm5 again , And who knows maybe i will ..

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nevermind
nevermind


Famous Hero
posted June 20, 2010 08:51 PM

Quote:
Quote:
this error sometimes happens . nothing scary. Just close irmg and try re generate ( sometimes i generate 2-3 times myself , irmg is under development still - we are trying to fix all bugs and errors)


Well, if I choose large map and the large template folder I get this error nearly 100% of the time. I have to select 'no roads' to get a map.
It is not scary but makes the generator non functional for large maps with roads.

Btw is there a reason why you put lots crystals (as map decoration) in such big numbers on maps which are not underground ? Looks cluttered and ugly.

Can I set the number of objects somewhere ?

I think the program has great potential.




The reason why there are alot of crystals is possibly because they are one of the objects with 1 square area so they "fill" up blocking holes in the algorithm , But you are right now when i generate a map i see how ugly there are when i created the irmg i didn't have that much time to put on beauty issues , You yourself can easily correct that mistake if you have basic xml skills , All you need is to remove the object from the blocks.xml file located in C:\Program Files\IRMG\Data
(or where you put your installation of the program)

If you don't know how to do that -
Well i no longer work on the project but the good people who are can do it for next versions . (but they are probably busy with other more important fixes.. )

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nevermind
nevermind


Famous Hero
posted June 21, 2010 11:00 AM

Quote:
Quote:


Btw is there a reason why you put lots crystals (as map decoration) in such big numbers on maps which are not underground ? Looks cluttered and ugly.




I just notice it seems they changed the algorithm so that border objects are only from underground object so that's why so many crystals .
I tweaked the file like i offered and now it only generates 1 type of crystal and far far less of them you can download the file here
http://www.mediafire.com/file/5ncbdottnjd/Blocks.xml

And just replace it in the generator library and it should deal with that ugliness problem

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LarkinVB
LarkinVB


Known Hero
posted June 21, 2010 04:33 PM

Thanks for 1.5 and the reduced crystals. Looks much better now.

What does 'amount of attempts' mean in an objects set ? It is set to 0 for some premade templates.

What does 'associate with object set' in template editor -> towns mean ?

What does zones compatibilty really mean ? Whats the difference between 1.0, 1.5 or 2.0 or even more ?  


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LarkinVB
LarkinVB


Known Hero
posted June 21, 2010 04:40 PM

How are the different monster strength values working together ?

I can set in IRMG :

1. object value, determines strength of guards. What does 1 mean in this context and what range is allowed ?
2. Set monster strength for a zone. What do the settings from weak to impossible mean ?
3. Set monster strength while selecting 'show advanced'
4. Finally set monster strength in homm5 program for the map.

What is the formula for the final number of monsters to appear ?

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nevermind
nevermind


Famous Hero
posted June 21, 2010 09:38 PM

Quote:
Thanks for 1.5 and the reduced crystals. Looks much better now.

What does 'amount of attempts' mean in an objects set ? It is set to 0 for some premade templates.

What does 'associate with object set' in template editor -> towns mean ?

What does zones compatibilty really mean ? Whats the difference between 1.0, 1.5 or 2.0 or even more ?  




As to your first two question i can only speculate since i didn't make those options , The programmers that continue my project added it.
I assume amount of attempts is the amount of attempts an object will have to being placed so if he has 0.5 chance of being placed and he got 4 attempts he can either be 0,1,2,3,4 max times on that zone.

Thats my first speculation .

The second one which seems easier to speculate means only that the town settings is active on that zone  - i have no idea why they added that

As to the third which i programmed so i know exactly what it means well its simple letz say you have 3 zones in the map with percentage of

25%,25%,50%

And zones compatibility is 2.0 that means max devation of 2.0% from the 25%,25%,50% you defined

That means that at worst case the end actual result can be 27%,23%,48%
(and the rest 2% notice there can be a "zone" filled with mountains that will not be active )


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nevermind
nevermind


Famous Hero
posted June 21, 2010 09:55 PM

Quote:
How are the different monster strength values working together ?

I can set in IRMG :

1. object value, determines strength of guards. What does 1 mean in this context and what range is allowed ?
2. Set monster strength for a zone. What do the settings from weak to impossible mean ?
3. Set monster strength while selecting 'show advanced'
4. Finally set monster strength in homm5 program for the map.

What is the formula for the final number of monsters to appear ?


They changed my original formula but you can look here :
http://www.heroesofmightandmagic.com/heroes5/haven_creatures.shtml
And there you will see haven monster power rating
Basically the value that will guard is a mixture of gurads equal to that value
so for example if you see there the peasant power rating is 41 and archer is 140
so an object with guard value of 5000 can be  5000/41 = 121 peasants or  5000/140 =35 archers .

or a mixture for example 700 for peasants and 4300 for archers will give a guard of 700/41=17 peasants and 4300/140=30 archers.

you can read here my full original guards algorithm :
http://www.heroesofmightandmagic.com/heroes5/modding_wiki/random_map_generator_by_idan:mixed_guards

but they seemed to change it , Looks like they added some factor to determine the amount of casters in guards and also factor to determine archers in guards - only they can explain the new algorithm its possible they changed it completely

You can read in my wiki the weak average ect settings meaning basically it determines the level of guards in the area so if 15000 value for example can be level 1,2,3,4,5,6,7 tier guard - the settings are like this :

     weak = level 1-6
     Avarage = levels 1-7
     Strong = levels 2-7
     Scary  = levels 3-7
     Impossible = levels 4-7


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sir_moz_hl
sir_moz_hl


posted June 21, 2010 10:18 PM
Edited by sir_moz_hl at 22:22, 21 Jun 2010.

1."ammount of attemts". Never answered : it's top cap for generating ( so if you made great chance and 3 attempts - it will generate 3 objects with strong chance , but if you will choose mediocre chance - it could randomly place from 0 to 3 objects.
2. towns and mines in sets made for template makers. in combo with "liniked with sets" in town screen ( same in mines screen) it allows to to chain EXACT set with town . So for example you got 2 sets both with 0.5 chance and town linked with sets ( chosen "town" button only in one set) so on ~50% of maps u will got town in that zone,and won't got it in other 50%.  It's the way to increase random factor of the maps.  Imagine  10 zones , all with different sets with 33% chances to appear - how many REALLY DIFFERENT maps will you got from this template?

Simple mechanic: if added town or mines to a zone , but haven't pressed "linked with set" button - u will got  town  or mines in that zone always. BUT if you will push that button , and then will choose town in only 1 set ( or in 2 for exapmple) , IT will generate town chained with only THAT set ( depend on its chance).

3. " zones compatibility" - nevermind answered.

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LarkinVB
LarkinVB


Known Hero
posted June 22, 2010 05:18 PM

Thanks for the clarificatons to both of you.

Why is 'amount of attempts' always 0 for the JebusV5.irt template objects ?

If I choose a different template file in main view and switch to template editor the new values are only displayed if I restart IRMG.

How do I save a template or start a template from scratch ?

Excuse my noob questions but the editor is that intuitive, at leasst not for me.

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nevermind
nevermind


Famous Hero
posted June 23, 2010 07:49 AM

Quote:
Thanks for the clarificatons to both of you.

Why is 'amount of attempts' always 0 for the JebusV5.irt template objects ?

If I choose a different template file in main view and switch to template editor the new values are only displayed if I restart IRMG.

How do I save a template or start a template from scratch ?

Excuse my noob questions but the editor is that intuitive, at leasst not for me.


Look up in the menu -
Goto
File - Save To File
or
File - Save Template As..
or
File - New Template

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LarkinVB
LarkinVB


Known Hero
posted June 23, 2010 10:31 AM

Doooh, overlooked the file menu. Thanks.

Still confused about the 'amount of attempts'. If I start a new template, lots of objects are preselected with a chance to appear but 'amount of attempts' field is empty, not even 0.

What does 'dwellings number to appear' 0-0 mean ?

I think the program does need some good documentation and percentile values should be shown as such, not as floats. It can get confusing that 2.0 in zones compatibilty is 2% whereas 0.3 in chance to appear is 30%

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LarkinVB
LarkinVB


Known Hero
posted June 24, 2010 03:23 PM

Btw is it planned to add water/islands like the the ingame generator since patch 3.1 ?

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