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Heroes Community > Heroes 5 - Modders Workshop > Thread: RTMG version 1.5 for TotE 3.1
Thread: RTMG version 1.5 for TotE 3.1 This thread is 22 pages long: 1 ... 10 11 12 13 14 ... 20 22 · «PREV / NEXT»
sylandro
sylandro

Tavern Dweller
posted February 14, 2010 08:12 AM
Edited by sylandro at 08:13, 14 Feb 2010.

Perfectly working now. Thanks!

EDIT: The update belongs to Feb 14th, BTW. It's 14th already, hehe...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2010 01:53 PM

Wow, Simonak I had barely prepared some new templates and there are two new updates already.

I have a question:
If you select the option add additional creature stacks (in add objects section), then where are those stacks placed?

The seer huts option is cool, but I think the attribute rewards for seer huts are overpowered, A relic artifact in TOE gives +8 max while your seer huts can give +21 , Imagine a warlock with +21 spellpower bonus = gamebreaker. I think +10 should be the absolute maximum, and only if it divided over more then one attribute.


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SimonaK
SimonaK


Promising
Supreme Hero
posted February 14, 2010 04:23 PM
Edited by SimonaK at 16:40, 14 Feb 2010.

Quote:
The update belongs to Feb 14th, BTW. It's 14th already, hehe...

yes, but you were the alone to have dowloaded the first update of day!

Quote:
I had barely prepared some new templates and there are two new updates already

the new updates has no effect on your preparation

Quote:
A relic artifact in TOE gives +8 max

I thought it was +6 with Sar-Isus stuffs....

Quote:
while your seer huts can give +21

17, 19 and 20 are impossible values for a seerhut, the 21 came from +7 being multiplied by 3
to get a "x3" for the initial value (+7), that means we have a great chance in your adventure.
the probability is weaker than 2%. Moreover, the quest to be successful.

I made a mod allowing to increase number of artifact in the game and I created 30 new artifacts.
I added a new artifact class the "divine" class, higher of relic.
in this class, we can get sword, armor, helmet, etc with +12 attribute... a little bit as Heroes 3.
a kit is named the "primordial uniform" of course, this mod is not still public.
so, I will reflect about the overpowering of +21.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2010 04:48 PM

Quote:
I thought it was +6 with Sar-Isus stuffs....


+2 to every attribute with the armor of legends, skull of markal gives +10, with a morale penalty. I think for balance reasons the seers hut should not give more then a relic.

Quote:
17, 19 and 20 are impossible values for a seerhut, the 21 came from +7 being multiplicated by 3 to get a "x3" for the initial value (+7), that means we have a great chance. the probability is weaker than 2%. Moreover, the quest to be successful.


I know, but what about the 50% chance to get 14 (according to the manual), I think 14 is too much. Do not forget the damage calculations in H5 are different from H3. I think balanced would be simply: 2,3,4,5,6,7,8

Quote:
I made a mod allowing to increase number of artifact in the game and I created 30 new artifacts. I added a new artifact class the "divine" class, higher of relic in this class, we can get sword, armor, helmet, etc with +12 attribute... a little bit as Heroes 3. a kit is named the "primordial uniform" of course, this mod is not still public.


For a new 'divine' class +12 is understandable (maybe you can make these artifacts also obtainable from obelisks instead of tear of asha). Great you are making new artifacts, for a long time I wanted this, especially new minor shields, because there are too few low level shields in the game. I guess you will use retextures of existing artifacts, but what about the icons? Are you drawing new ones yourself or using from other games?

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 14, 2010 05:03 PM
Edited by SimonaK at 17:05, 14 Feb 2010.

Quote:

know, but what about the 50% chance to get 14 (according to the manual), I think 14 is too much. Do not forget the damage calculations in H5 are different from H3. I think balanced would be simply: 2,3,4,5,6,7,8

Ok. I will listen it.
you know, I don't care the balance between players. but I understand other peoples care of that.
RTMG is "random" so a map can offer a better chance for one and not for another.
but it's easy to remove the "x2" and "x3" factor in attribute reward.
and you have great knowledge in balancing.

Quote:
I guess you will use retextures of existing artifacts,

yes. for some of them
but some artifact models are objects coming decoration object with animation.

ex: an artifact model is the blue "soul" humanoid and the artifact is named "Aura of Divine Protection"

Quote:
but what about the icons? Are you drawing new ones yourself or using from other games?

ooh. several ways.
I can really modified existing. it is no longer recognizable.
or they come from « data.pak » and not used by the game (deco objects)

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2010 05:42 PM

BTW, you forgot to answer this question, i still like to know.

Quote:
I have a question:
If you select the option add additional creature stacks (in add objects section), then where are those stacks placed?

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 14, 2010 05:45 PM
Edited by SimonaK at 17:49, 14 Feb 2010.

anywhere...specifically where was a resource before.
but never next to a mine or a dwelling.

they may be without guarding something....
just be there to battle for experience or for giving treasures

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2010 06:09 PM

Is it also possible a certain resource is replaced by a building + a creature guarding it?

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 14, 2010 06:18 PM
Edited by SimonaK at 18:52, 14 Feb 2010.

yes. I already thought.

but i wanted to avoid the code for. because I cannot know if a next position
is occupied by another object being big as mountain and then it could be "in" the mountain.
to avoid this kind of wrong is possible but with trigonometry calculs and a good table of objects's size.

and a resource location is always ensured to be good.
false for certain of them in underground added by Heroes V's RMG

but new object added by RTMG can be guarded because the resource before was already guarded.
and others objects added offer themselves the battle inside.

now, trigonometry is used by RTMG just for signposts about great objects in the map.

=====================================================

a trick for the idea could be:

1 - replace a resource by a building
2 - check if a next location is a resource, then replace this resource by a creature
(if a next location is not already a creature)

but for now I don't see the useful to make the code for.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2010 08:27 PM

Maybe you can at least make it so that only creatures that guard nothing give resources or artifacts, while creatures that already guard something don't give anything, or was that already implemented?
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SimonaK
SimonaK


Promising
Supreme Hero
posted February 14, 2010 08:31 PM
Edited by SimonaK at 20:38, 14 Feb 2010.

no, for now, creatures give treasures independently no matter if they guard something.
but it is not all creatures who give something.

and creatures added by Heroes's RMG guard always something.

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TroggyMan
TroggyMan


Adventuring Hero
Ragin' Tard
posted February 14, 2010 09:21 PM

Late reply here, but thanks- it works now! I made the mistake before in thinking only one of the files had to do with the information, thanks for clearing that up. You could put this is the readme as a misc. note for the "future generations".

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zanzertem
zanzertem

Tavern Dweller
posted February 19, 2010 04:04 AM

Quick question:

A buddy and I are attempting to play a LAN game across hamachi with the RTMG. Whenever he attempts to connect to my game, he gets the generic "H5 has stopped working and needs to close..." windows crash. We both can play single player with the RTMG just fine, also we can play non RTMG maps OK.

Any idea what may be causing this? Could this be a version problem or something? What are the causes of crashes when trying to play multiplayer?

We are stumped.
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SimonaK
SimonaK


Promising
Supreme Hero
posted February 19, 2010 04:07 AM
Edited by SimonaK at 04:10, 19 Feb 2010.

I never tested RTMG maps on LAN

but I suppose that you and your buddy must have exactly same files...

RTMG creates some files in Heroes V folders. ex: RTMG.pak
so surely your buddy has not this file in his computer

then try by ensuring same files are located in same place in both computers including
Megapack, NCF MOD, the RTMG map etc etc


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Omnax
Omnax

Tavern Dweller
posted February 27, 2010 11:36 PM
Edited by Omnax at 00:26, 28 Feb 2010.

Quote:
I never tested RTMG maps on LAN

but I suppose that you and your buddy must have exactly same files...

RTMG creates some files in Heroes V folders. ex: RTMG.pak
so surely your buddy has not this file in his computer

then try by ensuring same files are located in same place in both computers including
Megapack, NCF MOD, the RTMG map etc etc




I have got the same problem. First of all, your RMG does not work with HOMM5: THE ROLE PLAYING EDITION, So you have to use original exe for map creating, or game crash during map generation. Which is not bad. But if you want to play the game over the lan with HOMM5: THE ROLE PLAYING EDITION or normal exe, you just get crash. It connect without crash if we use normal H5 exe file but crash after starting game. Single player works without any problems. Only multiplayer in normal and TRPE has this problem and also map generating in TRPE is crashing.

Can you somehow, make this generator working with this mod without crashing please? Would be really appriciated. I posted similar reply to the TRPE mod, because I am not sure, if its his or yours problem :-)

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 28, 2010 12:28 AM

« RMGPresetTable.xdb » is a file modified by RPE mod.

modifications are minor but enough to cause a crash.

I think this file don't need to be changed to include heroes in random maps.

so, you can try RTMG without RPE mod in the game to see if you have a crash and vice versa.



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Omnax
Omnax

Tavern Dweller
posted February 28, 2010 12:34 AM
Edited by Omnax at 00:37, 28 Feb 2010.

Quote:
« RMGPresetTable.xdb » is a file modified by RPE mod.

modifications are minor but enough to cause a crash.

I think this file don't need to be changed to include heroes in random maps.

so, you can try RTMG without RPE mod in the game to see if you have a crash and vice versa.





We have tried RTMG withou RPE mod, and we were able to connect to each other, choose race and heroes, but immidiately after the start, game crashes. (might be because I did not make clean install of the game and still have RPE in). The thing is, I realy love RPE and would like to play it with your mod, which is also awesome!

The thing is, we can play RPE with normal maps in multiplayer. But we cannot play RTMG maps with RPE or original game.
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SimonaK
SimonaK


Promising
Supreme Hero
posted February 28, 2010 12:37 AM

you're sure that both computers have exactly same files?

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Omnax
Omnax

Tavern Dweller
posted February 28, 2010 12:39 AM
Edited by Omnax at 00:40, 28 Feb 2010.

Quote:
you're sure that both computers have exactly same files?


Yes I am perfectly sure we have both same files. If you do not have same files, you cannot even join. We are able to join on normal maps and play with RPE for hours. We simply cannot use RGM in multiplayer, with normal game or with RPE.
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SimonaK
SimonaK


Promising
Supreme Hero
posted February 28, 2010 12:40 AM

ok ...RTMG make its own mod files... so you sended them to your friend or..?

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