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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 (2) 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 ]
SimonaK
SimonaK


Promising
Supreme Hero
posted September 11, 2009 04:07 PM

Oh well, lot of tests is important. I'm happy to know someone makes so many test to ensure all is ok.

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Greaser
Greaser

Tavern Dweller
posted September 17, 2009 01:38 AM

I've tried it on Windows XP SP2 and sp3 platform,
everytime I try to generate a RTMG map last step,I always got "Run-time error'3021'"

please help
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SimonaK
SimonaK


Promising
Supreme Hero
posted September 17, 2009 01:44 AM
Edited by SimonaK at 01:56, 17 Sep 2009.

I see in your screen shot, the OK button has an oriental ascii table character.
Then I guess your system is unfortunately not appropriate for RTMG engine.
extented ascii table for russian, oriental, etc being not supported.

I'm deeply sorry.

You said Windows XP SP2, right, but what is its language?

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Greaser
Greaser

Tavern Dweller
posted September 17, 2009 01:57 AM

yep my system is Chinese
bad luck

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SimonaK
SimonaK


Promising
Supreme Hero
posted September 17, 2009 02:02 AM
Edited by SimonaK at 02:04, 17 Sep 2009.

I acknowledge I'm not experienced with the multi-language compatibilty.

RTMG writes and overwrites xdb files and indeed uses the default ascii table not extended in the system.

Maybe you could be setting temporarily another table during RTMG processing....we never know.

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Greaser
Greaser

Tavern Dweller
posted September 17, 2009 02:30 AM
Edited by greaser at 02:31, 17 Sep 2009.

wow, in the control panel,Regional and Language Options,I set all the options to English(America)....Problem solved!

Thanks for reminding me!
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SimonaK
SimonaK


Promising
Supreme Hero
posted September 17, 2009 02:32 AM

no problem

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Morphem
Morphem


Hired Hero
posted October 01, 2009 05:17 AM

Quote:
Quote:
A DLL is not registering when installing the RTMG on vista,
Is it only working with windows xp ?

RTMG never was tested on Vista
only on Windows XP SP2 platform

but that is not mean RTMG cannot run on Vista.
Surely by finding the problematic DLL and being able to register it.
or put the DLL in RTMG root folder may be a solution as well.
or using the Windows compatibilty programs



Ok i took the risk of ignoring the 2 DLL registrations during the extraction and it installed correctly.
it -seems- the vista DLL are used by default.

Anyway so far the RTMG with extra NCF & dwellings packs works great on Vista

Great job !

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Morphem
Morphem


Hired Hero
posted October 01, 2009 10:17 AM

After testing the RTMG a bit, i find it excellent.
however here's what i found unbalancing :

- Sawmills & ore pits near starter towns have too many guards, even playing with the "Weak" neutral monsters option.
They are too challenging.

- Chests containing 25 000 golds are way too much i think, 5 000 golds should be max

- Starting islands should all have a shipyard

- Missing the monster weeks, very helpful when building up XP for a new hero.

These are just my opinion, I will test more.

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SimonaK
SimonaK


Promising
Supreme Hero
posted October 01, 2009 04:28 PM
Edited by SimonaK at 16:37, 01 Oct 2009.

Hi Morphem

I'm glad you're able to run RTMG on vista now!

Quote:

Sawmills & ore pits near starter towns have too many guards, even playing with the "Weak" neutral monsters option.
They are too challenging.


true. and that was desired like that.
because neutral creatures are able to give resources after battles.
so your hero must find small fights in 1-2 first weeks to get resources and wait
a little bit time to be enough strong to fight wood/ore mines.

Quote:
Chests containing 25 000 golds are way too much i think, 5 000 golds should be max

chests of awesome quantity are a reality but the prob is weak to find it. so, this time you was very lucky!
prob to find a big chest is at least 1 / 80.

Quote:
Starting islands should all have a shipyard

Shipyard is also a luck concept for challenge. So a player which has not a shipyard in his start zone must
find that from others lands or by using summon boat etc etc...
Shipyard presense on island are really greater on a no-undergroud map.

Quote:
Missing the monster weeks, very helpful when building up XP for a new hero.

as explained in the manual, monster weeks are removed from RTMG maps to avoid the adding of new
monster stacks anytime anywhere anyhow on the map that can block caravan.
you can find a manner to stop monster stack on the week and so monster weeks could be back!
by the way, monster weaks was not the only way for a new hero to become a great one

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magnomagus
magnomagus


Promising
Famous Hero
modding wizard
posted October 10, 2009 08:42 AM

I noticed I can also use RTMG to RTMGify random maps created from templates NOT created by RTMG. Can you tell me what the difference in results would be between them?


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SimonaK
SimonaK


Promising
Supreme Hero
posted October 10, 2009 08:39 PM
Edited by SimonaK at 00:28, 11 Oct 2009.

not really big diff...

with a Heroes V's RMG's original template:

- least of neutral castles
- least of new objects added
- none of cartographer

the number of new objects can be increased with the resources option from RMG window in the game.


anybody can make his own template and then RTMGify the resulting map:

- gold mines always turn to hillfort
- only one cartographer is keeped per kind of land (so 3 by map)
- some shipyards are removed or turned to lighthouse
- the terraforming (decoration objects, space) and also the number of new objects added can be controlled
with TreasureDensity and TreasureChestDensity tags from template xdb file.

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Morphem
Morphem


Hired Hero
posted October 11, 2009 12:07 AM

Hi Simonak,

First, thanks for your answers

The RTMG is really excellent, but I'm wondering if there's a way to use it with the normal loot rules :
- Collecting resources only from mines and random piles, and not from creatures

I'm an ex heroes II / heroes III player and i find it hard to adapt to the new RTMG loot system.

Maybe i should also RTMGify some RMG's original template like previously said ?

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SimonaK
SimonaK


Promising
Supreme Hero
posted October 11, 2009 12:29 AM
Edited by SimonaK at 00:53, 11 Oct 2009.

Quote:
I'm an ex heroes II / heroes III player and i find it hard to adapt to the new RTMG loot system.
- Collecting resources only from mines and random piles, and not from creatures

I'm an ex heroes II / heroes III player too.
and I know creatures from Heroes III was able to give arties.

now, H5 Editor allows that creatures be able to give arties and resources as well.
I see that like an evolution like mixed armies. so RTMG just makes it possible to benefit from that.

I mean creatures giving arties and resources is good and encourages fighting.

moreover, in Heroes V, a hero capacity exists and is named "Spoils of War"
that gives somes bit of resources after battle to the hero.
so, in RTMG, this capacity can become more interesting to use.


Quote:
Maybe i should also RTMGify some RMG's original template like previously said ?
you can. but that will not stop RTMG to make creatures giving resources while RTMGifing.

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TroggyMan
TroggyMan


Adventuring Hero
Ragin' Tard
posted October 11, 2009 03:35 AM

I think hoarding up items is a little too easy, since most of the harder neutral armies drop them, you often end up mid-game with tons of items on your favorite hero(es), making it a little too easy to get full sets.

This does of course creates a whole new way strategic thinking, and the really powerful items are still rare in comparison to the common ones, but still... I think this needs some nerfing. Getting a full inventory should be something extraordinary, not mundane!

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Radox
Radox


Known Hero
posted October 11, 2009 04:17 AM

How do I import the level 4-7 dwellings into the RTMG? They don't show in the advmap object importer window!

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magnomagus
magnomagus


Promising
Famous Hero
modding wizard
posted October 11, 2009 06:16 AM

Quote:
I mean creatures giving arties and resources is good and encourages fighting.


I understand why you like it, but I think you should take a moment to think about what goals you intend with the RTMG. I think the RTMG can be more succesful if it becomes more like the wogifier from WOG. Currently the RTMG is more like a tool that transforms maps to your own personal taste for gameplay. It would be much better if it was a more generally useful tool that can transform all types of random maps and even custom maps in way that is fully customizable by the player. I for example would like to have a function only to choose random stacks to be replaced by mixed stacks and nothing more. (also on custom maps). Certain people would like to keep the mines but other like to remove them and use creature loot. Not everybody like carthographers etc. etc.

Quote:
moreover, in Heroes V, a hero capacity exists and is named "Spoils of War"
that gives somes bit of resources after battle to the hero.
so, in RTMG, this capacity can become more interesting to use.


That isn't true, spoils of war just stays a wasted skill slot because the gains above the normal loot are too small compared to more useful skills.


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SimonaK
SimonaK


Promising
Supreme Hero
posted October 11, 2009 11:02 AM
Edited by SimonaK at 11:10, 11 Oct 2009.

Quote:
How do I import the level 4-7 dwellings into the RTMG? They don't show in the advmap object importer window!
the list from advmap object importer window just shows NCF Creatures MODs.
However, if the level 4-7 dwellings is present into data folder, a messagebox must be pop when you're entering
in advmap object importer to inform their presence and their importation. also you can go to New Objects button
to see if RTMG already imported level 4-7 dwellings.

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

OK guys, magnomagus, Morphem, TroggyMan and anybody if he want

I read your opinions and I think the best is to add some checkboxes option for.
they could be located under the "Welcome..." text into AdvMap tab.

Example: No Creatures loot  (Neutral Creatures will not give resources)

Tell me what is your checkbox option you want and what it could do.
(that means what RTMG does and you would want to avoid)

Then I will see what I can do for the next version depending if that is easy or
too hard to implement in RTMG code. If the idea is realizable.

Already I know the No Creatures loot option is easy to implement.

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magnomagus
magnomagus


Promising
Famous Hero
modding wizard
posted October 11, 2009 11:28 AM

Well here are my ideas for checkbox options:

ON/OFF - replace random neutrals by mixed neutrals
ON/OFF - add NCF creatures
ON/OFF - add creature loot
ON/OFF - remove mines
ON/OFF - 5-7 dwellings from TSOD
ON/OFF - H5 TOE objects that were not in the RMG originally
ON/OFF - extra decorations?

It would be great if you could make compatibility with custom maps for the first 4 options, but I have no idea about code complications.




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Morphem
Morphem


Hired Hero
posted October 11, 2009 09:32 PM

Quote:
Well here are my ideas for checkbox options:

ON/OFF - replace random neutrals by mixed neutrals
ON/OFF - add NCF creatures
ON/OFF - add creature loot
ON/OFF - remove mines
ON/OFF - 5-7 dwellings from TSOD
ON/OFF - H5 TOE objects that were not in the RMG originally
ON/OFF - extra decorations?

It would be great if you could make compatibility with custom maps for the first 4 options, but I have no idea about code complications.






Yup these options would make the RTMG close to perfect

Thanks for considering it Simonak, you did an amazing job

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