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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 ... 10 ... 18 19 20 21 22 · «PREV / NEXT»
TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted May 12, 2011 07:18 AM

The obligatory small creatures situation is frustrating. If I apply the 'large creature' ability in the creatures ability list, will it get bigger?

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PeterFarkas
PeterFarkas


Adventuring Hero
LeBronTosaurus
posted May 12, 2011 09:25 AM

I`m afraid you cannot do that. Actually, I tried it long time ago but I think an error message popped up.
____________
"The one who makes most mistakes often loses" - Elvin

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted May 12, 2011 09:59 AM

This is actually really really annoying. It totally changes the balance of the game if suddenly dragons can whip in to single tiles next to shooters, etc.

Could someone please let me know of a workaround? It would be even better if a new RTMG assumed that people were smart enough not to overcrowd their faction recruits - and didn't have the small creatures option enforced.

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SimonaK
SimonaK


Promising
Supreme Hero
posted May 12, 2011 02:43 PM


small creatures ability for all creatures is only obligatory if presence of some creatures swapped to create a new faction.

i'm sorry but this was to avoid game crash during fights.
otherwise, some situations bring the game to crash.

ex: using a spell to summon a swapped creature.

maybe frustrating for you but also may be frustrating for your opponent...you see what I mean... all, we're able to adapt our combat styles.

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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted May 12, 2011 02:46 PM

SimonaK - Salut!


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SimonaK
SimonaK


Promising
Supreme Hero
posted May 12, 2011 02:46 PM

Salut Psatkha!

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted May 12, 2011 02:56 PM

Bonsoir from Australia guys!

SimonaK, why couldn't this simply be a warning when doing swaps? I am sure many modders are careful to keep their factions free from these crash situations, so why can't you make it optional?

By enforcing a small size on all creatures imho you are separating an important part of game play that some might appreciate.

It is such an amazing mod, I just wish my creatures didn't all have to be small! The Size of creatures is an important tactical device!

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SimonaK
SimonaK


Promising
Supreme Hero
posted May 12, 2011 03:04 PM

it's a good idea.

the best I can do should be to make a warning message in the moment
when the user uncheck small creature case after the swap session.

sample:

"are you sure you want to remove « Small Creature » option while
some creatures are swapped. This will create a weak risk of game crash during fights."
continue? yes or no"

perhaps, I will do it later, I don't know. for now I must go to work.

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted May 12, 2011 03:37 PM

You would be an absolute champion if you did!

Don't work too hard!

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badsearcher
badsearcher

Tavern Dweller
posted May 24, 2011 08:18 PM

Hi, I'm not sure what I did wrong but when I add obelisks and tear of asha to the map then every time in game when I try to touch an obelisk it just tells me that I already visited it and doesn't reveal any part of the map. Before I touch the obelisk it will show the status as not visited. I read the manual and I am not sure what I am doing wrong.

The tear of asha adds a lot of fun to the game for me and I sincerely appreciate any help.
____________

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seelkama
seelkama


Adventuring Hero
Yay! I'm hired. Now what?
posted June 30, 2011 02:49 AM
Edited by seelkama at 02:50, 30 Jun 2011.

Umm... I don't really know how to do this and im a noobie... Is there any option that allows recruiting NCF creatures in towns? Does the 1.5.6 version works for 3.0 as well?

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Corybander
Corybander

Tavern Dweller
posted July 22, 2011 09:29 PM

Problems.

Hello all. I have been following this thread since just a couple of days ago and didn't know such a thing as a Homm5 modding community existed. I have been ecstatic. I am having a problem, however, with this mod.

It has only successfully created one map for me, every other map I use with any custom template I create using RTMG is invisible in the maps list. I have the NCF mega pack and would love to play with these creatures. I read about a similar incident with the 1.5 version where the author suggested removing the Dwellings folder from the RTMG.pak. This .pak, however, has no dwellings folder in the specified location. Also, my map files increase in size rather than hit the zero bytes mark. I would love any help anyone could offer.

I know Heroes 5 is well on in the years now, but it still has a lot of life for me and my friends (And it runs on my windows tablet wonderfully!). Please let me know if I missed something or if it just doesn't work all the time.

Things I have done: Successfully inserted all of the NCF megapack creatures into the creatures list, successfully completed one small map that actually works. None of the others (five or so) do.
____________

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rpgyay
rpgyay


Known Hero
posted August 06, 2011 07:45 PM

If possible I think it would be nice to have some of these options working without having remix creatures selected, for example creatures may give resources, artifact, have different mood/courage doesn't work unless it remixes all creatures on the map. Also another possible feature might be to only remix say 50% of the creatures on the map or whatever you decide.

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rpgyay
rpgyay


Known Hero
posted August 25, 2011 11:17 PM

I noticed after using game to generate a map then using RTMG that I have to double check all the buildings, etc. to make sure that they aren't ontop of other objects.

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Corybander
Corybander

Tavern Dweller
posted August 25, 2011 11:23 PM

Quote:
I noticed after using game to generate a map then using RTMG that I have to double check all the buildings, etc. to make sure that they aren't ontop of other objects.


Thank you, that might be what is causing my problems. I will check into that also.

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rpgyay
rpgyay


Known Hero
posted August 26, 2011 07:10 PM

Hmm I don't think that would solve your problems, I could load the map and play just fine it's just some items or buildings I couldn't get to if something was ontop of it, if I didn't know any better I'd say that either your game somehow got corrupted and/or RTMG so you could try to reinstall... one last thing that I think might help you is to download Visual Basic 6.0 run-time files, which you could just google to find.

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Orderan
Orderan

Tavern Dweller
posted October 27, 2011 08:39 PM

Hello to everyone.

I suffer from an unknown problem since the day I use RTMG, I can use the random generator only for non-RTMG template. I can't use the random map generator for RTMG template, nor use the NCF map editor using a randomly generated map. I can create my own maps without using the generator, and still place NCF creatures on it.

I think I correctly followed the installation procedure, and the RTMG configuration use ...heroesVtote/bin/H5_Game.exe

Could someone help me solve this problem, please ?
____________

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rpgyay
rpgyay


Known Hero
posted October 30, 2011 08:44 PM

I've used RTMG templates without any problems, did you update your game to version 3.1?

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Assryn
Assryn


Adventuring Hero
posted November 27, 2011 07:04 PM

SimonaK, j'ai un souci :S quand je vais dans "importation d'objet", il me dit qu'il n'y a aucun MOD qui puisse être importé dans RTMG alors que dans mes dossier mod et data j'ai respectivement:

*mod*
-NCF_Core.h5u
-NCF_DefaultStats.h5u

*data*
-NCF_Core.pak
-NCF_DefaultStats.pak
-NCF_MapEditor_Core.pak
-NCF_Megapack.pak
-NCF_MegaPack-FrenchTexts.pak
-NCF_Necromancy.pak

Sais-tu ce que je pourrais faire ?

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SimonaK
SimonaK


Promising
Supreme Hero
posted November 28, 2011 02:16 AM
Edited by SimonaK at 02:23, 28 Nov 2011.

none of this files requires to be imported by RTMG.
all of them is already include in its database.
objects importing is useful for new objects only.

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