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Heroes Community > Tournament of Honor > Thread: Waiting for "Midnight" (for template theory)
Thread: Waiting for "Midnight" (for template theory) This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
fc_sp111
fc_sp111


Hired Hero
Let the Schwartz be with you
posted October 25, 2002 10:19 AM

Just place your RMG in heroes3/data/ directiory.
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Morgoth
Morgoth

Tavern Dweller
posted October 25, 2002 08:01 PM

template removal

THANKS Destro, FC , and Martigan,

                  I got it working now. that last part was too easy. I kept trying to replace the file with textedit and resedit. All I needed to do was drag and drop in windows explorer.... I look forward to playing you all............Morgoth
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rychenroller
rychenroller


Promising
Supreme Hero
posted November 05, 2002 01:35 AM

To the top...

We can either use this thread to discuss the possibilities of the rmg.txt file for template creation/adjustment, or start a new one. All I have done (and a few others too) is remove template names so that the generator doesnt use those templates, Midnight has actually started the adjusting of existing templates with success, so he can either nake a new thread or use this one.
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Myctteakyshd

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rychenroller
rychenroller


Promising
Supreme Hero
posted November 05, 2002 02:05 AM

Motor...

Pandora said she is going to create a help file on this topic. since she is better than that stuff than me and I dont know too much about it, other than deleting templates, I will wait for her or midnight to create a new thread. If I create it, it will just be repeating myself, and everyone who wants to know, knows that stuff anyway
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Myctteakyshd

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midnight
midnight


Promising
Famous Hero
posted November 05, 2002 04:08 AM

this thread is about templates, so no reason to start a new one i think, keep the info in one place. Many ppl dont know about templates at all, so the history of this thread is useful to get them going. Alternatively create a new thread with a link back to this one as a historical reference.

fc_sp111 has told enuf info to start experimenting with templates. I found ring template pretty easy to hack, so recommend other ppl start with this one and play with it a bit. Takes a while to get a feel for the numbers.

I'm experimenting with 3 things at the moment.
1. the size of treasures in area eg. utopias & big boxes
2. the density of stacks in area (eg. sparse = 1, crowded = 10 or more)
3. the size of barriers between areas (eg. tough week 3 block = 30000 and might get a horde of thunders or lots of dreads)

this is just the easy stuff. i say area when i mean zone, same thing.
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fc_sp111
fc_sp111


Hired Hero
Let the Schwartz be with you
posted November 05, 2002 09:15 AM

Utopias and large pandoras usually 10 000 - 15 000 and more, for example you can see 4 zone on 6LM10 in which there are few utopias nearly always, several big pandoras and 7-6 level dwellings. In there zones we have
15 000 - 20 000 (6)
10 000 - 15 000 (9).
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midnight
midnight


Promising
Famous Hero
posted November 05, 2002 10:11 AM

yeah that is about right, i'm keeping starting areas under 7k at the moment and that seems to remover utopias and relics. interestingly it also removed naga banks

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Motorschaaf
Motorschaaf


Bad-mannered
Famous Hero
posted November 05, 2002 03:43 PM

well i just think the discovered txt file is too important than having it discussed only in his old "randomer" thread - specially caue its not really on the front page.... and cause this intrests all players i think and not only "the randomers" . i strongly recommend opening a new topic so that more try to help discover more about this file - here the discussion is kinda hidden isnt it?

maybesoonRandomschaaf
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midnight
midnight


Promising
Famous Hero
posted November 06, 2002 04:19 AM

motor, I have a zen answer to that.

Yes
and
No

Yes: there needs to be a high level Q&A on this new development involving the rmg file. As well as creating demand, we need to quell rumours like "u will never get an unbalanced map again" lol.

No: this thread is not gonna stop. At the moment it is in R&D stage where we r still trying to figure out how the rmg file works. This is being done by the die-hard random types who contribute to this thread. You need to have a fair knowledge of existing templates to know what to look for. When we have gone over the learning curve we can reveal more detailed information, and hopefully a release of an rmg file with some fun templates in it.

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pandora
pandora


Honorable
Legendary Hero
The Chosen One
posted November 06, 2002 05:56 AM

Trying to help some..

I have created a section at Bastards dealing with template editing based on what I've seen here, thinking it might be easier to follow for some people than reading through this thread.

I will continue to follow this thread for any new information, and try to keep it as up to date as is possible - if any of you guys feel there is any errors in what i've written, or if there is anything that needs to be added please let me know and i will get right on it

Of course i didn't credit anything i said as my own, i gave full credit to you geniouses over here Just trying to help out!

Here is the link : http://hommbastards.com/randoms/randoms.html
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fc_sp111
fc_sp111


Hired Hero
Let the Schwartz be with you
posted November 06, 2002 01:50 PM

Its a great page Pandy,

By the way i found another txt file with values of objects. I will post a link here as i will at home.

This file contains values of such objects like naga banks and utopias but these values a bit different than in rmg.txt (temple is not 100 there). But I think these file effects on random maps also.


Here is utility to extract txt files from heroes 3 lod files.

http://www.hmmm.narod.ru/resedit.rar

This file called CrBanks.txt.
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pandora
pandora


Honorable
Legendary Hero
The Chosen One
posted November 06, 2002 04:44 PM
Edited By: pandora on 6 Nov 2002

great

I've posted it, and am now trying to figure out how it works lol

I'll watch for your next post then.. the more i learn about it, the more this interests me

Edit: I don't think this Crbanks file helps, it appears to just be the file that determines the actual size of the events (ie number of drags in topia and rewards given), it doesn't seem to assign any value to the objects themselves
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"In the end, we will remember not the words of our enemies, but the silence of our friends."

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haile73
haile73


Promising
Famous Hero
posted November 11, 2002 09:03 AM

I've been experimenting a bit with the Rmg.txt file thingie over the weekend and created 2 templates which seem playable to me.

However, I'm still not satisfied with every detail and so I would like to ask those people who did some templates also (midnight f.e.) to send their txt-file to me.

Email adress is haile_g@gmx.de

Thanks in advance
-haile73

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bjorn190
bjorn190


Responsible
Supreme Hero
Jebus maker
posted November 12, 2002 12:55 AM

There are great possiblities with this.

Imagine if the toh page had a "rmg-file" page, where you could download a file that made a specific, or a specific set of templates, resulting in "more fair" random maps.

That would be nice. Before you started u could say "I want the "poor man" rmg-file, or "I want the "Epic Adventures" rmg-file.

That way you could select the boundries for the random in the random map, in a pretty standard way. Maybe even motorshaaf would dare to play for toh points then

You can find me in Lalala land.
Hugs to the ones I like
/Bjorn190
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I am the hope of the universe... I am the answer to all living things that cry out for peace... I am protector of the innocent... I am the light in the darkness... I am truth.

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midnight
midnight


Promising
Famous Hero
posted November 12, 2002 01:24 AM

yes, reviewed standard rmg files downloadable from toh is important. It is really easy to make crap templates. I guess we will get to this point in a few months. One thing i've noted is that a template on XL might not work for L. It is important to restrict the size of templates possible to the ones you have tested. In particular, you can have big barriers on XL, since areas tend to be larger, but you try that on L and u can clear your area in a week and have to wait another 2 to escape past that pack of black drags.
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SapphireRavyn
SapphireRavyn


Promising
Famous Hero
Bird of Extreme Patience
posted November 12, 2002 02:17 AM

Midnight,

Once you get some rmg files to the point where you think they are either, playable as you have them or play testable, send them to me and I will post them on a page. I am not very knowledgeable with the whole thing so you will have to be sure and include a title for what you send me. In other words, actually tell me a title you want listed for each rmg you send, don't think I will be able to just tell by looking, lol. But I have no problem with posting them for play or if you need/want some input we can always post them for testing.

Raven
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It's not who wins or losses that matters, it's how you play the game. Honor before all else!

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midnight
midnight


Promising
Famous Hero
posted November 12, 2002 03:41 AM

Post your template designs...

posting for testing is a great idea, i will put together an rmg file from everyone's contributions over the next 3 weeks or so. I'll make a deadline of 1st December to send me templates for testing by everyone. If a template looks really bad i will ask for a revision, otherwise i will put it in and let people test it during december.
email to: wildandfunky@yahoo.com

Tip of the day:
near the end of each row in rmg file, there are 3 sets of numbers relating to creature stack sizes. The 3rd set seems to be the same for most maps, and i havent experimented with that yet. The first 2 sets do exactly the same thing. They define the upper and lower bounds on creatures then the density of them. They way they r often used is to make one of them for big stuff with a low density, usually 1, and some midrange creatures of high density, around 6. This allows maps to have a high frequency of items like treasuries and chests but only a few big boxes or utopias.
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midnight
midnight


Promising
Famous Hero
posted November 12, 2002 09:28 AM

This is an example of what i meant in previous post. the first 3 figures are for the bigger map items. note that the density is only 1, so a fairly rare feature in that zone. the next 3 figures are much lower, except for the density, which is 5, meaning (presumably) that it is 5x more frequent.
15000 25000 1 3000 6000 5

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haile73
haile73


Promising
Famous Hero
posted November 12, 2002 09:46 AM

Quote:

Tip of the day:
near the end of each row in rmg file, there are 3 sets of numbers relating to creature stack sizes. The 3rd set seems to be the same for most maps, and i havent experimented with that yet. The first 2 sets do exactly the same thing. They define the upper and lower bounds on creatures then the density of them. They way they r often used is to make one of them for big stuff with a low density, usually 1, and some midrange creatures of high density, around 6. This allows maps to have a high frequency of items like treasuries and chests but only a few big boxes or utopias.


I guess you're talking about the following rows:
Min Max Density Min Max Density Min Max Density

Actually this is the part I'm struggling most with. Having done some tests, I think that those sets of numbers determine the adventure objects of its zone.

The usual values are something like
10000 15000 1 3000 6000 6 500 2000 9

This usually gives you a few (density 1) big things like L6/ dwellings or utopia (worth 10000-15000) in that zone,  several medium objects and a lot minor objects like scrolls, shrines etc.

In my opinion the monster density is determined by the adventure objects. Put only objects with a value below 2000 into one zone and you'll see almost no guards.

The density value doesn't seem to follow my intuition:
10000 15000 1
maybe gives you one utopia or 2 L6 dwellings.

But
10000 15000 5
does NOT give you 5 times that stuff. It seems that the generator works with the treasure worth / density ratio and puts some more objects into that zone, but the single objects aren't that valuable (maybe 3 banks instead of 1 utopia now).

So whenever I differed too much from the standard values in those 9 columns, the map looked pretty crappy. That's why I was asking for some files, maybe somebody else was more successful than I was. Still no emails recieved *hint*

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midnight
midnight


Promising
Famous Hero
posted November 12, 2002 05:04 PM

haile, ur just as advanced as any of us that is why noone is able to give u any advice much. i've modified a few maps a bit. hacking the monster size and density is fun and pretty easy. making zones and connections is harder and only tried making a template from scratch once and it didnt work.

i've tried bumping up the density of the midranged items to 10. This makes an area really rich. Any more and ur gonna get lots of week 1 blocks and never make it to ur mines. It is handy to make starting zone richer if ur gonna have bigger zone blocks, means if ur trapped u can do plenty of stuff for a few weeks.

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