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Heroes Community > MapHaven Guild > Thread: Assistance requested balancing RMG
Thread: Assistance requested balancing RMG
draco
draco


Promising
Famous Hero
posted March 30, 2015 05:48 PM
Edited by draco at 01:38, 01 Apr 2015.

Assistance requested balancing RMG

Hi all,

Back in the day I used to have my own random map template I would use when playing with friends, but that has been long lost. With Heroes 3 HD having been released I got back into the game.



Brief overview of the map specifications:
This is a 2v2v2 template (L-XL no under), currently players 1 and 2 are at a disadvantage (their starting zone contains their castle and a neutral town, the other players start with their castle and a neutral castle)
Map is poor, very little resources/treasure on the map

I am having a lot of trouble with the values to assign for guards and treasures.

As you can see by the nice round numbers in the image below this is a early version.

What I am hoping is to encourage:
The AI players to break out of their starting areas into their Mines area within the first week
AI breaks into the junction and the second towns and mines by week 3-4
AI Breaks into the Meetup zone in week 6-8 (assuming no DD/Fly)
AI attacks other teams main towns by week 12 (When I would be attacked if I just sat in my base and hit end turn repeatedly).


Image of template (I can't see to hotlink from google drive so please click link to see jpg)

What I am looking for:

I don't know if it can be done, but how can I encourage guards to be in the right place, seems almost every map at least 30% of the guards are incorrectly placed not actually guarding the zones.

about 20% of the time it seems that some zones are connected to others when they shouldn't be (small path between mountains etc.).

Is it possible to use the underground for ONLY junctions, I can't seem to prevent players from starting underground which puts them at a disadvantage, I also don't like the double border guards.

I am also looking for the values to the following:

Relics (value range starts about 20,000 but what is max?)
Dragon Utopia (value range?)

Guard sizes:
Is there a value chart somewhere, is it possible to set the value to an exact number forcing a exact enemy, example 11222 = 11 archangels?

I would like to see my big treasure zone guarded by small pack of Archangels on week one and 30-40 on week 12 (what is the growth rate again 10% per week?)

If you could help with one piece of this it would be much appreciated.

Thanks,
Draco

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draco
draco


Promising
Famous Hero
posted March 31, 2015 12:45 AM
Edited by draco at 01:39, 01 Apr 2015.

Here is the rmg file I am currently working with

RMG.txt Version 1

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 31, 2015 07:21 AM
Edited by Warmonger at 07:21, 31 Mar 2015.

Quote:
I don't know if it can be done, but how can I encourage guards to be in the right place, seems almost every map at least 30% of the guards are incorrectly placed not actually guarding the zones.

about 20% of the time it seems that some zones are connected to others when they shouldn't be (small path between mountains etc.).

Original RMG can be buggy. Also, make sure you didn't set the connection to "wide".

Quote:
is it possible to set the value to an exact number forcing a exact enemy, example 11222 = 11 archangels?

Sizes of all stacks are randomized. It also depends on "monster strength" setting.

Quote:
I would like to see my big treasure zone guarded by small pack of Archangels on week one and 30-40 on week 12

30-40 Archangels die on week 4 on rich map. That is, if you play as human If you want to play against AI, must be strongly asymetric.

Quote:
Relics (value range starts about 20,000 but what is max?)
Dragon Utopia (value range?)


Relic value is 20K
Utopia value is 10K

Everything is here.
http://forum.df2.ru/index.php?showtopic=2342&st=420&p=559149&#entry559149
If you prefer English version, check VCMI config files.
____________
The future of Heroes 3 is here!

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draco
draco


Promising
Famous Hero
posted March 31, 2015 03:33 PM

Warmonger said:
Everything is here.
http://forum.df2.ru/index.php?showtopic=2342&st=420&p=559149&#entry559149
If you prefer English version, check VCMI config files.


Thanks a bunch Warmonger! I'll see if Google translate works on that forum and if not install VCMI to get to the config files?

I do not use wide connections, but they usually end up being 3-5 tiles wide with a 1 or two guards covering all but one path. The template is pretty straight forward so I can just open it in the editor and move the guards one tile usually and pretty quickly, but I would rather not see the map before I play.

I haven't really played much of other peoples RMG's so yesterday I played Jebus Cross (which seems to be everyone's favorite) and the same thing happened, I could get to center area by walking around the guard, so I guess it can't be fixed and won't spend more energy on it.

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