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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 264 pages long: 1 30 60 90 120 150 180 210 240 ... 247 248 249 250 251 ... 264 · «PREV / NEXT»
cichy
cichy


Hired Hero
posted March 03, 2017 09:59 PM

dredknight said:

Great! What changed in the new version?


Can swap water objects
Can swap high tier (random) dwellings
Can disable mode swap from gui
Repaired courage reset

dredknight said:

Is there a place where I can check the code?


Not now, but later will be.

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted March 03, 2017 10:10 PM

@cichy: The new version is amazing!

RMG Water maps are now finally balanced with lots of fun ship combat.

I only don't know what is the purpose of the swap dwellings option?
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LarkinVB
LarkinVB


Known Hero
posted March 04, 2017 12:04 AM

cichy said:
Hello, new version of tool is here


Thanks. Will there be a description how to use it and what it really does with each option ?

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LarkinVB
LarkinVB


Known Hero
posted March 04, 2017 12:13 AM

LarkinVB said:
cichy said:
Hello, new version of tool is here


Thanks. Will there be a description how to use it and what it really does with each option ?


Bte I tried to text diff the map.xdb files of the old and new version to get the changes but since the tool does add lots of blanks like <CombatScript /> instead of <CombatScript/>, the differences are all over the place.


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Skeggy
Skeggy


Known Hero
posted March 04, 2017 04:46 AM

cichy said:
Hello, new version of tool is here


Nice program, everything works well now, random or non random, creatures now inherit courage even if they are turned to group.
While swapping creatures (random and non-random, no matter if random blocks is activated or not), I need to lower power ratio to 0.5 to get approximately 10 T7 for 10 T7.

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cichy
cichy


Hired Hero
posted March 04, 2017 08:19 AM

magnomagus said:

I only don't know what is the purpose of the swap dwellings option?


It's swap high tier (T4-T7) (only random) dwellings. All to one random tier (from gui there is 50% chance for T4 and 50% for T5)

LarkinVB said:
cichy said:
Hello, new version of tool is here


Thanks. Will there be a description how to use it and what it really does with each option ?


For now only cli version has some description. You can run: MMH55_Mapmixer.exe -h

some options are not working from gui version (at the end of the help)

LarkinVB said:
Bte I tried to text diff the map.xdb files of the old and new version to get the changes but since the tool does add lots of blanks like <CombatScript /> instead of <CombatScript/>, the differences are all over the place.


The lib I use is doing this, so I can do nothing with this.

Skeggy said:
While swapping creatures (random and non-random, no matter if random blocks is activated or not), I need to lower power ratio to 0.5 to get approximately 10 T7 for 10 T7.



Well it's strange. It shouldn't happen. Probably local problem. Does this happening every time, or only in some cases?

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted March 04, 2017 12:32 PM

Quote:
I need to lower power ratio to 0.5 to get approximately 10 T7 for 10 T7.


Depends on what T7?, 10 bone dragons for 10 black dragons is half weaker.
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Skeggy
Skeggy


Known Hero
posted March 04, 2017 08:10 PM

I've tried it on a different computer with clean installation. It does the same thing.
10 secondary T7 non-random upgrades when swapped with power ratio 1 becomes 20-30 other T7 upgrades, scaled accordingly, that is, if replacement creature is spectral dragon, quantity is accordingly larger.
When I define power ratio to 0.5, 10 secondary T7 upgrades become 10-15 replacement T7 creatures. I didn’t do precise group calculations, but, it seems that it is the same thing for the groups as well.
I could examine more closely replacement groups but it seems that 30-40 T6 and 30-40 T5 are not exactly precise equivalent of 10 T7.
Or 13 T7, 13 T6, 19 T5, and 19 T4, all upgraded. That is what happens when power ratio is set to 1.

Groups that are created when power ratio is set to 0.5 are much more equivalent to starting 10 T7’s. Little more stronger perhaps, but just enough to compensate for group transformation and just enough to game difficulty slider has real meaning.

So, everything works well as it should, just power ratio needs to be at 0.5.
Perhaps 0.4 is even better, of if it would be possible, 0.45.

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cichy
cichy


Hired Hero
posted March 04, 2017 10:53 PM

Skeggy said:
I've tried it on a different computer with clean installation. It does the same thing.
10 secondary T7 non-random upgrades when swapped with power ratio 1 becomes 20-30 other T7 upgrades, scaled accordingly, that is, if replacement creature is spectral dragon, quantity is accordingly larger.
When I define power ratio to 0.5, 10 secondary T7 upgrades become 10-15 replacement T7 creatures. I didn’t do precise group calculations, but, it seems that it is the same thing for the groups as well.
I could examine more closely replacement groups but it seems that 30-40 T6 and 30-40 T5 are not exactly precise equivalent of 10 T7.
Or 13 T7, 13 T6, 19 T5, and 19 T4, all upgraded. That is what happens when power ratio is set to 1.

Groups that are created when power ratio is set to 0.5 are much more equivalent to starting 10 T7’s. Little more stronger perhaps, but just enough to compensate for group transformation and just enough to game difficulty slider has real meaning.

So, everything works well as it should, just power ratio needs to be at 0.5.
Perhaps 0.4 is even better, of if it would be possible, 0.45.



Can you run it from command line: MMH55_Mapmixer.exe ../Maps/mapName.h5m --nogui --logCreaChange=true

One thing: in monster node there are Amount and Amount2. I didn't know if Amount2 is used, but I taking them both (adding them). So it could double army power. For what purpose is there Amount2?

Can you provide map?

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Skeggy
Skeggy


Known Hero
posted March 05, 2017 12:24 AM

cichy said:

Can you run it from command line: MMH55_Mapmixer.exe ../Maps/mapName.h5m --nogui --logCreaChange=true

One thing: in monster node there are Amount and Amount2. I didn't know if Amount2 is used, but I taking them both (adding them). So it could double army power. For what purpose is there Amount2?

Can you provide map?


a1.h5m.bck is original map
a1.h5m is converted map
log.txt is command line paste
http://s000.tinyupload.com/?file_id=95281249846707177340

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Skeggy
Skeggy


Known Hero
posted March 05, 2017 04:52 AM

cichy said:

One thing: in monster node there are Amount and Amount2. I didn't know if Amount2 is used, but I taking them both (adding them). So it could double army power. For what purpose is there Amount2?



Under “quantity” section of the “general tab” monster property window there are three ways to define number of monster that one random box or one defined animation can represent.

First way is by selecting “random” option. Random option defines number of monsters that one random box or one defined animation can represent with lowest possible minimum. It is similar, if not the same, to “week of specific monster” function. Game simply generate what is by some function defined as minimum random number of some creature.

MMH55_Mapmixer with “power ratio” option set to 1 actually correctly transforms monsters that are defined with “random” option of “quantity” section of the “general tab” monster property window.

I’ve created a map where the monster quantity is defined by “random” option and MMH55_Mapmixer, with “power ratio” option set to 1, converted monsters very nice and precise, without any kind of exaggerating.
Selecting random option disables two other possibilities.

Second possibility is “custom” option, where number of monster that one random box or one defined animation can represent is set by hand. I suppose that would be “Amount” node that you mentioned.
Selecting “custom” option disables “random” option.

And the third option is to define upper possible number of growth for “custom” option, therefore, third option is just adding possible variable of growth for the second option. I suppose that is what you’ve mentioned as “Amount2”.

So, I suppose it would be a mistake to add together amount and amount2.

There is one more option of the “quantity” section of the “general tab” monster property window, and that option is “quantity does not grow”. It is subvariable of both “random” and “custom” option that does not affect results of transformation in any kind of way.

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cichy
cichy


Hired Hero
posted March 05, 2017 09:17 AM
Edited by cichy at 10:25, 05 Mar 2017.

Skeggy said:
cichy said:

One thing: in monster node there are Amount and Amount2. I didn't know if Amount2 is used, but I taking them both (adding them). So it could double army power. For what purpose is there Amount2?



Under “quantity” section of the “general tab” monster property window there are three ways to define number of monster that one random box or one defined animation can represent.

First way is by selecting “random” option. Random option defines number of monsters that one random box or one defined animation can represent with lowest possible minimum. It is similar, if not the same, to “week of specific monster” function. Game simply generate what is by some function defined as minimum random number of some creature.

MMH55_Mapmixer with “power ratio” option set to 1 actually correctly transforms monsters that are defined with “random” option of “quantity” section of the “general tab” monster property window.

I’ve created a map where the monster quantity is defined by “random” option and MMH55_Mapmixer, with “power ratio” option set to 1, converted monsters very nice and precise, without any kind of exaggerating.
Selecting random option disables two other possibilities.

Second possibility is “custom” option, where number of monster that one random box or one defined animation can represent is set by hand. I suppose that would be “Amount” node that you mentioned.
Selecting “custom” option disables “random” option.

And the third option is to define upper possible number of growth for “custom” option, therefore, third option is just adding possible variable of growth for the second option. I suppose that is what you’ve mentioned as “Amount2”.

So, I suppose it would be a mistake to add together amount and amount2.

There is one more option of the “quantity” section of the “general tab” monster property window, and that option is “quantity does not grow”. It is subvariable of both “random” and “custom” option that does not affect results of transformation in any kind of way.


Well it probably affects only human made maps.

DoesNotGrow doesn't matter (remains)
Amount is size (works normally)
If Amount2 is greater then 0:
  - it's range
  - then it's maximum size and Amount is minimum size
  - (will take average and will work normally)
Custom == false:
  - troublesome option
  - does anybody know how are random creatures calculated (without difficulty multiplicator)?

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cichy
cichy


Hired Hero
posted March 05, 2017 05:33 PM

update

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted March 05, 2017 09:09 PM

So I take it this update was to fix the power ratio issue?
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Skeggy
Skeggy


Known Hero
posted March 06, 2017 03:33 AM

cichy said:
update


Every aspect of monster math of the transformed maps works well now, both for random and non-random quantities, both for random and non-random monsters.

There is of course, issue with “random block” option, because game can populate transformed single boxes with upgraded or non-upgraded monsters, but that is trivial issue since main purpose of this program is to transform single monster to group of similar single monsters. And math of that transformation now works perfectly when started on normal difficulty. I suppose higher difficulties with transformed groups are now much harder than original values. That is why I will use 0.8, or 0.9 power ratio when transforming monsters to groups and then play it on impossible or heroic difficulty.
Great program that gives not only one more aspect of game entertainment, but also provides one more refinement method for selection of difficulty.

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cichy
cichy


Hired Hero
posted March 06, 2017 07:26 AM

magnomagus said:
So I take it this update was to fix the power ratio issue?


yes

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Skeggy
Skeggy


Known Hero
posted March 07, 2017 05:58 AM

cichy said:
magnomagus said:
So I take it this update was to fix the power ratio issue?


yes


So magnomagus, don't you think it would be nice that mapmixer addresses the problem of white water issue since lot of old maps has that issue. Program just needs to switch “ReflectiveWater” value in map properties tree from “false” to “true” and all incredibly strange white water becomes nice and transparent.

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted March 07, 2017 09:08 PM

You are correct, that is a nice eye candy that can be added without causing any issues.
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sphericalhorse
sphericalhorse

Tavern Dweller
posted March 07, 2017 11:53 PM

Hi there
I have  a question about compatibility RTMG tool with H5.5 maps.
If i patch random map 5.5 with any RTMG options (remix neutral towns, for example) client don't see this maps anymore.
How i can fix it?Or this is impossible?

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted March 08, 2017 04:43 PM

I don't know, I'm actually in the process of removing RTMG references in the manual becasue since the release of mapmixer I'm no longer going to support or recommend it.
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