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Thread: [MMH5.5] The Advanced RMG | This thread is pages long: 1 2 3 4 5 · NEXT» |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 22, 2015 01:34 PM |
bonus applied by VokialBG on 15 Jul 2015. |
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[MMH5.5] The Advanced RMG
This thread will provide the details of the new advanced RMG for MMH5.5. A new version is released (08-18) and can be downloaded in the Main Thread
The advanced RMG is an extensive modification of the H5 internal RMG that used to be total crap, but has (as it turns out) far more potential than was known until now. The internal database of the RMG will be extended with no less than 30.000 lines of code. The Advanced RMG is not a new set of templates, it has many new templates, but most of the template settings work differently now since the RMG itself is heavily modified. Making all old templates useless. Using the Advanced RMG the player will have full control over what kind of maps to create. How many towns per player? Players far apart or close together? Large or small treasure zone(s)? etc.
The list of improvements over the old H5 RMG is long:
NEW-ARMG now places 28 new artifacts + 6 new ultimate items obtainable by quests.
-The Advanced RMG places ~30 more adventure objects and and an additional 480 (for a total of 720) random mixed neutral templates. The object and army variation will in fact be much greater than the H5 maps currently in existance (causing myself at least to play ARMG maps exclusively at the moment)
-The ARMG can balance player starting areas much better (only differences in adventure objects that have minor impact on the game such as morale boosters remain).
-In addition to towns, dwellings and mines, Witch huts can now be placed exactly symmetrical, Shrine and primary skill boosters are precisely valued.
-The ARMG can distinguish between early, mid and late game areas and properly adjust challenges and rewards to the player.
-The ARMG can generate up to XXXL 320x320 with underground maps and keep the late game areas interesting when you enter them for the first time with your lvl 36 hero. Thanks to the MMH5.5 Battle sites improvement this even applies when the maps are played non-linear.
-The ARMG places all the objects missing in the original RMG except the swan pond. The Dwarven Warren however functions as a windmill and the windmill as a waterwheel (this only applies to RMG maps, not human made maps).
-The ARMG does not randomly swap between valuable adv objects like artifact merchant and weak adv objects like war machine factory.
-All new objects are placed with respect to blocked and active tiles and many more objects are guarded.
-Objects are not placed completely random, but only in areas where they are useful and don't ruin the balance.
-The ARMG can handle a much higher object density and can place if necessary objects closer to towns
-ARMG has greatly improvement artifact/monster placement. Unlike the old RMG the ARMG does not sometimes fill complete areas with the same useless (sack of endless gold) artifact. Late game areas have better artifacts and stronger monsters.
-The ARMG places seer huts with random generated quests. The seer huts know which artifacts the RMG has a tendency to duplicate and therefore collecting more then one is rewarded. This will turn duplicate artifact placements in a fun feature.
-The ARMG has improved Dwarven underground scenery, you no longer walk through a gigantic overly bright field of torches, the new lightning is more 'fiery' and the structure more ‘classic RPG’ maze like with more columns, lava roads and new interactive adventure objects such as mineshafts and abandoned rail wagons.
-There are 2 new battlemaps for the Dwarven scenery and 3 battle maps will have random obstacles
-There is are new landscape themes for almost all factions and all tiles use better quality DXT3 textures and/or new HD textures.
-Improved Dungeon underground, better atmospherical lightning.
IMPORTANT There is a relationship between artifact prices and RMG artifact placement. Artifact prices were one of the many reasons the original RMG was f***ed up! In order to satisfy both requests for better balance and fix the RMG all artifact prices are ~1.4x-2.0x higher and /4000. Do not mess with those prices or you mess up the ARMG and all the templates! Please notify any issues you have with artifact price balance on the forum, so I can make proper adjustments.
Known issues
-Sometimes in the dungeon or inferno underground an unguarded treasure is placed in unaccessible territory.
-Sometimes a grass texture is added to the Academy theme.
-rarely you can walk through a thin dwarven wall section.
-very rarely the guards between 2 zones can be walked passed without a fight.
Templates
The new manual for the Advanced RMG will provide visualizations of the zoning schemes for all new templates. The templates shown in this thread are not all templates currently available and more templates can be expected in the future.
As an example I have generated a necro vs haven map with the 2P-Std-M-(All) Template, you can clearly see the the 3 zones.
Let’s apply filters to make clear how the ARMG did a much better job than the old RMG. The ARMG has placed exactly the same amount (3) of Witch huts in the player starting zones and also the same amount of medium quality treasure buildings (2). (This also applies to dwellings and mines, but the old RMG could already do that). The treasure zone is 100% filled with useful mid/late game content.
The ARMG only exchanges ‘weak’ random buildings such as refugee camps, mills, war machine factories, but it does not exchange warmachine factories and artifact merchants. The amount of artifacts is not always the same, this is because the ARMG doesn’t use the amount but the artifact prices as balancing mechanism! So less artifacts means better quality. I was able to reduce the chance for duplication from the old RMG, but it cannot be prevented entirely since if you ask a computer to come up with 10 random numbers there is always a change it comes up with the same number twice.
Mini series for small maps
Templates for XL Maps with longer gameplay
This map is too big, seriously don't generate it!
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 22, 2015 01:49 PM |
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Elessar
Adventuring Hero
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posted May 23, 2015 01:10 AM |
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magnomagus said: This map is too big, seriously don't generate it!
You bet I will.
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LarkinVB
Known Hero
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posted May 23, 2015 09:53 AM |
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Edited by LarkinVB at 10:11, 23 May 2015.
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Just so I can understand : The 5.5 ingame RMG is different and inferior to the external ARMG.exe ? Is this the reason that certain options can't be selected ?
EDIT: Ok, next time I will read the manual first. Summary: Do not use ingame RMG, use ARMG !
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 23, 2015 01:11 PM |
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The install file adds some convenient shortcuts to your start menu for finding the right .exe
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lotihoti
Famous Hero
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posted May 24, 2015 02:16 PM |
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Edited by lotihoti at 14:22, 24 May 2015.
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Just something to say about the advanced RMG:
Love it so far. So i played around a bit. Then i asked myself a question: How do i add this nice banks to existing maps?
I tried and clicked and managed it:
1. Create an ARMG Map.
2. Open it and search for the buildings
3. Look on coordinates x and y where they are.
4. Go to your existing map in your map folder and open it with winrar
5. Open your ARMG map with Winrar
6. Click through till you find "map.xdb" in both winrar windows
7. open them
8. Search fo the coordinates or the names(listed later)
9. Copy all between "<item>" and "</item>" from the ARMG created map
10. Insert it in your map.xdb between "<Object> and </Object>"
11. Save
12. Open your map with editor and go to your coordinates.
13. There is your Object which is working ingame
Things to add this way:
ForestTower
DemonTower
OrcTunnels
Unkempts
Demolishs
You can add all other things this way too
Happy adding and thx for this beatiful advanced RMG
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Elessar
Adventuring Hero
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posted May 24, 2015 05:46 PM |
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Just a request to add the special higher level external dwellings, instead of the default military posts. More of an aesthetic thing that anything else...
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 24, 2015 07:04 PM |
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I was actually working on a template map including all new objects, because it is very hard to add new objects to the editor. Objects can simply be copied with Ctrl+c, close map, open new map, ctrl+v. But yes it is also possible to copy them from RMG maps. New maps with these objects will always be compatible with MMH5.5 and future updates, but cannot work without it. Just like a WOG map cannot work with SOD.
Quote: Just a request to add the special higher level external dwellings, instead of the default military posts. More of an aesthetic thing that anything else...
I experimented with that, but it is not possible. The current buildings also have some serious scale issues.
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lotihoti
Famous Hero
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posted May 25, 2015 07:41 AM |
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Did someone try to create a HUGE map? If i try it - editor exe crashes when its almost done :/ xD
May someone can upload it then too somewhere?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 25, 2015 11:51 AM |
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I have been able to generate every size succesfully, but it is possible one template has a bug. sometimes it seems your pc becomes unresponsive, but mostly you just have to wait and don't touch anything.
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markkur
Honorable
Legendary Hero
Once upon a time
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posted May 25, 2015 01:06 PM |
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Forgive me if this question is answered somewhere but were you able to fix the RMG/s placement bug?
I had to clean-up most any large or larger RMG map. i.e. Sometimes trigger cells were not accessible or a Crypt was so close to another guarded-object that the creature there...also blocked the crypt. Stuff like that is ok on larger maps but not when there are few "normal" ones on the map.
Anyway Mag, you have really outdone yourself this time.
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"Do your own research"
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 25, 2015 02:02 PM |
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So far i have never encountered inaccessible objects. i have noticed sometimes after installing patch 3.1 the map editor has a file size of 16,990 kb instead of 17,137 kb. The 16,990 one is not the best map editor/rmg. So I made sure a good one is included with the mod.
Quote: or a Crypt was so close to another guarded-object that the creature there...also blocked the crypt.
This was intentional because the original RMG placed too many unguarded buildings. i like it, but the zone size must be very well adjusted to the desired content, otherwise the risk for imbalances is too high. The RMG is extremely sensitive to zoning sizes and Nival never told us, instead they shipped a collection of templates that were far too 'loose'. when you generate a map without selecting a template, a map is still generated using a template.
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Elessar
Adventuring Hero
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posted May 25, 2015 03:46 PM |
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magnomagus said:
Quote: Just a request to add the special higher level external dwellings, instead of the default military posts. More of an aesthetic thing that anything else...
I experimented with that, but it is not possible. The current buildings also have some serious scale issues.
I just tried replacing the military posts with the specific creature buildings. They can start out flagged in the editor, but if you try to take one to buy the creatures you can't, and it ends up as a battle/treasure site oddly enough.
Too bad as I think they add a lot of aesthetics to the main map. I don't understand why it is not possible, but I guess there is a good reason. Durned shame...
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lotihoti
Famous Hero
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posted May 25, 2015 04:19 PM |
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Bug:
Dredknight created an impossible size map for me. On some locations i can run through "walls" (picture): Just wanted to report it.
Pic
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 25, 2015 06:58 PM |
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Quote: Too bad as I think they add a lot of aesthetics to the main map. I don't understand why it is not possible, but I guess there is a good reason. Durned shame...
The H5 RMG uses a special mechanism for setting the tier in the L4-7 dwellings, which cannot be modified or replaced.
@lotihoti:
was it the entire wall or just one column?
Also, could you tell me your CPU + ram, I wonder if there is a minimum requirement for generating large maps.
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lotihoti
Famous Hero
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posted May 25, 2015 07:20 PM |
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Edited by lotihoti at 19:25, 25 May 2015.
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Was the first row - i opened the map in editor and saw this (i removed the colums):
The ARMG has to create another mask field there, otherwise everywhere this happens, players can run through
My CPU + Ram: AMD Phenom tm II x6 and 16 GB - 64bit win 7 pro
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 25, 2015 08:26 PM |
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I have never been a big fan of the RMG dwarven underground, it basically places colums and walls like mountains and trees, this is a mechanism that cannot be modified unfortunately.
Quote: My CPU + Ram: AMD Phenom tm II x6 and 16 GB - 64bit win 7 pro
That should be sufficient, I guess you also tried H5_Game?, did you get a 'runtime' error?. In my case those errors are incidental.
BTW, I recommend lowering the lookahead depth, H5 can really use only one of your cpu cores.
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Hayven
Famous Hero
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posted May 28, 2015 08:12 PM |
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Hey, I wondered a bit...
I have never checked the RMG's file that carefully so I don't know, but...
Magus, is it possible to add new AdvMapTownShared-s to the "roster" so that they could be placed on the random maps?
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Fierro
Hired Hero
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posted May 28, 2015 11:25 PM |
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Edited by Fierro at 23:26, 28 May 2015.
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I have an issue. After beated monsters, I have found out that i cannot pass further because of that rock generated just across the road.
There is no way to move through except using Gates spell.
But it seems that AI never use this spell, so I am in full safety.
Can I fix it during the my savegame or I will have to do everything in Map Editor and start new game?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 29, 2015 12:14 AM |
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This doesn't look like something that can be fixed ingame, could you still tell me which template you used for this map, I would like to investigate if a certain zone size or density is more prone to these rare occurrences. If you decide to open it in the editor I would like to know if the objects were too close together or that the bug was in the mask.
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