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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MMH5.5] The Advanced RMG
Thread: [MMH5.5] The Advanced RMG This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
devilfire
devilfire


Adventuring Hero
posted August 24, 2015 01:31 PM

Is it possible to scale down the map objectives. They are too big which makes the maps look like there is nothing on them. If it is possible then that would be great because if they are smaller then there will be space for more of them.

In every other heroes that objectives are as big as the hero and this is giving the feeling (maybe its right..) that there are soooo many things to visit or fight for.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 24, 2015 04:11 PM

The size has no impact on the density, the RMG chooses a distance between objects and then spreads them evenly over the surface, but if the distance becomes too small it removes too many monster placements, you can observe the effect when comparing experience setting 3 and 4.
4 places more objects, less monsters. Ofc if an area is already plundered by the AI, there are less things to do.
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xuxo
xuxo


Responsible
Known Hero
posted August 28, 2015 03:28 AM
Edited by xuxo at 03:29, 28 Aug 2015.

I am preparing PRT 0.3, and wanted to put me agree with you in some terrain changes to match your RMG. Apart from some changes you recommended, such as changing several "ground" and reduce the color / saturation all the "lava", wanted to use the land "conquest" I find you included in the RMG (or was already), themed Silvan, they had to own land (perhaps more flowers and leafy) retexturize'm starting to blur all campaigns for changes in terrain well and remove a small glitch on all maps where green dots were seen because they used "tile1.dds "base. Could try to free some similar textures to the textured usases and my campaign was not noticing anything

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 28, 2015 08:35 PM

Because of the google translation I cannot understand exactly what you are asking.

I can tell RMG can accept new decorative objects, but as far as I know not new terrains. I think most conquest terrains are already used.


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xuxo
xuxo


Responsible
Known Hero
posted August 28, 2015 10:13 PM

I want to retexturize terrains putting me agree with you so you can make better use of them in the RMG, and seize terrains that are not used much in campaigns, I'm retexturing , so you can use them. For example, the land "sand_stone" and "tile1" RMG apply in the field of Silvan, differentiating them from "grass".  You said that "ground" gave you trouble, and wanted to avoid that to happen again.

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dabuthegreat
dabuthegreat


Adventuring Hero
posted September 06, 2015 07:40 PM
Edited by dabuthegreat at 19:51, 06 Sep 2015.

I have a problem with ARMG. I run HM55_UTILITY.EXE and I sucessfuly generate a map. I save it and I see it's in the Maps folder (I can open it in MapEdtior too) but when I run HOMM55_64.EXE I can't see the map. Is there something I could do wrong?

EDIT:

I'm sorry but I'm very dumb. I haven't checked "Show Random Maps". Sorry for trouble.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 08, 2015 04:42 PM

Quote:
I want to retexturize terrains putting me agree with you so you can make better use of them in the RMG, and seize terrains that are not used much in campaigns, I'm retexturing , so you can use them. For example, the land "sand_stone" and "tile1" RMG apply in the field of Silvan, differentiating them from "grass".  You said that "ground" gave you trouble, and wanted to avoid that to happen again.


I think I understand what you mean, but in MMH55_HDTex.pak I already optimized all terrains for the RMG + maximized the variation in landscapes for every faction.
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xuxo
xuxo


Responsible
Known Hero
posted September 10, 2015 11:10 PM

Great good thought begin designing dwelling 0 Layer 4-7 to include in the future (is it not a priority now) and I read that you thought not include those of TSoD that were disproportionate. Also I noticed that did not maintain the same tiles lock / on, so I thought this would be the problem, and I would like to prepare them so they could include in RMG. I gather that should be the same size so they do not cause errors and wanted to know ... is there some other more appropriate measures? I thought to just squares and rectangles to different there now.
I also wanted to make new "banks creatures" to have all factions, should be 3x3 tiles as current? a greeting



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 11, 2015 12:52 PM

The RMG uses a special hardcoded system for the dwellings which makes it impossible to have seperate dwellings for t4,5,6,7. You should be able to add them in the map editor however.
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xuxo
xuxo


Responsible
Known Hero
posted September 11, 2015 11:03 PM

and can not replace the military post (4-7) by a random sharedgroup? (4-5-6-7 dwelling and military post). Or the same but with the types of housing.
dwelling1 = 1-2
dwelling2 = 3-4
dwelling3 = 5-6
military_post = 7-military post

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 12, 2015 02:45 PM

No it doesn't work that way, the RMG adjusts dwellings to towns and sets the tier level this mechanism is inaccesible.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 24, 2015 11:19 AM

Today I generated a map with the ARMG, Huge no water no underground.
Added scripts and clicked save.

This error popped up. Is it normal or there is something I have not done.

Quote:
Map has no restrictions for Max Hero Level
Map has no rumours!
There are towns without specialization! It's coordinates are: 196:222 39:132 225:28 113:27 228:138 31:212 49:17 160:101
Shrine at 171:249 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 251:228 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 198:179 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 10:126 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 19:173 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 14:112 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 30:108 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 190:87 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 209:4 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 212:45 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 210:79 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 82:4 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 161:43 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 141:4 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 175:55 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 246:98 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 221:120 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 70:247 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 22:249 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 63:24 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 9:75 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 93:82 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 131:98 has SPELL_NONE, but spell of its level are not allowed on this map.
Shrine at 80:203 has SPELL_NONE, but spell of its level are not allowed on this map.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 24, 2015 11:48 AM

That's nothing, it means the shrines give random spells
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Belisarius
Belisarius


Promising
Known Hero
posted October 13, 2015 01:09 AM
Edited by Belisarius at 01:15, 13 Oct 2015.

This is a MMH5.5 random map based on template 8P-Ultima-Iu-(All#) created by the Advanced RMG v1.20 with options: impossible size, with underground, without water, with medium monsters. The map is for 8 players, start seed is 1444497289.
As you can see, map scheme variate from the one in the ARMG manual. But still map is fantastic.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 13, 2015 10:40 AM

If you want the AI to take longer to get to you, increasing the monster level above medium will likely have more impact than removing those connections.
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Belisarius
Belisarius


Promising
Known Hero
posted October 13, 2015 01:54 PM
Edited by Belisarius at 17:47, 13 Oct 2015.

There was no connections to remove in the first place. That is how ARMG created my map. And it still works fine (maybe Even Better Than The Real Thing). What I did is reopen it in editor and removed computer play-ability for some factions. So I came up with Dungeon vs Academy, Fortress and Preserve (1 vs 3). At start of the game I used console command "@H55_KillMe(7);" so computer players joined forces against me, and they also got 50% boost...
As I said it is great playing MMH5.5.

What I have noticed is that sometimes one does not receive some artifact bonus creatures. Workaround: 1. I get every hero to be visible on the map (can be in castle, but on the entry field); 2. Then using command "H55_On();" will restart scripts, and everything is back to normal.
A couple of other things: 1. Heroes from Dungeon that have specialty for increasing growth of some creatures (for example Hydras), are not receiving their bonus creature growth in castles. 2. Hero with Manticore specialty receives both Manticores in castles (doubled) and Witches join her army. If she has Cultmaster perk, that is.

I must say it took me some time (not too long) to get used to the new skill tree. And skills look excellent for all classes. At least for the ones I have played so far. If one needs some skill that is not by default meant for a specific class (like Combat for Assassins lets say), it can be found at Witch Huts. Every skill (perk) is useful, and there is solution for any build-up.

New artifacts, new buildings (with battlegrounds), new skill-tree, improved graphics... All that with an excellent RMG (random map generator is a must have for games like this), and improved AI.

Great job with the new ARMG!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 13, 2015 03:31 PM

You're right, I missed 8 connections, I will fix that as well as the artifacts.
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Belisarius
Belisarius


Promising
Known Hero
posted October 13, 2015 05:42 PM
Edited by Belisarius at 17:47, 13 Oct 2015.

In my humble opinion, this way (without the connections), the map is also excellent for playing. I even printed a paper copy of its scheme to wright down things while exploring the map. Just to be sure where things are.
So maybe, we can end up having two 8P-Ultima-Iu(All#) 's: one with and the other without those connections? ( 8P-Ultima-Iu(All#)A and 8P-Ultima-Iu(All#)B )
If it is possible of course.
Anyway, Thank You for giving new life to one of the best games I've ever played. MMH5.5 is on top of my Heroes list definitely!
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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted March 30, 2016 01:50 AM
Edited by rottenvenetic at 04:35, 30 Mar 2016.

Hi, I'm working on an ARMG template as well, something chaotic for all 8 factions.

Right now my main issues are that sometimes monsters cover the on-map creature dwellings and there are way too many Witch Huts - each player starts with 2 areas with their faction town (secondary must be conquered) and the map generates 8 Witch Huts between these regions.

What variables can I change to bring that to, say, two - one in each area?

Edit: Never mind, it's Shop Points. Found it after some extensive searching .
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fierro
fierro


Hired Hero
posted October 14, 2016 10:50 PM

How can I make my own templates or adjust existing ones? I like playing on maps like L, Lu and XL, but with only 2-4 players, (and no zones with free castles). What I want to do is, first of all, create an 3-Std-XL-All. And so on. I might want to experiment with Belt and Chain templates too.

Could you give me any hint or source? XML and other related stuff is not problem for me.

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