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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»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 14, 2016 11:21 PM

Actually I was also wondering if there can be a chaos template with no guards between zones so players can go into a cat and mouse game early on?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 15, 2016 03:33 PM

The templates are in MMH55-Templates.pak

@dredknight: try setting <guarded> to false under connections.
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Dyrman
Dyrman

Tavern Dweller
Wayfarer
posted October 28, 2016 12:21 AM

How to download? Without 5.5.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 28, 2016 12:51 PM

That is impossible, the new objects, artifacts and gameplay elements generated require H5.5.
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Mortall
Mortall

Tavern Dweller
posted November 08, 2017 11:13 PM

missing Objects in editor

Hello lads,

i love this MOD aswell as Heroes saga overall, but i am in a dire need of your help.. currently, when i want to edit a map, i am missing all Objects in the editor (Screen: https://puu.sh/yhLst/0b83420bb4.png )
Anyone has any idea what went wrong or how to fix this?
Tried reinstall, didnt help..

Thanks in advance,

Fellow heroes player

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 28, 2017 11:00 PM

Try right clicking on the editor icon and "Run as administrator".
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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted April 15, 2018 06:48 PM
Edited by The_Gootch at 20:40, 15 Apr 2018.

Thread Necromancy

So my friends and I went and downloaded RC 10 (Beta 4).  On the load screen, the lower left reads Version 5.6 Beta 4.  Hotseat with the ARMG we had no issue.  The problems arose when we tried to play on LAN yesterday.

Right-clicked our executables and chose to run Windows XP Service Pack 3 compatibility and enable run as Administrator.

Downloaded and installed Tunngle.  Figured how to plug MMH55_Utility.exe into the launcher.  We enabled both Create Windows Firewalls Rules and Run as Administrator.  We did NOT enable Force the Game to Use the Tunngle Adaptor.

Made a map through the MM5.5 Editor/Tools/Advanced Random Map Generator, and ran it through the reanimation patcher.  Host made a game and joiner crashed with the error that said, "Heroes of Might and Magic 5 stopped working."  Host sent joiner a copy of the map, same issue.

Did more research on the FAQ for 5.5, found this, followed those instructions and still the same result.

Tried Game Ranger.  Followed these instructions.  

Same result.

Learned how to port forward my router, port forwarded UDP 16000, enabled universal plug n' play, and did the same for my friend.

Same result.

I'm beat.  I don't know how to proceed.  We absolutely want to play LAN games with AI players using the incredible ARMG.  But we are only able to get original maps to work and we're simply no longer interested in those old things.

Any help would be appreciated on how to get this to work.  

Thank you in advance.



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Skeggy
Skeggy


Promising
Famous Hero
posted April 15, 2018 08:29 PM

Perhaps completely disable Windows Firewall?

Perhaps this link helps https://www.facebook.com/notes/might-magic-heroes-55/troubleshooting-multiplayer/745346445576221/

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 16, 2018 12:03 AM

dredknight might know more about this than me

Quote:
Host sent joiner a copy of the map, same issue.


If you mean by this you made map folders of both players perfect clones of each other manually, then you did everything you could

Quote:
But we are only able to get original maps to work and we're simply no longer interested in those old things.


if by original you also mean the rmg demo maps that were included then maybe you can try packing your newly created maps like those.

=unzip .h5m and re-zip it with .pak extension and put it in data folder.
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Skeggy
Skeggy


Promising
Famous Hero
posted April 20, 2018 12:26 AM
Edited by Skeggy at 00:43, 20 Apr 2018.

The_Gootch said:
So my friends and I went and downloaded RC 10 (Beta 4).  On the load screen, the lower left reads Version 5.6 Beta 4.  Hotseat with the ARMG we had no issue.  The problems arose when we tried to play on LAN yesterday.

Right-clicked our executables and chose to run Windows XP Service Pack 3 compatibility and enable run as Administrator.

Downloaded and installed Tunngle.  Figured how to plug MMH55_Utility.exe into the launcher.  We enabled both Create Windows Firewalls Rules and Run as Administrator.  We did NOT enable Force the Game to Use the Tunngle Adaptor.

Made a map through the MM5.5 Editor/Tools/Advanced Random Map Generator, and ran it through the reanimation patcher.  Host made a game and joiner crashed with the error that said, "Heroes of Might and Magic 5 stopped working."  Host sent joiner a copy of the map, same issue.

Did more research on the FAQ for 5.5, found this, followed those instructions and still the same result.

Tried Game Ranger.  Followed these instructions.  

Same result.

Learned how to port forward my router, port forwarded UDP 16000, enabled universal plug n' play, and did the same for my friend.

Same result.

I'm beat.  I don't know how to proceed.  We absolutely want to play LAN games with AI players using the incredible ARMG.  But we are only able to get original maps to work and we're simply no longer interested in those old things.

Any help would be appreciated on how to get this to work.  

Thank you in advance.





I had similar problem, perhaps this can help.

It is not enough just to generate the map with MMH55_Editor_64.exe.
After the map is generated, user has to:

Step 1: click on “View” option in the Map Editor and select first option “Map Properties”. After that, Adventure Map Properties pop-up window appears. User has to click on “Player Properties” sub-tab, and then under “Player” slider menu, for every player “Main town”, “Generate Hero in Town”, “Human Playable” and “Computer Playable” options has to be enabled.

Step 2: After that, user must click on “Teams” sub-menu, enable “Teams” option and select enough teams that every player has one team. That is, if map has 4 players, 4 teams has to be enabled and properly distributed in a manner that every player is one team.

After that, user must save the map and not pay any attention on warning notice from mapmaker that states “As you’ve changed this map, rmg marker will be lost and multiplayer regeneration win’t work”. That’s a irrelevant message. Pay no attention to it. After that, map is saved, and then mapscript option can be added, either with mapmixer or Reanimation Patcher.

If that is not done MMH55_Utility_64.exe will create new clones of the map file and will constantly generate new “index.bin” file and “RMGTemp” folder in game data folder.
After all this, map is playable with both MMH55_64.exe (for human players only) and with MMH55_Utility_64.exe (for humans and AI players). Before that, map was not playable for neither exe files.

Apparently, All RMG maps that comes with the game cannot be played with MMH55_64.exe. It says
“RMG map load failed” when I try to play them in lan multiplayer. It seems to me that problem is the same, those maps are without step1 and step2.


EDIT 1: Also, both of this “index.bin” file and “RMGTemp” folder (that are generated in game data folder), must be deleted before starting a game.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 20, 2018 09:22 AM

@Grotch, what OS do you use?

First of all do not force the game to "Windows XP service pack 3". It works fine on windows 10. This may be actually causing the crashing.

Second, "We did NOT enable Force the Game to Use the Tunngle Adaptor" how do you force it? Actually when you install hamachi or tungle it creates an adapter. For the adapter to be used by default (as this is what you want ultimately) go to "Network and sharing center" -> "Change adapter settings" -> on the window select "Advanced" -> "Advanced settings".

On the new window you can rearrange the priority of network adapters. You want Tunggle/Hamachi to be at the top. This is the one taken by default.

Let me know how it goes!
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necxelos
necxelos

Tavern Dweller
posted May 05, 2018 07:39 PM

Hello Everyone

I have a simple question that most likely requires very complex answer. Thanks in advance to anyone willing to help in the matter.

So here comes the question itself:

How can I set certain ARMG parameters/factors that are not available through GUI to values that I need? Examples of things I would like to accomplish:

- Set number of regions that are being generated regardless of map size (so let's say very numerous but small regions on small map or very few but gigantic regions on bigger maps).

- Set number of cities on the map regardless of map size (let's say I want 4 player Large sized map with 12 cities total (so 8 neutral).

- Set terrain types available during map generation (so let's say I want entire map to be made out of desert and snow regions only).

- Set anything at all for underground. Currently it's just one big maze of identical corridors. I'd like several ground types to be present in underground and certainly I'd like to disable the default temple-like tileset which is terrible.

- Set water level / water coverage. Currently maps with water have water covering roughly 50% of the map itself (which is terrible waste of space) and it also creates islands (sized as 1 region) of nearly identical size and water width is the same between every continents. I'd prefer water spread to be more random with different sized islands from tiny ones with just few buildings and artifact to gigantic continents consisting of several regions.

- Set density of all the objects on the map (buildings, items, artifacts, etc.). I'd like to make very dense maps where city and all it's mines can easily fit in 2 screens so there's more action and less walking in-between action.

DISCLAIMER: I am aware that all the above might be hard to achieve but I am willing to create my own map templates for that as long as someone can provide decend how-to-do-so guide.

Thanks in advance

P.S. I think half of things mentioned here could use being added to GUI map generation so everyone can easily set it out themselves.

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ea0o
ea0o


Hired Hero
posted August 12, 2018 06:23 PM

pictures are dead(((

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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted September 02, 2018 03:20 AM

So, generating maps with no water or underground:

Are there any template editing tricks or starting seeds I could use to force as many connections as possible to be border openings instead of monoliths? The game generates most connections (>50%) as monoliths even with simple layouts.

Ideally, I'd like to pick and choose which connections are openings (the opening ones, such as start area to second town's area and things like that) and which are monoliths (treasure zone access, back doors and such).
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 02, 2018 10:27 AM

hey @rottenvenetic,

Area connections are strict and depend on the chosen template.
You can read more about them in the ARMG manual.
You can find it in <MMH5.5 game folder>//ARMG Manual.pdf
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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted September 02, 2018 11:25 AM

I must've read that thing a dozen times (not including perusing all the template shapes every time) and there's nothing on finessing entrances to prevent or induce a monolith.

Making them one way, or wide, or adding duplicate connections doesn't do anything, btw.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 03, 2018 09:23 AM

@rottenvenetic,

Please except my excuses, I thought you have not checked the ARMG guide. You are correct the current templates does not support open areas. This is done by design so the players can gear up and fight for new zones.

I understand your idea very well. I've been thinking about open areas where players can get heads on since the very early game if they wish to. Currently a workaround is possible by editing the template file in <game folder>/data/MMH55_templates.pak.
Open the archive and find the xdb files.

Chose a template, open it and under connections change all <guarded> entries from true to false. This way even though the zone connections are just one and tiny, all guards will be removed so players can roam freely between zones.

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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted September 03, 2018 10:14 AM
Edited by rottenvenetic at 10:32, 03 Sep 2018.

Sorry, you misunderstand completely.

To try to clarify even more, what I was investigating is:

1. How to ensure that two zones, say the player's start and their intermediary treasure zone with secondary town, will be generated next to each other, on the same level if the map has underground, and with a connection that doesn't include a monolith.
2. In maps with underground, to specify zones which will be generated exclusively, or at least preferentially, on a specific level (surface or UG).

These are both possible with the advanced RNG template editor for HOTA, but if there's a way to convert HOTA maps to Heroes 5.5, I'm not aware of it. There was a Chinese convertor from H3 SoD to H5, but it doesn't work on HOTA maps.


I already managed to generate unguarded connections. I thought having them so would get the blasted RNG to prioritize making them as I wanted them, but no dice. Plenty of unguarded monoliths instead.

The closest thing I've come to an "effective" measure for point 1 is having the areas next to each other in index numbers, but even that has only had a small effect, if any. I know a modified chain template with the zones in sequence and the last looping back into the first was also full of monoliths.

For point 2, the best thing I have is finding a random seed that produces an ok result with the given template, and just generating with that.


TL, DR: Is there anything I can put in the template, to specify that Connection X must try to be a border opening without monolith or stairwell, or that Zone Y must try to be located on the surface, or underground, or right next to zone Z?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 03, 2018 11:02 AM

I understand now. The answer is "Not possible, or at least not that I am aware of" for all questions.
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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted September 03, 2018 11:20 PM
Edited by rottenvenetic at 23:27, 03 Sep 2018.

Well then, onto extreme measures. How do I disable monoliths (one and two way) for the RMG? Alternatively, is it possible to make them extremely "expensive" so they only show up above a certain threshold?

I don't mind putting my RMG through the wringer to try and generate tricky maps.
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