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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 4 pages long: 1 2 3 4 · «PREV / NEXT»
markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted May 29, 2015 12:07 PM

No masking was another issue I had to deal with when Q was using it for design purposes and I had to go back in and "repair." I didn't know about the multiple files for the RMG but it's not surprising.

Sounds like you've got it all covered. Good job

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 29, 2015 02:23 PM

@markkur, i don't know what you mean exactly as Q didn't do any programming on the RMG and i was talking about the autogenerated mask. However i have noticed recently that sometimes an area seems inaccessible (when camera is zoomed out) but if you let your hero walk closer it turns out it isn't.

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Fierro
Fierro


Hired Hero
posted May 30, 2015 03:40 PM

magnomagus said:
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.


My map: 3P-Belt-Mu(All)

Image in editor shown below. Rocks across the road are not red when I seize multiple objects via mouse.


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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 30, 2015 04:58 PM

hmm, its not a connection bug in the template and it has a very comfortable zone size, I think we should hope this is just a very rare occurrence, at least I have never encountered it before.

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Fierro
Fierro


Hired Hero
posted May 31, 2015 09:31 PM

markkur said:
Those rocks are Crystals and they were not intended to block. Same is true with grass-mushrooms. Both can hold treasures.


I meant not crystals: they are displayed only in editor.
Don't bother anyway, i think developer understood me.

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lotihoti
lotihoti


Famous Hero
posted June 01, 2015 08:42 AM
Edited by lotihoti at 08:52, 01 Jun 2015.

hey guys.

Is that which was coming from armg or did i discover something new (at least for me):



If i touch that object in game, a random fight starts (treant bucket, sunken temple, crypt, etc).

Object name in shared: Building_lean_to... Has someone heard of it before?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 01, 2015 11:20 AM

That's an unfinished object from HOF, but i already used the blueprint to make more battle sites, that's why you get a fight.

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lotihoti
lotihoti


Famous Hero
posted June 17, 2015 09:27 PM

Btw do you have a testmap, which contains all new objects?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 18, 2015 04:52 PM

I kinda lost my testmap and need to work more on this later
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Deflaktor
Deflaktor


Promising
Known Hero
posted June 21, 2015 02:53 AM

So would you add support for NCF, now that there is a patch available? Would appreciate it!

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 21, 2015 12:44 PM

NCf Support is on my list, but NCFs generated by RMG is another story, basically all army compositions need to be preset, but everyone will have its own set of creatures. It is not possible to adapt the RMG to endless possible sets.
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Deflaktor
Deflaktor


Promising
Known Hero
posted June 21, 2015 05:26 PM

The mega pack has a lot of unbalanced and poorly designed creatures.

It would be nice if you would incrementally add high quality NCF creatures to your pack.

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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted July 05, 2015 07:41 PM
Edited by Psatkha at 19:45, 05 Jul 2015.

Deflaktor said:
The mega pack has a lot of unbalanced and poorly designed creatures.

It would be nice if you would incrementally add high quality NCF creatures to your pack.


Using NOIADE Project it is possible to realize a balancing!

Sincerely, Psatkha.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted July 23, 2015 09:48 AM
Edited by dredknight at 11:45, 23 Jul 2015.

I generated this map with  the ARMG. This is the underground and I cannot reach my GEM mine. Basically the small shaft is not letting me pass. Is it fixable?




Also another thingy:

Lord of the undead necromancy perk gives 1 knowledge na 5% more troops raised by necromancy. Currently those 5% are worthless because on expert you get 40% of all killed creatures which is more than enough.

Can you alter those 5% to reduce raising costs instead of giving more troops?  I think there is such functionality but a link should be changed. may be @deflactor can find this?
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ldongder
ldongder


Adventuring Hero
posted July 23, 2015 10:12 AM

dredknight said:
I generated this map with  the ARMG. This is the underground and I cannot reach my GEM mine. Basically the small shaft is not letting me pass. Is it fixable?






Have to use teleport magic if cannot be fixed.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted July 23, 2015 11:57 AM

@dredknight: you don't need to edit your previous post for another question if somebody already posted after you, this makes it hard for me to read your posts.

The lord of undead perk gives now +10% and i don't see why that is not an improvement.

The RMG bug is a very rare occurence and cannot be fixed.
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Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted July 23, 2015 08:29 PM
Edited by Tiptoe_McGuffy at 20:31, 23 Jul 2015.

In my experience raising extra troops is unnecessary as you nearly always run out of Dark Energy regardless. A level-proportionate Dark Energy boost might be a good idea for this skill.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted July 25, 2015 08:27 PM
Edited by dredknight at 20:27, 25 Jul 2015.

Tiptoe_McGuffy said:
In my experience raising extra troops is unnecessary as you nearly always run out of Dark Energy regardless. A level-proportionate Dark Energy boost might be a good idea for this skill.


You already have this by default.

Ok @Magno.
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fierro
fierro


Hired Hero
posted August 02, 2015 03:46 PM

I don't want this type of underground to be generated (unfortunately it's shame as often done). Can I turn off this somehow?


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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 02, 2015 04:06 PM
Edited by magnomagus at 16:07, 02 Aug 2015.

I also dislike the dwarven underground, but I have not found a way to switch it off or reduce the chance for it to appear. The only thing I could do was improve it.
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