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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Creating Alliances and Playable Tear of Asha
Thread: Creating Alliances and Playable Tear of Asha
Bojo
Bojo

Tavern Dweller
posted April 23, 2016 05:18 AM

Creating Alliances and Playable Tear of Asha

First and foremost I want to give credit to Heroes Community member "Brakazog" for pointing me in the right direction on figuring this out. It's actually very easy to create Alliances and even a "playable" Tear of Asha (i.e. you don't instantly win when you bring it to your town) on any map with some very simple tweaks. No need for the map editor at all, no annoying "you've changed this map so multiplayer regeneration won't work blah blah" message, just pure function and getting what you want.

That being said, I really would love it if someone were to help me with what I thought would be an easily solved problem:
When you create a random map in the game... where does that map get saved to?

As it stands I can only find the existing (provided) multiplayer maps. Even though in-game I can see the RMG maps that I've made, I can't find them anywhere in the data files for the game. This is extremely irritating because all I want to do is:

1) Find the maps I made so I can delete the ones I made mistakes on.
2) Find the maps I make so I can tweak them.

Does anybody know where to find these non-editor created RMG maps? please help!

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LordLydon
LordLydon

Tavern Dweller
posted April 23, 2016 05:06 PM
Edited by LordLydon at 18:03, 23 Apr 2016.

I hope this helps as this is how I get to my Random Maps directory;

I click the Windows "Start Button" in the lower left of my desktop. And in the "Start Search" field I type; (will be slightly different for you, follow the search pop-ups. The appdata/ directory won't show up but it's there, just type it)

C:/users/TYPE_YOUR_OWN_USER_NAME_HERE/appdata/local/virtualstore/program files (x86)/gog.com/heroes of might and magic v/tribes of the east/maps

REPLACE ALL "/" ABOVE with the flipped version... for some reason that symbol is not showing up for me.

Also, the "Brakazog" post you're referring to is here if anyone wants it;
[url=http://heroescommunity.com/viewthread.php3?TID=18945]How to Mod MP maps for Alliances[/url]

I couldn't find any info on making a playable Tear of Asha?  How do you do this?

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Bojo
Bojo

Tavern Dweller
posted April 28, 2016 03:36 AM

To make the grail playable all you have to do is edit the .xdb map file entry that says "OBJECTIVE_KIND_BUILD_GRAAL". Replace this with "OBJECTIVE_KIND_DEFEAT_ALL" and it should make the Tear of Asha playable. I'll be sure to test it again and post if it doesn't work for some reason (been awhile since I thoroughly tested it, but I have made it work in the past).

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Bojo
Bojo

Tavern Dweller
posted April 28, 2016 03:38 AM

Forgot to mention, I have found that folder and every other folder associated with the game, and that's the problem I'm having is that that folder (where one would think RMG maps should be) is empty, even though I know for an absolute fact that I have several maps that I've made that are saved somewhere because they show up in the Multiplayer maps list.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 28, 2016 11:47 AM

If you have Heroes 5.5 MOD you can generate a big ARMG map. It has a couple of ways to find a tear of asha and when you build it it wont break the game.

For example I am playing a huge map in multiplayer.
1vs1vs1 we are at month 5 and I already have one tear built.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 28, 2016 02:16 PM

The post from brakazog is heavily outdated, the game should not be modified by copying the entire game resources.
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Bojo
Bojo

Tavern Dweller
posted April 29, 2016 03:50 AM

I've personally verified this info over the past few days so here it is for anyone out there looking for it. Here's the easy way to edit an existing map for teams/alliances and/or a playable Tear of Asha (if it's already on the map).

1) Find the game files on your system, for this example we'll edit something in TotE, on my computer running windows 10, they're found in...
"C: > Program Files (x86) > Ubisoft > Heroes of Might and Magic V - Tribes of the East > data"
Here you'll find .pak files that contain all the game information, you'll need to use a program to access them properly (I recommend using WinRAR).

2) Access the data.pak file and find the specific map that you want to edit, for this example we'll edit Seven Lakes.

*STOP* If you want to be absolutely sure you don't permanently screw anything up, copy the data.pak file as a backup before going any further.

Right click on the data.pak file and choose "open with" then "WinRAR archiver". You should see a bunch of folders, where we're going is "Maps > Multiplayer > L1". You'll notice that the Multiplayer folder has a bunch of folders with letters and numbers, each one corresponds to a particular map, Seven Lakes just happens to be "L1".

3) Access the .xbd file for the map using a simple text program (I recommend Notepad just because it's easy and works), in this example we're opening "L1.xdb".

4) Find, edit, and save specific entries in the .xdb (in Notepad, you can use Ctrl+F or Edit > Find...) depending on what you want to do. Once you've made the changes, save the .xdb and you're good to go. On my computer when I close the .xdb I get a prompt that asks if I want to save changes and prompts again asking if I want to "update the archive". I say yes and the changes are made, if your computer acts differently when you try to do this the modders community will almost definitely be able to help you out.

* For a playable Tear of Asha:

Find the entry "OBJECTIVE_KIND_BUILD_GRAAL" and replace it with "OBJECTIVE_KIND_DEFEAT_ALL" (it only occurs once in the entire file, so don't worry about finding the wrong one). That's it! You're ready to go and actually build that awesome bonus building and now it won't cause you to instantly win and not be able to enjoy and appreciate it's benefits.

* For teams/alliances:

First, find the entry "<CustomTeams>false</CustomTeams>" and change "false" to "true" (again, this only occurs once in the file, you can't get the wrong one).
Then, this is where you actually need to pay attention, below the CustomTeams entry you'll find another entry that says "<Team>?</Team>" (? will be a 0 unless there are already teams involved on the map). There will be 8 of these entries, one for each possible player and they're always in a specific order by color:

Red, Blue, Green, Yellow, Orange, Teal, Purple, Brown

To make teams, just change the number in the "<Team>?</Team>" entry to a number between 0 and 6 and change any other entry that you want on the same team to the same number. You can also assign a number by itself and that player will be on their own without a teammate (NOTE: Remember that each entry is color specific. If you're picky about color, pay close attention to which entry you're changing to what). When you go to play the map, The "Team Number" shown on the colored flag will equal the number you assigned in the entry +1 (i.e. 0s will be team 1, 1s will be team 2, etc.).
So for example, if you had an 8 player map and you wanted it setup to be 1 (Purple) vs 2 (Red and Green) vs 2 (Blue and Yellow) vs 3 (Orange, Teal, and Brown), your numbers should look something like this:

1st entry) <Team>1</Team> (Red)
2nd entry) <Team>2</Team> (Blue)
3rd entry) <Team>1</Team> (Green)
4th entry) <Team>2</Team> (Yellow)
5th entry) <Team>3</Team> (Orange)
6th entry) <Team>3</Team> (Teal)
7th entry) <Team>0</Team> (Purple)
8th entry) <Team>3</Team> (Brown)
When setting up the game Purple will be alone and have a 1 on their flag, Red/Green will have a 2 on their flags, Blue/Yellow will have a 3, and Orange/Teal/Brown will have a 4.

Lastly as a bonus, available team colors are limited to the number of players by default. So if you find that your favorite color isn't available on a map because of this, here's how to fix it:
Find the entry "<ActivePlayer>???</ActivePlayer>" right above the "<Team>?</Team>" entry (??? will say either "true" or "false"). Remember that there are still 8 of these even though the map was made for fewer players, all you have to do is change the ActivePlayer entries associated with the colors you want to "true" and the ones you don't to "false".
**WARNING** When you're done make sure you have the correct amount of active and inactive entries before attempting to play the map!
So for example if you had a 4 player map but you want Purple and Brown to play but don't care to see Red or Yellow, your adjusted entries should look like this:

1st entry) <ActivePlayer>false</ActivePlayer> (Red is now out)
2nd entry) <ActivePlayer>true</ActivePlayer> (Blue was in by default)
3rd entry) <ActivePlayer>true</ActivePlayer> (Green was in by default)
4th entry) <ActivePlayer>false</ActivePlayer> (Yellow is now out)
5th entry) <ActivePlayer>false</ActivePlayer> (Orange was out by default)
6th entry) <ActivePlayer>false</ActivePlayer> (Teal was out by default)
7th entry) <ActivePlayer>true</ActivePlayer> (Purple is now available)
8th entry) <ActivePlayer>true</ActivePlayer> (Brown is now available)

Hope this has been useful or if nothing else interesting for anybody looking to play around with Tear of Asha buildings or get some ideas for modding some of the existing maps. As I said I did verify all this but if anybody has trouble with it, let me know. Hopefully someday I can find out where the RMG maps are saved and then the real fun can begin.

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Bojo
Bojo

Tavern Dweller
posted April 29, 2016 05:48 AM

 It's true that copying the entire data.pak file is a little excessive, it's possible to copy individual files as back-ups before you edit them. It's just a precaution for those who might be squeamish about messing around with scripting.

 Also, I'm aware there are some cool programs and editors out there but I'm just not interested in all that. I'm trying to keep things as simple as possible and I have some good reasons why I prefer the in-game map generator. I can make the scripting edits in less than a few minutes, I just need to find out where the game is hiding those maps.

 Am I really the only one that uses the in-game map generator? I'd be so happy if anybody out there could help me find the maps I made with it (one of them is called "test"... seriously, I'm not super OCD but I -need- to delete that, it's bugging me ).

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 29, 2016 12:38 PM

As I said this is the wrong way!

You need to create a .h5u mod in the usermods folder that contains the desired modifications, read introduction to modding:

http://heroescommunity.com/viewthread.php3?TID=24429
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Bojo
Bojo

Tavern Dweller
posted May 02, 2016 05:13 AM

I finally found them

 Thanks to those of you who took a look into this issue I had with not finding the in-game created maps. Even though nobody was able to answer that question I still appreciate the heroes community for the responses I did get.

 Turns out that the files are tucked away in a different place (at least, on my computer running windows 10) here:

This PC > Local Disc (C > Users > (my user name) > AppData > Local > VirtualStore > Program Files (x86) > Ubisoft > Heroes of Might and Magic V - Tribes of the East > Maps

 So I finally found them, which is awesome because now I can make any kind of awesome RGM maps I want so that the Tear of Asha is playable with whatever kind of team setup and maintain "fair play" by not seeing the map before my friends do when we all play it together. And it'll only take a few minutes with no programs or anything!

 Sorry if you're a little agitated magnomagus, not trying to offend you with my research and questions regarding the problem I was having. Obviously, I myself am not a modder, and I don't really intend to become one because I know that there are plenty of good ones out there that can and have done some amazing stuff with different editors and programs to make HoMM 5 even better than Ubisoft would ever bother. Despite this however, I haven't found any straight forward and simple mods that make the small and easy albeit very important (to me) and significant differences that I was looking for.

1) Playable Tear of Asha
2) Teams/Alliances
3) -absolutely nothing else-

 I suppose I might consider reading up on that thread so I can learn just enough simple modding to create and submit a few mods that do these things (or at least just the Tear of Asha part) since it still hasn't been done yet to my knowledge (otherwise, I'm sure I would have found it with all the searching I did for exactly that which sadly only lead to dead-ends). Either way, wrong method or not, my instructions do work and hopefully we'll see a correctly made mod come from this concept in the future as a result of the discussion.

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