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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [HotA] RMG Template Editor questions
Thread: [HotA] RMG Template Editor questions
Serp
Serp


Known Hero
posted December 29, 2018 05:55 PM

[HotA] RMG Template Editor questions

I thought it might be a good idea to make a new thread for questions about the RMG template editor and not ask these in the Hota topic.

So here is the documentation:
http://h3hota.com/en/template-format

Although I think I understood the placement of objects, I fail miserably to make a zone that eg. only contains one single object.

In my case I would like to have a tiny zone with size 1, that only contains a pandoras box with Fly/dimension door.

So I disabled the Air elemental spell in overall settings and also disabled "Everything" in the zone object settings. Then I enabled within this zone a pandoras box with a random level 5 air spell. (I already made sure that the disable all + enable one specific thing works).
But regardless of the value or frequency, or the treasure values of the zone and the density, I'm not able to make a pandoras box spawn in this zone.

Question
Could you advise value, frequency and zone treasue values to make 1 pandoras box spawn??

From the tooltip about treasure values, I would assume that I simply could make low 5000, high 5000, density 1 and pandoras box value 5000, while every other object is disabled.  Then the RMG should choose a number betwenn 5000 and 5000, so 5000 and place a vlaid obect with value 5000.  But this does not work. Of course I also tried alot of variations, but even a default high value treasure zone, with everything except this pandoras box disabled, does place the pandoras box, although if I leave the object settings blank, there can spawn a pandoras box randonmly (with random stuff in it).


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Sav
Sav


Known Hero
posted December 30, 2018 08:12 AM

Density 1 might be too small for spawning even a single object if the zone is very small. Better try setting greater density and max per zone 1.

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Serp
Serp


Known Hero
posted December 30, 2018 10:58 AM
Edited by Maurice at 14:06, 30 Dec 2018.

Sav said:
Density 1 might be too small for spawning even a single object if the zone is very small. Better try setting greater density and max per zone 1.

Does it mean you also have no clue ? =( But thank you for your response.

Of course I already tried that. I hoped you could tell me a 100% sure setting that will work, but it seems you also have to guess
All the settings I tried would be too much to write here.

Is the value of a pandoras box always the value I set? Or is there an extra hidden value that is added on top, depending on the reward?


Another question:
In another area I only want to spawn towns, mines and ressources. Nothing else. With default start location area, disabling everyhting but ressources with default settings and setting densities to 20,15,2 it worked.  But for another aI I wanted to create a bigger stating area, so instead of 2 towns and 1 mine of everything, he has 5 towns and 3 mines of everything, increased area size and densities of 50,40,15. But for some reason there are in total less ressources, compared to the previous area. So is density somhow limited or number of objects? Or do the mines/towns also count toward it?

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Serp
Serp


Known Hero
posted December 30, 2018 11:01 AM

@Sav:
Is it possible to add AI advantages into an RMG template? Currently I'm trying to give them advantage by placing alot of ressources.
But of course it would be alot better if there would be sth like in the map editor, events that only triggger for AI every x weeks, globally and in town, and give them ressources/creatures to recruit.

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Serp
Serp


Known Hero
posted December 30, 2018 11:15 AM

sry for so many posts (maybe a mod can merge them?)

About the pandoras box thing:
A pandoras box with 5000XP and also dragon utopias are working as expected.
Also a box with all fire spells and a box with 20k xp is showing up with my settings. But the same settings with an air lvl 5 spell does not work...

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Serp
Serp


Known Hero
posted December 30, 2018 11:22 AM

@Sav:
I think this is a bug.
A pandoras box with all air spells is also showing up fine.

But a box with custom min lvl 5 max lvl 5 (also also min 4 max 5) is never showing up.

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avatar
avatar


Promising
Supreme Hero
posted December 30, 2018 11:47 AM

I think all your problems (pandora's box per zone, AI advantages) can be "fixed" in map editor nor rmg template editor
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Sav
Sav


Known Hero
posted December 30, 2018 01:06 PM

Serp said:
Does it mean you also have no clue ?

I've supposed the most probable reason of the situation basing on your description without testing.

But now after testing I confirm that it is a bug: non-standard spell Pandora's Boxes don't generate.

Serp said:
In another area I only want to spawn towns, mines and ressources. Nothing else. With default start location area, disabling everyhting but ressources with default settings and setting densities to 20,15,2 it worked.  But for another aI I wanted to create a bigger stating area, so instead of 2 towns and 1 mine of everything, he has 5 towns and 3 mines of everything, increased area size and densities of 50,40,15. But for some reason there are in total less ressources, compared to the previous area. So is density somhow limited or number of objects? Or do the mines/towns also count toward it?

Treasure density influences on how close to each other the objects can be. So, the amount of objects depends on zone space. If the space is spent on towns/mines, less space remains for objects.


About your suggestion — ok, I've read it, but it is nothing to comment here. The implementation of new RMG features is primarily based on my inspiration, so I won't promise anything.

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Javiduc
Javiduc


Adventuring Hero
posted January 11, 2019 10:28 PM

Is it posible to RMG to place building which have guards inside without guards outside?

I mean for example a Mansion that is already difficult to take in early stage of the game because of the vampires who are deffending it, doesnt need to be protected with guards outside. Sometimes RMG place the ouside guards blocking an área of the starting zone.

It would be nice to template makers to have a checker to avoid buildings already protected by inside guards to have guards outside.

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Tapani
Tapani


Adventuring Hero
posted April 02, 2019 02:42 PM
Edited by Tapani at 16:23, 02 Apr 2019.

Added another bug

Wow. I am totally in love with the template editor! The ability to customize even object probabilities is HUGE! :-)

There have been numerous times I have considered making an RMG template editor, similar to this,  but the one in HotA is very nice and probably better than whatever I would have hacked together.
Thanks!!



However, after playing with it a little, I have encountered some minor issues / glitches and a some dear wishes for features :-)


1. Implementation bug: the "Edit link" dialog seems to have a draggable panel. However there are no valid drop zones resulting in a drag that cannot be released.
To reproduce: click and try to drag the panel in the edit link window. It is easy to trigger by accident when clicking on the dialog.


2. Design bug: the monster strength value cannot be increased over 200k. To reproduce: try entering a monster value larger than 200k.

Back in the day when I fiddled with templates, I thought values up to 1M were useful. After that it is just azures all the way.
In my own templates the largest values used are around 500k, resulting like in a horde of crystal dragons (or a throng of ancient behemots).

Maybe use slider in the monster strength UI for setting the strength/ Maybe showing both the strength number and a description (2000 - 5999 = Weak, 6000 - ... = Average, and so on .. with some suitable expletives for values over 100k :-)

Fortunately, there is a workaround for now - edit the values in the resulting txt files.


3. Design bug: Object frequencies in area rules section are capped to 10k. Maybe increase the limit so it really is possible to force an object to the area?


4. Implementation bug: In the edit area dialog, using the tab key to jump between number fields appears random.
To reproduce: try editing a treasure values, start with low, then try switching to high (and density) setting with tab key. Focus jumps around randomly!


5. Wish #1: Copy area function. Right click an area, selecting "Copy" could give a new area to be placed. The new area is an identical copy of the source area (but with a new area id), instead of using the default settings.

It is a bit tedious to copy all object rules etc from one area to another.


6. Wish #2: Able to link towns types to (start) areas. Maybe I misremember, but I thought there was a field "link to town" that appeared boolean, but integer values could be used to sat that a town in an area should be the same as the town in a different area (like a starting area).

Maybe I misremember this feature from some other game.



7. Wish #3: The "save file as" dialog lacks a button to navigate a folder up.


Thanks a lot!



ps: I am using wine in linux, so perhaps some issues stem from that
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ifl
ifl

Tavern Dweller
posted January 10, 2021 10:47 AM

Hello everyone,

I have several questions.

Is it possible to force to generate towns on their native terrain independently to where they are placed (e.g. subterranean for the dungeon even if placed on the surface layer).

Is it possible to set an amount of specific objects generated not per zone but per specific set of zones (e.g. I want to give 1 dragon utopia in any of the 4 zones surrounding the red player).
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siryus13
siryus13


Adventuring Hero
posted February 10, 2024 07:22 PM

Is it possible to add the following features?:

- add enable/disable skills/artifacts/spells per zone
- add cover x% of zone with y type of Magical Terrains
- limit what buildings can be built within a town

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Unhinged_Pro
Unhinged_Pro


Hired Hero
posted February 11, 2024 08:29 PM
Edited by Unhinged_Pro at 20:31, 11 Feb 2024.

Nvm it's for rmg
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