Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Modders Workshop > Thread: Making new map (ANY HELP PLEASE?)
Thread: Making new map (ANY HELP PLEASE?)
DmanThunderGod
DmanThunderGod

Tavern Dweller
posted July 17, 2020 10:28 AM

Making new map (ANY HELP PLEASE?)

Hello...  
I've been working on a map of mine ... FOREVER!! It's an 8 player map, with 4 subterranean and 4 top terrain castles. All spread out along the outer edge of map, sort of making a Ring circling the outer edge. All factions lands are individual islands, with water between each lands on the top, and water between the lands on the subterranean level, but offset between the two, where the edges of the lands overlap the edge of the lands above/below. So, all the above ground main lands (not counting scattered tiny islands), one per faction, are in the four corners of the map, and the subterranean  faction's lands are on the center edges (Top/Bottom/Left/Right) of the map. You can start on your land, and traveling between each using subterranean gateways, can encircle entire map going above/below between each land, without ever using a boat, if you wanted... So...getting that picture...

Please keep reading, I do have a question pending... I'm just trying to set the stage for you, so you can get a image what I've made.

I have it set where all the starting monsters/creatures on the map are divided into two categories. Native and Wild creatures. On any faction's land, starting out, all the creatures on that land are Native to that land, where they are more friendly (prone to joining you), don't grow (no increase in numbers) and are same creature faction as the faction starting on that land (all 8 factions/castles, are predetermined). So, the land where the Barbarian faction is set, has Barbarian creatures scattered about, all native to that land. Same setup with all 8 lands.

Once you leave your land, and your on water, you can find upto 6 smaller islands between each main land, above and below subterranean. Also, the middle of the map is a PRIZE JEWEL of land, both above and below, with good amount of water separating... so think of a 9 square, 3x3 grid, map. The Center island has Subterranean gates as well, but only connect to those on the middle island, above/below, and has lots of treasure, mines, and unique buildings, more valuable artifacts, and... much more difficult monsters to defeat. All the WILD creatures on any mid island, and middle land, are all Random creatures, depending where you are, the level creature differs. All wild creatures are capable of growing every week, making them stronger as the game develops, and all Wild creatures are also set to be more aggressive/less friendly, less likely to join you!

SO... My PROBLEM is... I've played 3x different games with 3 different factions, on my map. First two seemed fine, if the game didn't go forever. I take my time playing, no hurry to win, just observing how the AI plays out, as well trying to interact with everything I placed on map, to explore. My most recent game, playing as Warlocks, I let go 40 or 50+ MONTHS (Game clock, not real life), so by the time I got to middle of map, and I had HUGE armies on L30 heroes... I met Tier 1-Tier 3 creatures UPTO 30K COUNT... no joke... I tried to fight 33,088 Defenders with a strong Warlock Hero... Buffed to max with skills and artifacts... and I got my ASHES handed to me!! In an URN!! Torched beyond recognition!! I couldn't believe how bad I lost. I couldn't believe how HIGH those stacks got!! I gave up than, instead of finding the Tear Asha and winning the game that way, I defeated all the castles and ended game. Yes, part of the map objectives, you find the TearAsha, and return it home... no easy task, the way map is built.

So... my QUESTION IS... HOW... can I custom all my creatures on my map, to YES GROW in count... but... STOP At a MAX amount, I can preset according to the tier level of creature?? Say I laying a Random Tier 1 creature?? Maybe it's MAX could be 1000x count!? How do I set that max? Or a Tier 7 Creature? Maybe it's max would be 100x count??

ALSO... The game allows new spawns every week! Which happen on the Native lands as well as the Wild lands, but those random creatures, I BELIEVE, are wild as well. Growing ever so more??

Can anyone help me please? Thanks.

My knowledge base of map editing, is placing object (anything, creature, artifact, object, resource, building, etc...) and than opening up the Properties window, and playing with SOME of the property settings... So under creature's properties, their is a question "DoesNotGrow" and I say True or False. True the creature does NOT grow, or False, it DOES grow!! This is the mechanic I found allowing the creatures growth or not. BUT... I don't see where says MAX Growth allowed?? I've also played with placement of objects, even created the Academy (Wizards castle) in the air, with other floating structures, all connected by floating bridges, with floating portals, all looks like they been magically TORN from ground, using floating subterrain dirt columns!! I've played with the terrain, creating spectacular mountainsides, and waterways, and canyons, etc, marsh lands which look swampy as all HE(Double Hockey sticks??) for the Barbarians... land full of epic tall trees and lush forests for the Rangers (Elves), and that's just the beginning... But, I don't have much knowledge in coding, or scripting (i don't think).


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DmanThunderGod
DmanThunderGod

Tavern Dweller
posted July 17, 2020 10:37 AM

Forgot to mention...

I did notice in the "CREATURE" Properties window, their two lines labeled...

AMOUNT & AMOUNT2.

I wasn't sure about these, but I just thought they were a min/max range where the amount initially starts!? Is this true? OR... could AMOUNT2 be the MAX the creature growth?

Thanks!
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
funked15
funked15


Hired Hero
posted July 18, 2020 06:41 AM

What you are asking for is not possible within the editor's standard monster property tree.

It should be possible to set up a function for individual stacks using map scripting, but if you are not a scripter then it will be a difficult journey.

Amount 1 and 2 refer to a stack's starting range - min and max - if you choose to specify. It does not cap growth.

If you want creature caps your best option is probably to specify stack amounts and disable growth (not ideal I know).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted July 18, 2020 12:36 PM
Edited by frostymuaddib at 12:39, 18 Jul 2020.

You can add this little script:
---------------------------
function CheckNeutrals()
--used to store all types of the monsters
local type = {}
--gives you all the stacks
local allStacks = GetObjectNamesByType("CREATURE");

--this is the upper limit of number of creatures
local creatureLimit = 10000;

local count = 0;

for i,stack in allStacks do
type[0], type[1], type[2], type[3], type[4], type[5], type[6] = GetObjectCreaturesTypes(stack);
for i = 0,6 do
if(type[i] ~= 0) then
count = GetObjectCreatures(stack,type[i]);
if count > creatureLimit then
RemoveObjectCreatures(stack, type[i], count - creatureLimit);
end;
end;
end;
end;
end;

function WeeklyTrigger()
if GetDate(DAY_OF_WEEK) == 1 then
CheckNeutrals()
end;
end;

Trigger(NEW_DAY_TRIGGER,"WeeklyTrigger")

-----------------------------------

This will check every monster on the map at the start of every new week. If any stack is greater than defined limit (10000 in the example, but you can adjust it), it will reduce the stack size to the max limit. Keep in mind that if a monster has 7 different stacks each stack can have up to max limit creatures.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DmanThunderGod
DmanThunderGod

Tavern Dweller
posted July 19, 2020 02:03 AM

Thanks

Thanks for that!
I will see what I can do with that information. I have no knowledge of how to use the scripts. We'll see if I can plug those in some how.

I have a new problem though. Once I reach enough postings, I'm going to post another Thread. Suddenly, certain objects (Walls, buildings, and other placements on the map, from the Arena list of objects) suddenly does not appear on the game itself.

Could the recent upload of 5.5 screw up with the Map Editor? Or somehow have some conflicts with it? After discovering the problem, I went on to try adding the same walls back in place, and test again in game, and still nothing. I've gone back to previous versions of map I'm creating, and reloaded, and marked for play, and tried testing those maps as well, same walls/structures are gone in game. I can't figure out why. If you have any ideas, I'd appreciate the feedback.

Look for new thread soon explaining this in more detail to include screenshots!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
funked15
funked15


Hired Hero
posted July 19, 2020 06:49 AM

frostymuaddib said:
You can add this little script


Very cool!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted July 19, 2020 07:07 PM

DmanThunderGod said:
Thanks for that!
I will see what I can do with that information. I have no knowledge of how to use the scripts. We'll see if I can plug those in some how.



Just copy this and paste it to the script editor for your map, and it should work.
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 20, 2020 08:52 AM

In my experience processing all neutral stacks with scripts is very slow and will hurt the map performance badly, 40-50 months is really absurd amount of game length, 10 months is already extremely long for h5 standards. I recommend making adjustments to shorten the map time
instead of trying to max neutrals
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0214 seconds