| Rmg HELP Needed | This thread is pages long: 1 2 3 4 · «PREV |
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Sir_Stiven

    
     
Honorable
Legendary Hero
banned
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posted September 29, 2003 05:59 PM |
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this thread should be made sticky since it includes most of the values that you need to know to make a temp by yourself...
anyways, atleast i got it back to page one
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Maximus

 
   
Famous Hero
Bronzed God
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posted October 26, 2003 09:14 PM |
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@top and should b on 1st page instead of all these crap toss threads, some1 clean this joint up !!!
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Frost. Sometimes it makes the blade stick !
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angelito

    
      
Honorable
Undefeatable Hero
proud father of a princess
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posted November 23, 2004 05:27 PM |
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As there come again some rmg-interested people joining the HC board, this thread should be brought up again..
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Better judged by 12 than carried by 6.
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tigris

 
    
Supreme Hero
Supreme Noobolator
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posted November 23, 2004 05:37 PM |
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indead, this is very explicit material(never until now had i fully understood the meaning of those rmg files)
thanks alot!maybe this way i'll make my own template someday...
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angelito

    
      
Honorable
Undefeatable Hero
proud father of a princess
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posted November 05, 2005 09:15 PM |
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Revived.
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Better judged by 12 than carried by 6.
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SilverG

 
  
Known Hero
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posted October 19, 2024 04:53 PM |
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midnight said:
Quote: now for more questions lol
is there a list somewhere that has specific values for treasure's, monsters etc, or does every1 have there own through trial and error?
also, what is max amount of zones that can be created, is there an upper limit?
oh, and, if i make a game for 2o2, but also want it to play 1o1, is it possible to set parameters to completey ignore the other 2 start zones? maybe not on that, they just get left as neutral towns right ? the gen will not create a template with 2 less zones right ?
I dont think there is a specific list of items and stack sizes, but i did investigate a few critical items. 9000 is where hives start, 10000 where utopias start, about 2000 where conserves start 30000 is where the every-spell-in game box starts.
I havent tried to see if upper limit on zones or connections. I did find that at around 25 connections u get multiple exits from doors. This has the effect of collapsing all the connections into 1 door which can mean u can go from one side of template to the other possibly skipping zones in the middle. This is nasty if u dont want it.
The tuning of templates to make them playable is quite hard. So i recommend making 2 templates, 1 for 1v1 play, and another for 2v2 play. In theory it is possible to make templates grow to accomodate the # of players using the restrictions (4 numbers based on # players that determines if the zone or connection is on map). I dont recommend it since it makes testing much harder.
This is neat. Thanks.
I have also stumbled upon a Fire-Wall - if you will...
I have made a rmg.txt with only one type of map so far. Where I have experimented with the total numer of IDs you can have...
Strangely enough, the RMG didn't have any problems dealing with 280 IDs for 1 Random Map Type, the Map was a major mess BTW, and the Underworld was a maze of Tiny caves, some 2x2 squres even (can fit a (in 80% cases) one way portal exit (20%) two way portal, some sick guards: Azure - Fary dragons) even though the Base Size has been altered many times to 32-64-92 etc., the "islands" remained.
Now I have deleted everything in the RMG.txt and started from scratch... got to 26 IDs, the Map generates, nicely but still kind of wacked... once I go beyond to ID 27 up to 48... the in-game RMG simply crashes. If I delete everything up to ID 27 (so only 26 ID are left) the Game Generates the Map - NO PROBLEMO.
In the end... on the Map there are 14 towns and/or castles + and about 100 Mines...
Which leads me to assume that once the Game reaches the 144 cap for Mines and/or Dwellings, it crashes...
If only there is a way to fix these global maximums somewhere....
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted October 19, 2024 05:26 PM |
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Don't expect a prompt answer from midnight.
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jamesspare

 
Tavern Dweller
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posted November 18, 2024 02:46 PM |
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SilverG said:
midnight said:
Quote: now for more questions lol
is there a list somewhere that has specific values for treasure's, monsters etc, or does every1 have there own through trial and error?
also, what is max amount of zones that can be created, is there an upper limit?
oh, and, if i make a game for 2o2, but also want it to play 1o1, is it possible to set parameters to completey ignore the other 2 start zones? maybe not on that, they just get left as neutral towns right ? the gen will not create a template with 2 less zones right ?
I dont think there is a specific list of items and stack sizes, but i did investigate a few critical items. 9000 is where hives start, 10000 where utopias start, about 2000 where conserves start 30000 is where the every-spell-in game box starts.
I havent tried to see if upper limit on zones or connections. I did find that at around 25 connections u get multiple exits from doors. This has the effect of collapsing all the connections into 1 door which can mean u can go from one side of template to the other possibly skipping zones in the middle. This is nasty if u dont want it.
The tuning of templates to make them playable is quite hard. So i recommend making 2 templates, 1 for 1v1 play, and another for 2v2 play. In theory it is possible to make templates grow to accomodate the # of players using the restrictions (4 numbers based on # players that determines if the zone or connection is on map). I dont recommend it since it makes testing much harder.
This is neat. Thanks.
I have also stumbled upon a Fire-Wall - if you will...
I have made a rmg.txt with only one type of map so far. Where I have experimented with the total numer of IDs you can have...
Strangely enough, the RMG didn't have any problems dealing with 280 IDs for 1 Random Map Type, the Map was a major mess BTW, and the Underworld was a maze of Tiny caves, some 2x2 squres even (can fit a (in 80% cases) one way portal exit (20%) two way portal, some sick guards: Azure - Fary dragons) even though the Base Size has been altered many times to 32-64-92 etc., the "islands" remained.
Now I have deleted everything in the RMG.txt and started from scratch... got to 26 IDs, the Map generates, nicely but still kind of wacked... once I go beyond to ID 27 up to 48... the in-game RMG simply crashes. If I delete everything up to ID 27 (so only 26 ID are left) the Game Generates the Map - NO PROBLEMO.
In the end... on the Map there are 14 towns and/or castles + and about 100 Mines...
Which leads me to assume that once the Game reaches the 144 cap for Mines and/or Dwellings, it crashes...
If only there is a way to fix these global maximums somewhere....
Cool find about the potential 144 object limit! Looks like the game might have a hardcoded cap that's causing your RMG to crash when you exceed a certain number of mines and dwellings. My recommendation would be to experiment with splitting your complex map configurations across multiple map types, or try reducing the density of mines and dwellings to see if that prevents the crash.
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SilverG

 
  
Known Hero
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posted November 18, 2024 02:51 PM |
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Yup,
that did prevent the crash.
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