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Thread: Looking for, nay pleading for, a specific rmg | |
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dkrypt
Tavern Dweller
In NYC. Chilling.
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posted February 19, 2005 12:38 AM |
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Looking for, nay pleading for, a specific rmg
Heroes III rmg templates: Is it possible to make an rmg which creates a XL map, no underground, 2 allied humans vs 6 allied AI, no monoliths and no monolith-dependent mapping, and all other variables just as random as they normally are? It doesn't seem possible based on my reading of rmg variables - but I soooo hope I'm wrong. Please tell me I'm wrong and you have the exact rmg I'm describing ready to go I would be unspeakably thankful indeed.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted February 19, 2005 01:24 AM |
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The description u made isnīt very hard to implement in a rmg. The allied thing isnīt set in the rmg though, that is done on the settings when creating the random.
Monoliths only appear, when u set many connections in the rmg and the comp isnīt able to place all those areas that near to connect them with 1 road or 1 junction area. Then he choses the "monolith"-connection system.
So when u play with 8 players, the easiest way would be, to define ONE area for each player, with only ONE road out of this area which leads to the treasure area.
So all 8 areas are only connected to the treasure area and there u will meet your opponent then. No monoliths needed normaly..
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Better judged by 12 than carried by 6.
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