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Thread: Homm V Random Map Generator | This thread is pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT» |
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ChaosKitsune
Tavern Dweller
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posted December 10, 2006 01:43 AM |
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Thats the thing. It crashed WHILE making the map. Got the typical 'please wait while map is created thing' then it would crash with the send error report thing popping up. 'homm5rmg.exe has encountered an error and needs to close. We are sorry for the inconvenience' No map made at all. Might have been the size though. As I was trying for the ones above XL. XXXL I think, with OMFG monsters, Very Rich resources, super fairness, non expansion map.
Another thing I note is a small glitch kinda on the generator itself is that if I click off the fly/insta travel, followed by the HoF one, or visa versa, it causes a bit of the parts above the team and such area to bleed down over the boxes. They are usable still, just find that an odd glitch.
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NecroRaise
Tavern Dweller
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posted December 12, 2006 04:43 AM |
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Hey Tapani.
Awesome job on the RMG, thats a wonderful toy you gave us !
I wanted to tell you about a few bugs i have encountered :
The First is recurent, eveytime i select any starting land (grass , swamp etc ) , the rmg crashed as soon as i click "create map"
i got v1.02b and HoF.
The second bug is less important, but still : on big maps (216x216) where you have more than 1 border guard blocking the access to the center area from your part of land, i noticed that the rmg creates the 2nd border guard with no valid access behind it (not always always). It's almost accessible, but there are vegetation or rocks blocking the path. The first border guard is always accessible, and if there are 3, only one has a bad path.
Anyway, i'm usually editing the maps that your rmg creates, to add some little things, so it's not a big deal i usually see the the bug and correct it. ^^
And by the way, i'm currently creating a map but all by myself, no randomness, you will be the first to play it if you want, i'll send it to you before posting it
The map will be a real challenge, great epic story and definatly not easy beleive me. I'm a vet player like most of us, and even with that AI cheating as hell i still never loose a game in heroic.. ^^
So this time i'm creating a map that will be a challenge to anyone ^^
I will send you a PM on this forum when it's ready, i'm still testing it for balance issues, i got too crazy on the mobs the first time and it was not possible to reach even the first goal
Expect it this week
Ok i stop speaking Thanks for the great job, i'll come to you soon with the map ^^
NecroRaise
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silpion
Hired Hero
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posted December 16, 2006 11:04 AM |
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Quote: 2. I have never done any threading in Windows :-) Maybe it is time to learn... The RMG has been developed using linux I have only slabbed a hello-world GUI on top of it (my 3rd windows program :-). I am also trying to keep the RMG portable so I have chance to debug it properly (guess I just lack the experience and knowledge of what tools one should use in Windows).
You could use Qt for your GUI. That way it can be compiled on Linux and Windows. I've just compiled Qt a few days ago with Visual Studio 2005 C++ Express Edition and can write you a short how-to if you need one.
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Tapani
Adventuring Hero
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posted December 18, 2006 10:22 PM |
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necroraise, chaoskitsune:
does the crashes happen every time, or just occasionally. Several people have reported occasional crashes, but they do not seem to happen to me. Unless, they do, I can do very little to remedy them.
silpion:
Quote:
You could use Qt for your GUI. That way it can be compiled on Linux and Windows. I've just compiled Qt a few days ago with Visual Studio 2005 C++ Express Edition and can write you a short how-to if you need one.
Thank you for the suggestion, but Qt is not free to use. Free software with closed source still require a commercial license :-(
//Tapani
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moz
Tavern Dweller
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posted December 29, 2006 12:04 PM |
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Edited by moz at 12:59, 29 Dec 2006.
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suggestion
hey, Tap.
it is me again. ( alexnik11 mail)
i have several suggs for ya:
1) we continue playing on your rmg and almost everyone agreed that u need to make additional castles not only in allignment with players races( for example : make 60 % probabylity of cr8ing "native" and 40 % for over 6 races . This chance could be changed i think , like 70 and 30 or 50/50 ) this option will make game more interesting , players will able to recieve not only thier race and magic ( most important), but there will be an ability to gain even enemy castle. this system was tested in homm3 and i think and it still shows best results...
f.e. if human will recieve 3 of his "native" castles on 2-3 weeks of the game he will win match with 90% probability. This grade will allow to improve it.Ofc , i understand what it will bring more random to the game BUT random is not main key to win and isn't main key to lose. Homm3 proved it.
2) Make more complex geography. F.e. make not only 1 way to reach your enemy( i played > 30 games and saw only 2-3 maps there was ability to reach enemy by 2 different ways ). I told you that 96*96 and 136*136 are most playable cause of time need to play 1 match so make additional templates for them? ( f.e. http://heroes.ag.ru/h3/rmg/( i know ofc you do not understand rus but u can see there homm3 templates , i think some of them are perfect to be added into your rmg)EVEN ON 96*96 and 136*136 maps.
3)one SMALL desire : make 7 lvl creature external dwellings ... this option made homm3 rmg very interesting ( if you haven't played it , ask guys who did it %^) You can state lesser probability like 20% or 10 % of appearing 6-7 lvl dwellings but make it even on 96*96 maps and 136*136. Mb they are on larger templates but i won't be able to test it cause i hate larger maps ( in case if time wasted ofc).
4)STOP making crystal mine^)))u can try it cr8te 10 maps with normal richness and test what mine will be on respawn. Also i can add : still think that cr8ing of resourses zones = snow. Just try to cr8te 2 mines not all 4 per zone. I know that u consider it "imbalanced" but it wasn't The Problem in homm3 ( resourse mines were rare there) - players just needed to fight nagabanks, medusa stores and so on. About week ago i have played map generated with your rmg there Weren"T resourse zones at all, and it wasn't problem , both me and enemy have all grades on 5-6 weeks of the game....
p.s. still think that you need to make cr8ing of portals optionable. U made "puppet master" optionable?i can't understand that cause it is not so "imba" at all.
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moz
Tavern Dweller
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posted January 05, 2007 11:25 AM |
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Edited by moz at 11:28, 05 Jan 2007.
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Quote:
Quote:
U made "puppet master" optionable?i can't understand that cause it is not so "imba" at all.
Oh yes it is Necro killin trong dragons with no losses at all at month 2 week 1. Mark of the necromancer is also imba imo.
man, try to think before posting . I can give you 10000 of examples of such "imba" things like Orrin+ 150 marks killing max utopia on 131 or nasir killing 150 elves with 4 golems and 3 mgs , don't you need more^)? So let's make options to turn off all that "imbas". How Tap said - it will make rmg panel almost imppossible to use.
If you think that puppet master gives an adnvantage try to create map with normal monsters , it is still interesting and all 7 races have opportunities to kill every monster on the map at 211.Game will be faster and you will reach your opponent faster.With no Necessity to kill "trongs of dragons".
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gecko
Tavern Dweller
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posted January 09, 2007 02:08 AM |
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As stated above, it crashes when you choose "sand" as a terrain.
Is "snow" only available in the expansion? I do not have the HOF expansion, and the RMP sometimes creates maps with snow -- and Heroes always crashes when entering combat on snow portions of the map. The readme says that snow should work with 1.2 upwards (and I have 1.4 installed).
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Alex_Killer
Tavern Dweller
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posted January 09, 2007 08:09 AM |
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Hey Tapani..Thanks for very great job ...I been played random maps many times with friends on hot seat..Excellent work..
Is new version coming soon?
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moz
Tavern Dweller
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posted January 14, 2007 10:22 PM |
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^) hehe,Tap, here it is ... i am not only one who thinks about "unguarded" resourses
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Tapani
Adventuring Hero
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posted January 24, 2007 02:41 AM |
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Hello all,
thank you for all the comments and suggestions. I have prepared a new version trying to accomodate some of the wishes and bugs that have been pointed out.
The new version can be downloaded from here
or using the link at the top of the thread.
Changes include:
- I have attempted tweaking the monster strengths for smaller maps and for lower strength settings. They are probably better now than before, but I am sure there are things that still needs tweaking. Also the omfg setting has undergone an astronomical increase in strength... beware!
- Added setting to disable joiners.
- Increased branchiness on smaller maps.
- Bug fixes: snow can no longer occur on non-hof maps (maybe unless chosen as starting terrain :-)
- Sand starting terrain no longer cause the rmg to crash.
I have not added unguarded (or clustered) resources yet, maybe later this week.. also I'll see if I can do something about additional castles.
The thing is that we play on the largest maps with the heaviest monsters possible, so any opinions for the smaller maps are welcome (like many of you have already given).
I ask you to be specific, like:
"Using map size 216x126 and extra hairy monsters, we got 1200 succubus guarding a town. Thats way too many! More like 300 would have been sensible."
The thing is that we play on 216 or larger, using hairy up to omfg monsters so those are the settings that has seen the most tweaking.
Thanks go to all in this thread providing bug reports and suggestions.
//Tapani
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Alex_Killer
Tavern Dweller
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posted January 25, 2007 08:29 AM |
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Hmmmm...Now it seems impossible to play on hairy+ difficulty...Got legion mages and legion berserkers on first week!!! guarding pass to nearest areas..
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Tapani
Adventuring Hero
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posted January 25, 2007 04:18 PM |
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Edited by Tapani at 16:22, 25 Jan 2007.
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Quote: Hmmmm...Now it seems impossible to play on hairy+ difficulty...Got legion mages and legion berserkers on first week!!! guarding pass to nearest areas..
Ouch! I'll have to check..
It is a bit tricky to balance the monsters, since their number also varies on the game level (ca 50% more on heroic), and also they do grow with 50% each month.. at least on heroic.
My ideas of what the monster strengths should indicate is:
[code]
Setting.....Strongest.......Wood and ore guard
----------------------------------------------
Weak .......20-40 lvl 5-6...10-20 lvl 1
Normal......30-70 lvl 6.....20-40 lvl 1
Strong......50-150 lvl 6-7..40-60 lvl 1
Very Strong 100-200 lvl 7...60-80 lvl 1
Hairy.......200-500 lvl 7...80-120 lvl 1
Extra hairy 500-1000 lvl 7..100-150 lvl 1
OMFG........100k+ lvl 7.....100-250 lvl 1
[/code]
Feel free to comment if there something you agree or don't agree with. Come with very specific suggestions on what kind of guard is reasonable, and on what settings.
When it comes to the first border guard, it is created as an interpolation between 0 and the worst monster. It is harder to control in the framework I have.
EDIT: Sorry for the messy table with the "..." I didn't get the code environment to work and the courier squelches whitespaces.
//Tapani
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moz
Tavern Dweller
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posted January 25, 2007 09:28 PM |
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Edited by moz at 21:30, 25 Jan 2007.
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hi again.
I've told you-monster strength is good enough on 3 lower settings. But improve abit zone guards : +20 %quantity to 1st counting from players , +40% to 2nd , and 60% to 3th and so on.
I've suggested you to brig combined guard on towns cause it will be real cool. Hard to beat with machiners on 1-2 week but can be beaten with all races on 3-4 weeks of the game - "native" castles won't make SO hugh disbalance that way .
ANd TAp. PLz add Fort to initial town. or make mb chance of placing fort at start
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Tapani
Adventuring Hero
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posted January 26, 2007 03:00 AM |
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Edited by Tapani at 03:00, 26 Jan 2007.
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New version
1.04 had an embarrasingly stupid error still resulting in snow on non-hof maps. This is the main error fix. I have also tweaked the monsters a bit on hairy+ settings.
I still cannot reproduce a legion as my first border guard (had mostly hordes of lvl 4-6). On OMFG setting, there can be mid-throngs of lvl 4-5, but on that setting you get what you ask for anyway :-)
//Tapani
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Alex_Killer
Tavern Dweller
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posted February 01, 2007 10:50 AM |
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Now its much better but still impossible to play on extra hairy and OMFG diff (heroic)..(On extra hairy/heroic got ~200 genius and ~200 inquisitors on first week).
So,now we playing with strong/very strong monsters
And some suggestions:
Maybe try to set more randoms like random (not linked) towns...I think u can set it optionable..
Remove these resourses areas and place 0 ,1 or 2 random resourse in each area..I think it will more fun with more randoms...
Btw,what about underground?
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FreshHope
Adventuring Hero
Defender of Light
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posted February 03, 2007 06:19 AM |
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Hey Tapani, thanks for bringing us an alternate RMG. Thats a gr8 job there!
Pardon my ignorance, as i seldom browse to this section. How do i go about installing your RMG? i noticed there is a dll and exe file in the zip folder (together with the readme file). Thanks!
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Where there is Faith, Hope arises.
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stachnie
Known Hero
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posted February 05, 2007 01:53 PM |
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Hi Tapani, thank you for a great job (I have installed 1.0.4). However, I have two remarks.
1. I have a Polish version of H5 and it is installed in a non-default dir so at first I could not make your RMG to work (while creating a map it was crashing with a message that it could not find some Registry entry). I had to manually add appropriate Registry entry (similar to an existing one but IIRC I had to change CentralEuropean -> European).
2. When trying to load some maps crash the map editor. The reason may be that I have no HOF. Yes, I uncheck the "HOF compatibility" box and IIRC it is not related to snow terrain (I had succesfully loaded some map with some snow). I will try it with 1.0.5.
S.
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moz
Tavern Dweller
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posted February 12, 2007 10:41 PM |
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hey tap
i told you many times - PLZ fix that annoying bug with monster strength on 96 96 map. I mean : when you are trying to generate 96 96 map with normal creeps - it generates with strong
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freaksta123
Tavern Dweller
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posted February 14, 2007 09:52 PM |
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Hi i use your RMG all the time but i can't seem to be able to edit the maps i make with it and play with friends it says some sort of error about mods i just want to make minnor changes but i can't seem to get the maps to work after i change things could someone help me please
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Alex_Killer
Tavern Dweller
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posted March 26, 2007 11:02 AM |
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hey Tap..is new version incomin or u stop work with this?
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