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Thread: Ok Its still Not Configrmed but 90% i will make a rmg so get in | |
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nevermind
Famous Hero
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posted April 05, 2007 05:16 PM |
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Ok Its still Not Confirmed but 90% i will make a rmg so get in
This Thread is a discussion about RMG , Its ment to give me ideas about how to make my rmg as best as it can. So Anyone please post here you RMG opinions - please first write if u have any rmg experience (did u use the h3 one?) and then write how your "dream rmg" will look like and what features will it have. Thanks.
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Destro23
Promising
Famous Hero
Keeper of GrongGrong
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posted April 05, 2007 07:56 PM |
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Edited by Destro23 at 19:57, 05 Apr 2007.
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I dabbled with the H3 RMG, but then Midnight made a bunch of amazing maps with the rmg in H3 and negated any reason for me to continue exploring it .
Dream RMG hmmm..
- Player start zones, large, average guardians. I'd prefer to see 2 break out points, 1 which would lead to a common desert like zone where the goodies are. Both players would break to this area through some relatively difficult creatures, maybe 19 lv7 week 1 that grows. The other break would be to smaller treasure zone, this would not be a shared zone.
- Terrain, all player areas start on grass.
- This style of random map does require a no instant travel rule though. As Having huge guards blocking player interaction is not really meaningful if every hero at lv15 or whatever can just port into treasure zone.
I havn't looked at the H5 rmg editor yet, how in depth does it let you go? I have had 2 kinds of maps so far. type a) Players areas are way too close, often resulting in sim turn end week 1 (just in case you could kill that stack of 35 warlords week 1) And type b: Extremely long map month well into month 2 before contact. I prefer the latter.. but a mid point would be even better.
RMG map in my opinion should be a 6-8 week game, depending on map/guards.
EDIT:
If midnight sees this and has dabbled at all in the H5 rmg editor he'd be a good one to get some info from. His H3 RMG file was by far the best I played at least.
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the_teacher
Supreme Hero
Talk to the hand!
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posted April 06, 2007 09:31 AM |
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i guess its not possible to generate starting area terrain according to town type. would be great and will balance those who are natives or take advantage of the grass (and here im not talking about aculias ) in skill development. and more colorful .
- checkboxes for enabling/disabling instant travel, summon boat, or any other key spells, for dragon utopia, hill fort, sphynx, etc.
- settings for level of sides similarity , (i.e. different/pretty much alike/very similar )
- team setting, random starting town, underground yes/no
- richness levels. in terms of resources/mines/artifacts
- if possible,if are talking about dream settings : number of additional neutral towns (i.e. one (two) neutral town alligned with every player/no towns of same alignment/random neutral towns/no neutral towns)
- level of guards overall (3-5 levels)
- for templates we will bring our contribution of course
- about artifacts, map should containes all range : minor to relic
be back
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nevermind
Famous Hero
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posted April 06, 2007 09:54 AM |
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Quote: i guess its not possible to generate starting area terrain according to town type. would be great and will balance those who are natives or take advantage of the grass (and here im not talking about aculias ) in skill development. and more colorful .
Yes it is possible to generate it according to town and is exactly what i had in mind..
In my plan - something called low(up to 4th) town spacific dwelling,and low none spacific - That will be:
For haven : archer , for dungeon : blood maiden , for necro - vampires , for sylvan - elves , for academy - mage , for inferno -succubus , for fortress -brawler
,So picking town spacifi will give you 1 dwelling of the above for that town , picking non town spacific will give you a random that is not one of those.
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- settings for level of sides similarity , (i.e. different/pretty much alike/very similar )
That i was not going to put in and will not unless someone convince me otherwise , I'm a real believer in randomness and i think a random map that is an exact mirror is boring and pointless , The plan is every area is randomized to the fullest and you can't choose any similiraty settings.
Quote:
- team setting, random starting town, underground yes/no
In plan but will prolly be only in later versions of the rmg.
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- richness levels. in terms of resources/mines/artifacts
- if possible,if are talking about dream settings : number of additional neutral towns (i.e. one (two) neutral town alligned with every player/no towns of same alignment/random neutral towns/no neutral towns)
That will be part of the settings in the template.
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- level of guards overall (3-5 levels)
What does overall means? Anyway i have no intension to let people choose level of guards since it lowers the random factor.
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the_teacher
Supreme Hero
Talk to the hand!
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posted April 06, 2007 10:59 AM |
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level of guards = weak-medium-strong- very strong- insane
something like this. a scaling more likely.
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nevermind
Famous Hero
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posted April 06, 2007 06:16 PM |
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Quote: level of guards = weak-medium-strong- very strong- insane
something like this. a scaling more likely.
Added a field called "Stregth factor" its a simple numeric value that will multiply every guard and has a default value of 1.0 .
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Valentin
Adventuring Hero
grr
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posted April 07, 2007 11:47 AM |
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I think, the H5 original RMG is not bad, and he is better then H3 RMG.
Ofcourse H5 RMG need alot updates but the best combination is:
1)Large
2) +underground
3) "S6" seed
4) hide minimap --- you'll see realy good maps. I have alot games with Ghasteater there and I like the maps.
5) How me and Ghasteater play clans on RMG. We choose the map to be for 4 or 6 players. I play the first evil (I m chaotic) and he play the last race.(he is rogue) We choose our heroes. It is fun.
What must be changed in H5 RMG now:
1) Hill fords must be guarded
2) Cartographer must be guarded
3) It must be possible to have "S 6" seed on map without undergoround (now it is not).
4) The map must be full with creatures, arts, dwelings, buildings etc.
4) The creation of the RMG map must be like in H3 (in front of all players). Now it is stupid only one player to create a map and the other players to "trust him".
5) For the players must be possible to choose his race and to be in native terrain. Now if you choose "random towns" option, you dont know what kind of terrain will have. If you have snow or desert - it is not fair.
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nevermind
Famous Hero
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posted April 07, 2007 04:23 PM |
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Quote: I think, the H5 original RMG is not bad, and he is better then H3 RMG.
What must be changed in H5 RMG now:
1) Hill fords must be guarded
2) Cartographer must be guarded
3) It must be possible to have "S 6" seed on map without undergoround (now it is not).
4) The map must be full with creatures, arts, dwelings, buildings etc.
4) The creation of the RMG map must be like in H3 (in front of all players). Now it is stupid only one player to create a map and the other players to "trust him".
5) For the players must be possible to choose his race and to be in native terrain. Now if you choose "random towns" option, you dont know what kind of terrain will have. If you have snow or desert - it is not fair.
You are all so very wrong And the above fixes only ubi can do and so far they didn't
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Valentin
Adventuring Hero
grr
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posted April 07, 2007 08:11 PM |
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In what exactly I m wrong?
Every good RMG must have the fixes below, I hope ubi will fix them in next patch.
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nevermind
Famous Hero
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posted April 08, 2007 07:59 PM |
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Quote: In what exactly I m wrong?
Every good RMG must have the fixes below, I hope ubi will fix them in next patch.
Besides being wrong in the actual things you said your post here is in general wrong to put here , Please try to stay in the topic and not go to thing you want to talk about which are irrelavent to this thread.
- I hope your not offended but i like this thread to stay in the direction its intended and not go to directions which are irrelavent.
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TheDeath
Responsible
Undefeatable Hero
with serious business
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posted April 08, 2007 08:25 PM |
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Quote: What does overall means?
Probably average
Quote: Anyway i have no intension to let people choose level of guards since it lowers the random factor.
So we have like, Black Dragons guarding the Sawmill?
Also how does the generator makes up the terrain? because it has to have some paths or whatever, not just fully random (even if it is still reachable).
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nevermind
Famous Hero
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posted April 08, 2007 08:51 PM |
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Quote:
Quote: Anyway i have no intension to let people choose level of guards since it lowers the random factor.
So we have like, Black Dragons guarding the Sawmill?
Your right , was thinking about stating a fixed level of guards for each object ( fixed also means to randomly choose from several options)
But i will put these values configurable and i might consider later on to integrate them withing the actual template definition (we'll see).
Quote:
Also how does the generator makes up the terrain? because it has to have some paths or whatever, not just fully random (even if it is still reachable).
The generator does not DO ANYTHING since it does not yet exist in case you didn't understand this thread is ment to give me ideas about how to make it , Right now only this week i will confirm if i make it or not (probably yes ) As of now also the only thing which is partially started is the gui which is maybe 50% finished.
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Valentin
Adventuring Hero
grr
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posted April 08, 2007 08:55 PM |
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Quote:
Quote:
Quote: Anyway i have no intension to let people choose level of guards since it lowers the random factor.
So we have like, Black Dragons guarding the Sawmill?
Your right , was thinking about stating a fixed level of guards for each object ( fixed also means to randomly choose from several options)
But i will put these values configurable and i might consider later on to integrate them withing the actual template definition (we'll see).
Quote:
Also how does the generator makes up the terrain? because it has to have some paths or whatever, not just fully random (even if it is still reachable).
The generator does not DO ANYTHING since it does not yet exist in case you didn't understand this thread is ment to give me ideas about how to make it , Right now only this week i will confirm if i make it or not (probably yes ) As of now also the only thing which is partially started is the gui which is maybe 50% finished.
Idan, I wish you gl and I hope you will create good RMG. In my post I give you alot recommendations and I hope I can help you. The important for me is to full the map with creatures and to have no not guarded objects. GL
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TheDeath
Responsible
Undefeatable Hero
with serious business
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posted April 08, 2007 08:56 PM |
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Quote: The generator does not DO ANYTHING since it does not yet exist in case you didn't understand this thread is ment to give me ideas about how to make it , Right now only this week i will confirm if i make it or not (probably yes ) As of now also the only thing which is partially started is the gui which is maybe 50% finished.
Sorry I thought it was 90% finished.
And ideas can be given even after the basic generator is done
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Plexus22
Known Hero
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posted April 12, 2007 04:49 AM |
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Are we talking about an RMG that will use "templates" like the H3 one did and the current HV one does or is it going to be an RMG that doesnt need a template bacause all the controls and configurable options that normally make a template what it is, will be built right into the RMG?
The biggest problem with the RMG that already exists is that all the Ubi made templates built into it suck.
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nevermind
Famous Hero
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posted April 13, 2007 07:41 AM |
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Quote: Are we talking about an RMG that will use "templates" like the H3 one did and the current HV one does or is it going to be an RMG that doesnt need a template bacause all the controls and configurable options that normally make a template what it is, will be built right into the RMG?
The biggest problem with the RMG that already exists is that all the Ubi made templates built into it suck.
This rmg is set to be better the homm3 one, does that answer your question?
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