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Thread: Help me understand RMG | |
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PraxxtorCruel
Adventuring Hero
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posted January 02, 2010 04:50 AM |
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Help me understand RMG
Hi there old folks.
I am mighty sure there isn't no young HOMM 3 players around as it's quite an old game.
Okay, the problem I'm having is most of the rmg templates made for HOMM 3 are meant for multiplayer online and MAX 2 players, but I'm not into it. We just want to play a (hot seat) xl map with FULL under not just bits and blobs and no water what-so-ever. With lots of artifacts and mighty mighty strong creatures guarding them, I don't mean a legion of azure dragons, I just want the stack guarding them to have a greater than usual stack. I'd also need it to be 8 players 2 humans and 6 computer players. I want there to be lots of monsters all over the map guarding something, because I usually find myself bored to death once I've killed everything and considering that there is 7 other players on the map the creatures aren't gonna last very long. If someone could help me understand what I need to change in the rmg.txt file I'd appreciate it alot. The longer the game lasts the better. What I hate about the random map generator is it usually leaves big areas with only a few things when they could have added so much more guards/treasures/buildings.
Thanks for your time
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Binabik
Responsible
Legendary Hero
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posted January 02, 2010 12:18 PM |
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Start here. At the bottom of the page are some links to rmg threads.
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PraxxtorCruel
Adventuring Hero
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posted January 04, 2010 02:17 PM |
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Quote: Start here. At the bottom of the page are some links to rmg threads.
Okay I had a look at that, I changed Maximum human positions to 8 but it still refuses to allow more than 2 players, what do I need to do?
Also what setting in the rmg template actually states whether the underground will be fully mapped rather than small round islands here and there.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted January 04, 2010 03:44 PM |
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Quote: Okay I had a look at that, I changed Maximum human positions to 8 but it still refuses to allow more than 2 players, what do I need to do?
This changing alone won't help a lot. You have to change the "Zone type" too. Everywhere you see an "x" in the column "Computer start", you have to delete that and make an "x" in the column "Human start" instead.
Quote: Also what setting in the rmg template actually states whether the underground will be fully mapped rather than small round islands here and there.
Depends on which areas the computer is placing in underground when creating the map. You can define areas as underground areas when marking the area as "Cave" for example. You have to paly around with the area sizes given in the template. If you often get small areas in underground, and those are starting areas of players, change all starting area sizes to bigger ones. If underground only has treasure areas or connection areas, then change those area sizes to bigger ones. It takes a little to play around with those numbers....
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Better judged by 12 than carried by 6.
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PraxxtorCruel
Adventuring Hero
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posted January 04, 2010 07:03 PM |
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Quote:
Quote: Okay I had a look at that, I changed Maximum human positions to 8 but it still refuses to allow more than 2 players, what do I need to do?
This changing alone won't help a lot. You have to change the "Zone type" too. Everywhere you see an "x" in the column "Computer start", you have to delete that and make an "x" in the column "Human start" instead.
Quote: Also what setting in the rmg template actually states whether the underground will be fully mapped rather than small round islands here and there.
Depends on which areas the computer is placing in underground when creating the map. You can define areas as underground areas when marking the area as "Cave" for example. You have to paly around with the area sizes given in the template. If you often get small areas in underground, and those are starting areas of players, change all starting area sizes to bigger ones. If underground only has treasure areas or connection areas, then change those area sizes to bigger ones. It takes a little to play around with those numbers....
I done the zone change but still it only allows 2 players here's my settings
Also is there a value "super" for monster strength?
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted January 04, 2010 09:31 PM |
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Edited by angelito at 21:32, 04 Jan 2010.
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You have determined 6 different areas as starting areas AND as treasure areas (area 3-8). That's not possible.
An area is either:
- human start
- computer start
- treasure
- junction
There is no "super" for monster strength. The monster strength can be determined by 2 things:
- The value between 2 areas
- The treasure value in an area
The determination "strong, average, weak, none" isn't really telling you the strength of the monsters itself, but what kind of map objects are guarded at all.
Monster strength:
none = no wandering monsters in that area at all
weak = all mines are unguarded, low level artefacts are unguarded
average = all but wood and ore mines are guarded, higher level creature dwellings are guarded (outside)
strong = nearly every object is guarded, except some resource piles, even low level dwellings
If you want strong monsters in an area, you have to put the treasure values in that zone pretty high.
If you want strong monsters between areas (zone guards), set this value high
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Better judged by 12 than carried by 6.
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PraxxtorCruel
Adventuring Hero
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posted January 04, 2010 10:31 PM |
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Quote: You have determined 6 different areas as starting areas AND as treasure areas (area 3-8). That's not possible.
An area is either:
- human start
- computer start
- treasure
- junction
There is no "super" for monster strength. The monster strength can be determined by 2 things:
- The value between 2 areas
- The treasure value in an area
The determination "strong, average, weak, none" isn't really telling you the strength of the monsters itself, but what kind of map objects are guarded at all.
Monster strength:
none = no wandering monsters in that area at all
weak = all mines are unguarded, low level artefacts are unguarded
average = all but wood and ore mines are guarded, higher level creature dwellings are guarded (outside)
strong = nearly every object is guarded, except some resource piles, even low level dwellings
If you want strong monsters in an area, you have to put the treasure values in that zone pretty high.
If you want strong monsters between areas (zone guards), set this value high
Okay, now that was helpful, I finally got 8 players to work by deleting the x's from the treasure fields but now when the random map creation finishes there is still only 2 players on the map how do I get the map generator to this for all 8 players.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted January 04, 2010 11:06 PM |
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Please send me your template and I will take a look if I can find what's wrong.
angelitoatonlinehome.de
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Better judged by 12 than carried by 6.
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PraxxtorCruel
Adventuring Hero
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posted January 04, 2010 11:14 PM |
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Quote: Please send me your template and I will take a look if I can find what's wrong.
angelitoatonlinehome.de
Thank you angelito, I've sent it. Oh I've realized sometimes the random map generator might leave some underground routes empty what's the cause of this, what do I need to do or change? Thank you. One more thing, the random maps seem to have every castle connected by routes (the road). I know this has something to do with junction, my junction fields are empty, how would I eliminate the possibilities of reaching each other too soon in the game.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted January 05, 2010 08:01 PM |
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I have recieved your mail and realized you changed an existing 2 player multiplayer template (marathon) into an 8 player template. That will be more complicated than you first think, but read about that later...
You now set 8 areas as starting areas for human players, but you
still only have 2 players with a starting town, all others don't have a starting town (because those areas have been neutral before your changings).
Check the column "Player towns / minimum castles". Put a "1" in all squares from line 3 to line 8 (line 1 and 2 already have that "1").
After that, delete the "1" in the following column "Neutral towns / minimum towns" from line 3 to line 8 (line 1 and 2 don't have neurtral towns in original template), if you do not want any neutral towns in the 8 starting areas of the human players. Or put a "1" in line 1 and 2 to give all 8 players a second town in their area.
What you also have to adjust is the area size of the areas 3 to 8. All humans should start with same conditions, therefore, all starting areas should have the same size. Either change area 1 and 2 to size 30, or change 3-8 to size 15.
Now you have to take a look at the column "Town types". Here are some "x" missing in the areas 3 to 8, because those areas (as we already know) should have been treasure areas and not starting areas.
To make things not too complicated, just mark every square below the different castle types (just for your info, "Elemental" means Conflux!) from line 1 to line 8, so all towns are possible to appear for every human player.
When done, you have to re-arrange all the mine properties ("minimum mines"). Currently, only area 1 and 2 have wood and ore mines. All other mines are divided in the following areas. With 8 players, all 8 starting areas should have wood and ore mines. To make things a bit less complicated, I would place all kind of mines in all 8 starting areas, otherwise some palyers could be extremely handicaped, because they may not be connected to treausre or junction areas with mines they need!
After that, the most complicated part starts, the treasure values in each areas and the connections between all the areas. Each area has 3 possible value ranges with a density each. Your current template was built for 2 players and many neutral zones. So only the 2 human starting areas have same treasure values (only 2, this is a speciality of marathon template.
It looks currently like this:
Area = 1
Low = 4000
High = 5000
Density = 4
Low = 300
High = 2000
Density = 7
Area 2 the same.
Now you would have to change the values for area 3 to area 8 and give them the same numbers as area 1 and 2.
And now, last but not least, the different connections between the towns have to be re-arranged.
You better take a piece of paper and make a small drawing, so you get an idea how the areas should be arranged. After that, mark all connections and think about at what time the players will break through this boarder. the earlier they will get there, the lower you make the values, so they have a chance to break it at all. But watch out how fast 2 players could meet! That's why the drawing is so important. Give every area a number, then you can see how many areas you have between 2 players.
Mkae your changings in the column "Zone Connections / Zone 1 / Zone 2 / Value"
It doesn't matter how many connections you make, you can fill the squares down to line 3000 if you like
Good luck and don't concede too early. Making templates isn't that easy as it looks on the first view..
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Better judged by 12 than carried by 6.
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PraxxtorCruel
Adventuring Hero
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posted January 05, 2010 09:14 PM |
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Quote: I have recieved your mail and realized you changed an existing 2 player multiplayer template (marathon) into an 8 player template. That will be more complicated than you first think, but read about that later...
You now set 8 areas as starting areas for human players, but you
still only have 2 players with a starting town, all others don't have a starting town (because those areas have been neutral before your changings).
Check the column "Player towns / minimum castles". Put a "1" in all squares from line 3 to line 8 (line 1 and 2 already have that "1").
After that, delete the "1" in the following column "Neutral towns / minimum towns" from line 3 to line 8 (line 1 and 2 don't have neurtral towns in original template), if you do not want any neutral towns in the 8 starting areas of the human players. Or put a "1" in line 1 and 2 to give all 8 players a second town in their area.
What you also have to adjust is the area size of the areas 3 to 8. All humans should start with same conditions, therefore, all starting areas should have the same size. Either change area 1 and 2 to size 30, or change 3-8 to size 15.
Now you have to take a look at the column "Town types". Here are some "x" missing in the areas 3 to 8, because those areas (as we already know) should have been treasure areas and not starting areas.
To make things not too complicated, just mark every square below the different castle types (just for your info, "Elemental" means Conflux!) from line 1 to line 8, so all towns are possible to appear for every human player.
When done, you have to re-arrange all the mine properties ("minimum mines"). Currently, only area 1 and 2 have wood and ore mines. All other mines are divided in the following areas. With 8 players, all 8 starting areas should have wood and ore mines. To make things a bit less complicated, I would place all kind of mines in all 8 starting areas, otherwise some palyers could be extremely handicaped, because they may not be connected to treausre or junction areas with mines they need!
After that, the most complicated part starts, the treasure values in each areas and the connections between all the areas. Each area has 3 possible value ranges with a density each. Your current template was built for 2 players and many neutral zones. So only the 2 human starting areas have same treasure values (only 2, this is a speciality of marathon template.
It looks currently like this:
Area = 1
Low = 4000
High = 5000
Density = 4
Low = 300
High = 2000
Density = 7
Area 2 the same.
Now you would have to change the values for area 3 to area 8 and give them the same numbers as area 1 and 2.
And now, last but not least, the different connections between the towns have to be re-arranged.
You better take a piece of paper and make a small drawing, so you get an idea how the areas should be arranged. After that, mark all connections and think about at what time the players will break through this boarder. the earlier they will get there, the lower you make the values, so they have a chance to break it at all. But watch out how fast 2 players could meet! That's why the drawing is so important. Give every area a number, then you can see how many areas you have between 2 players.
Mkae your changings in the column "Zone Connections / Zone 1 / Zone 2 / Value"
It doesn't matter how many connections you make, you can fill the squares down to line 3000 if you like
Good luck and don't concede too early. Making templates isn't that easy as it looks on the first view..
Yes, you are right, I've been pulling my hair out, but thanks to a little patience and alot of help from you, I belive I'm starting to understand these templates, I will now take your words into practice and will let you know how it goes, thank you angelito.
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dw_kane
Tavern Dweller
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posted June 17, 2016 07:20 PM |
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angelito said: Please send me your template and I will take a look if I can find what's wrong.
angelitoatonlinehome.de
Dear Angelito,
may I send you one as well?
I tried to make a template for 3HumansVs3Computer (each human player connected with a moderate block (8500) to one TA which is connected to a TA (45000) which in turn is connected to the 3 computer players (8500).
I tried to change restrictions and player settings (and may have ticked human AND computer in the version i sent you).
I would very much appreciate your help!
Farewell warlord we shall meet again...
Kane
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natalka
Supreme Hero
Bad-mannered
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posted June 20, 2016 03:45 PM |
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Why don't u try some rmg templates for 2 players with 6 computers like 6lm10a?
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