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Posted
im making a map, and im trying to decide if i should use random creatures. a good point was made that using random creatures gives the map more replayability, so if you play again you are not fighting the same things.

what ive done so far is ive choosen the exact neutral creature armies. the reason i did this is to keep certain areas themed.
for example, there is a fiery lava filled underground, so i didnt want things like treants or other surface dwelling creatures randomly appearing there.
so i picked creatures from the undead, dungeon and inferno factions to gaurd things.

but now im thinking i should go back and change my neutral armies to random so the map isnt predictable.

what would you guys use for your maps?
maybe even a mix of some random, some set might work good, rather than change all the monsters to random.
 
Posts: 266 | Registered: Sun April 23 2006Reply With QuoteEdit or Delete MessageReport This Post
Picture of goznik
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I always use random creatures.
(Except for Heroes4 were I used mega dragons)

I cant say its better,Just the way im used to from my favored levels in Heroes3.


 
Posts: 619 | Registered: Fri July 29 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of KingImp
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This is what I usually like to do. When guarding mines in a certain faction's lands, I place the opposite faction's units in front to guard it (i.e. Academy-Necropolis, Dungeon-Sylvan, Haven-Inferno). After that, I then use random to guard everything else.


 
Posts: 2757 | Registered: Thu March 31 2005Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by goznik:
I always use random creatures.
(Except for Heroes4 were I used mega dragons)

I cant say its better,Just the way im used to from my favored levels in Heroes3.


out of curiosity, why do you only place random on your maps?

quote:
Originally posted by KingImp:
This is what I usually like to do. When guarding mines in a certain faction's lands, I place the opposite faction's units in front to guard it (i.e. Academy-Necropolis, Dungeon-Sylvan, Haven-Inferno). After that, I then use random to guard everything else.


ok, that is sorta what im doing too, i have themed areas, its too bad you cant have it randomly pick creatures from certain factions, like pick a lvl two from dungeon, inferno or undead.

there are certain gaurded things/areas i dont want random, for storyline reasons. but for mines and some treasures i think ill put random.

what lvl random do you choose for things?
like lvl one random for wood and ore, then lvl 2-3 for mercury, crystals, ect, then maybe lvl 4-6 for gold mines.
and then for artifacts, minor ones gaurded by random lvl 1-3, major 4-6, then relics gaurded by lvl 7?
do those numbers sound good?
 
Posts: 266 | Registered: Sun April 23 2006Reply With QuoteEdit or Delete MessageReport This Post
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I choose level 1 shooters for the wood and ore mines.

Then random level 4 monsters for all other mines except gold. I make gold mines have random level 5 monsters.

Minor artifacts, knowledge, spell power, etc., and wind/water mills random level 3 monsters.

Random level 6 to guard routes within each players area.

Random level 7 monsters guarding between each player's areas.

On too big for you maps, I'm using random level 4 creatures to guard the routes. Their exits when leaving each player's starting area, are guarded by random level 5 creatures. I always use the same level on the mines re-guardless of the map size.
 
Posts: 30 | Registered: Sat February 21 2004Reply With QuoteEdit or Delete MessageReport This Post
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I prefer exact creature types myself, assuming they are injected right. Immersiveness is the key.

The very fact that many, many maps will be appearing (thanks to the editor and the community) is enough replayability in and of itself to mute the random factor, imo.

Also, you can provide monster ranges (10-15) as opposed to static ammounts (12). So this helps with replayability, even if the unit type remains the same.

I guess it depends how you're setting up your map. If you design everything to gel with a feel and theme, you need exact things to pull that off. Do you want undead monsters in an undead ravashed land, or is it ok for sylvans with roses in the hair to hang out in bogs?

If you're just pasting and plopping things down, with a view to only balance, then it doesn't really matter.

One man's food is another man's poison. To me, however, immersion tastes very sweet.
 
Posts: 124 | Registered: Sun April 16 2006Reply With QuoteEdit or Delete MessageReport This Post
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this is y i try to avoid a heavily themed map. i like it being random, but then again pure random is hard to control, so the quality of the map might not b as great
 
Posts: 79 | Registered: Mon May 15 2006Reply With QuoteEdit or Delete MessageReport This Post
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you have made a good argument for setting exact creatures nanogasm, you gave the exact reasons why i didnt want to put random monsters.

if your whole map is random monsters, there is no theme, no continuity, just a mish mash of creatures everywhere.
on my map you would end up with flowery haired sylvans in the middle of the fiery pits of hell Smile

but at the same time, i want a map that can be played multiple times and not have a predictable map, fighting the exact same things everytime.

im undecided what to do, but i think im going to have a mixture, ill have random things gaurding the mines and resources, and some artifacts, swiftari gave a good formula for lvs of creatures to place.
but i am going to have set creatures for alot of things too. so it wont be totally predictable.
 
Posts: 266 | Registered: Sun April 23 2006Reply With QuoteEdit or Delete MessageReport This Post
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You could generate random monsters from a script using a selection of suitable monsters.

Would only work for single player maps unfortunately.
 
Posts: 3 | Registered: Sun February 15 2004Reply With QuoteEdit or Delete MessageReport This Post
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Ofcourse random creatures

lvl1 for wood and ore ,lvl 3 for precious ones and level 5 sometimes if its scarce 6 for gold.level 5 for articat merchant etc.

Placing random is good since its totally a new unpredictable challange each time you play.It is a great difference whether there is a wood elf or cerberi protecting the mine.And I recently discovered that some high level random creatures can be switched with horde of creatures below a level.Such as lots wampires switched with horde wood elves even though the random type is 4th level.
 
Posts: 519 | Registered: Thu March 31 2005Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by Othmaar:
You could generate random monsters from a script using a selection of suitable monsters.

Would only work for single player maps unfortunately.


yes, that would be good.

i suppose the function would look like this

function randommonster ()
local variable;
random (100),or maybe random(101);
random = variable;
if variable <= 50 then
AddObjectCreatures("object", creatureID, #);
elseif variable <= whatever....and so on.

but to have to place that script for every single gaurded object, even with copy and paste, and then adding all the lines for differnt types of creatures and differnt levels, upgraded or not...that would take alot of scripting. not sure i would be wanting to do that Smile

but i did notice something interesting in my recent tests of a map. i dont think that random monsters is completely random. i think if you put random monsters close together of the same lvl, there is a good chance they will all be the same creature.

i noticed that on this small map im making, since the random monsters are close together, that ill find areas where all random monsters are the same creature. what are the chances of that randomly happening?
 
Posts: 266 | Registered: Sun April 23 2006Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by myythryyn:
quote:
Originally posted by Othmaar:
You could generate random monsters from a script using a selection of suitable monsters.

Would only work for single player maps unfortunately.


yes, that would be good.

i suppose the function would look like this

function randommonster ()
local variable;
random (100),or maybe random(101);
random = variable;
if variable <= 50 then
AddObjectCreatures("object", creatureID, #);
elseif variable <= whatever....and so on.

but to have to place that script for every single gaurded object, even with copy and paste, and then adding all the lines for differnt types of creatures and differnt levels, upgraded or not...that would take alot of scripting. not sure i would be wanting to do that Smile

but i did notice something interesting in my recent tests of a map. i dont think that random monsters is completely random. i think if you put random monsters close together of the same lvl, there is a good chance they will all be the same creature.

i noticed that on this small map im making, since the random monsters are close together, that ill find areas where all random monsters are the same creature. what are the chances of that randomly happening?


I think that happens when you copy and paste the random creatures. I had that happen on a map I used copy and paste for the creatures.
 
Posts: 30 | Registered: Sat February 21 2004Reply With QuoteEdit or Delete MessageReport This Post
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nope, i didnt use copy and paste. i placed them individually.

so it wasnt that. there were a couple areas where random monsters close together spawned all the same.

maybe it was just chance. i dont think it happens everytime, but i have noticed it.
 
Posts: 266 | Registered: Sun April 23 2006Reply With QuoteEdit or Delete MessageReport This Post
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I was hoping it was the copy and paste that made it happen.

I don't have the map any more to test it agian. I saved over it not paying attention.
 
Posts: 30 | Registered: Sat February 21 2004Reply With QuoteEdit or Delete MessageReport This Post
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