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Heroes V RMG Template Editor
Download current version: Heroes V RMG Template Editor 1.0.2.1 Description: Welcome to a topic about the Heroes V RMG Template Editor. This editor allows to create new or modify existing templates for the random map feature of the official "Heroes of Might and Magic V Map Editor". Features: - Create/delete zones - Create/delete connections - Modify map template properties - Modify zone/connection template properties Screenshots, system requirements, etc. are listed on the download page. Have fun. If you find a bug one please report it here. For the templates to actually show up in the RMG, they need to be saved to "<H5-Folder>/data/RMG/Templates/". If this folder does not exist yet, simply create it. This message has been edited. Last edited by: Silpion, |
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From another topic:
The template editor can not directly decrypt the name but you can open the template and look what it does (e.g. how many zones, players, etc.). The built-in templates are located in the file data.pak. Just rename it to .zip, and decompress it. They are located in the subfolder RMG/Templates. |
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Thanks.
Do you know anything about the range of the numbers for e.g. guard strength and density etc? What is max, what is min? |
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And I saw that someone talked about and showed some drawings of map layouts in another thread (on Heroes Community). How do you determine where the various zones will be placed? I thought they were positioned at random? Or does it place the zones 1-X from top to the bottom of all maps generated from that template so that zone 1 is always top left corner etc?
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My future plans for this editor include a wizard interface which gives you choices like "weak", "strong", etc. Or probably as a first step a help sheet with example numbers and results. Unfortunately figuring out these numbers is a lot of work and I currently don't have the time to spend hours of adjusting numbers, generating maps and writing down the results. If someone else volunteers for this I'll happily include the info. If no one volunteers I'll do it myself but I'll have to delay it until my diploma thesis is finished.
In this regard, the templates only set the number of zones and how they are connected. The layout on the map is determined by the RMG. Drawings of the zone layout are only a visualization. All zones will be aligned to form a nice square (currently all maps are squares) and it is to be expected that the RMG uses teleporters for some connections. This message has been edited. Last edited by: Silpion, |
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It is as I thought then with the map layout. I'll be working on figuring out the meaning of the numbers myself, I'll let you know if I have any revelations
With your experience using the editor, have you any rules of thumb as to what makes a good balanced map? I find it hard to determine the best way of putting a map together, other than just trying, play testing and modifying when I find something is not working well. Is it a good idea to have all zones connected for instance for easy access? I've noticed that the AI goes for the teleporters immediately, disregarding treasures and castles, which is why I would like to eliminate teleporters entirely. Unfortunately that's not possible at this time. |
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A fast way to get a good estimation on what the numbers do is to analyze the original templates: Draw a small map on how the zones are connected and look what the numbers are on starting areas and on the central ones. Examples: 1. "S7-15P2-8Z9K2.4b.xdb" A star-like map, eight player starting zones, each with a connection to a central 9th zone (with e.g. town guard strength 20 and a treasure chest density of 50 instead of 30 like in the starting areas). 2. "S7-22P2-8Z15K2.4c.xdb" A tree-like map, eight player starting zones. The map consists of a main zone (nr. 15) which is connected to two other zones. These are again connected to two other zones, etc. until there are eight base zones (together 15 zones). The zones connected to zone 15 have a town guard strength of 60.
All connections that connect zones which are not neighbours are realised via teleporters. Connecting all zones to each other will result in lots of teleporters (except if you use less or equal than three zones). |
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New version is up, added the ability to clone zones and connections. Please note the modified license (only applies to those who want to host the file on another website).
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Have you had any luck loading your RMG games? I tried it, as I posted in the generel forum, but I cannot load my game even though I followed the instructions from that Russian guy. Which makes RMG games pretty much worthless...
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I just created a new template, a random map based on that template, started the map using hot-seat, saved, returned to main menu and loaded the save again.
There were no problems, maybe they are connected to playing online? I have never played online, only hot-seat. |
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It's definately an online problem, because the saves or maps or whatever do not match, so you get the error message.
HOMM in single player and hot seat modes work like a charm, not multiplayer online though. If you happen to stumble upon some info on this issue, please let me know, it's very frustrating. The only person I play HOMM with is 5500 miles away, so hot seat is not really an option. |
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Does this also happen with non-random maps? If not, this oculd work: Just modify the rmg maps a litte (move a treasure by one tile or so).
You'll get a warning: After this, the map is non-random. If you save it, it should behave like any other non-random map. |
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All other maps work ok, it's just the RMG maps. I host and I can load the game, but my brother can't join.
We tried modifying a map, but it prohibits the other person from joining the game as 'mulitplayer regeneration won't work'. |
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Even if you both have the map file?
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Even so. Last time I tried that I did not move anything in the map though, I just checked of all spells, heroes and artifacts to be included in the map. Maybe moving something makes a difference...?
I've stopped trying to understand Nival. |
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Yeah, so I finally got the thing to load. Now I'm trying to figure out the template editor. I downloaded your latest version, nice trick with cloning the zones, saves a lot of time and makes sure they're identical.
I played a map with setting 30 on treasures and that was a LOT of treasure, gems, sulfur and all that in unguarded stacks of up to 14! Way too much. Do you know how to make sure everything is guarded so you don't get 50 of everything in week 2? I'd like some unguarded treasure chests, but all resources to be guarded, except maybe a couple of wood and ore. |
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Sadly no, there doesn't seem to be a setting on how treasures are guarded.
I plan to include support to edit the file RMG/Params/Default.xdb which includes some settings for enemy stack strength. Unfortunately this will have to wait some time. |
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That sounds cool, I look forward to the next version. Menawhile I'm going to experiment on the max settings, I think the map will disappear from the template list in-game if you have exceeded the max settings, so trial and error should let me knwo what the range is.
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The forums seemed to have rolled back to a backup, some posts are missing and the first post was back to a version a week ago. I just re-updated it to show the current version.
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Are you absolutely positive that your newest version of the template editor is 'compatible' with TOTE?
I've been trying to create a new template with it, but no matter what I do the template does not show up in-game. My old template is still there and all the templates I've downloaded are there. Even if I move the templates, and they disappear in-game, and then move them back, they are there again. But any new template I create does not show. I find that very odd. I checked that I hadn't made any settings in the template that couldn't be met, but still nothing. Any ideas? |
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Might and Magic
Heroes of Might and Magic V Cartographers Guild
Heroes V RMG Template Editor
