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Posts from Random Monsters Map Patcher – diverse neutral armies.

4.5 (2 ratings)
In reply to Dyrman
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12 years ago
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Here is the second version of RM.
The mod makes neutral armies more diverse by adding other creatures to single monsters, taking into account the race.
Units are selected completely randomly, and the total strength of the army remains close to that of the original single unit.
The archive contains three versions of the mod: for playing without NCF (v3.1), for playing with NCF and the megapak, and for playing with the currently "complete" NCF (megapak + all creatures from psatkha.narod.ru + mine). If anyone finds creatures that are not in the complete version, please let me know, and I will include them.

Choose the desired version and copy it to the UserMods folder.

The archive also contains the RM-BuiltinMaps.h5u file, which allows the mod to work in multiplayer mode on standard maps.
To make the mod work on other maps, you need to process them using the NHF MS program.


Currently, a creature can be added to a single unit whose level is no lower than 3 and no higher than 2 levels of the main creature. The sum of the strengths of all creatures is close to that of the unprocessed single unit, and the average strength of a single creature can vary between 50-150%. These are the current formulas. If anyone has any questions or suggestions, please let me know.
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In reply to RedHeavenHero
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11 years ago
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I would like to ask if there is a version of the mod that works in multiplayer. Even in hotseat mode. I've been waiting for this mod for a VERY long time (longer than two...).
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11 years ago
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Added support for standard multiplayer maps.
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11 years ago
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I suggest the following scheme: - Divide creatures into arrays: Melee (slow, can be designated as "non-flying"), Melee (fast, can be designated as "flying"), Ranged, Spellcasters. 1) When forming a squad, reduce the number of existing creatures by 75%. 2) Add 25% of the strength of a full squad, graded as follows: Melee-Non-Flying, Melee-Flying, Ranged, Spellcasters (depending on the difficulty of the game, this can be changed). 3) The chance of each subsequent squad appearing is only 50%, with a maximum of 2 full iterations, after which the chance of each subsequent squad appearing is 100%. 4) The levels of the squads can be any; the upper limit will only be the strength (if the attempt fails, either give the same creature or continue the iteration according to the rule described above). The maximum variation in squad strength is within 15% (85%-115%).
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11 years ago
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And to increase the mix of "castle" and neutral creatures. For example, in a squad, you could have Paladins and Crossbowmen from Haven, and from NCF, you could have Cherubs and Brigands. And so on for all races. In principle, all neutral creatures have an implicit affiliation with one race or another.
In reply to RedHeavenHero
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11 years ago
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RedHeavenHero
If anyone has any questions or suggestions, please let me know.
I would also like to have the interface blocked while the mod is redoing the creatures and a message when they are all ready.

On large maps, the slowdowns are very noticeable.

If the slowdowns cannot be fixed, maybe it would be better to add an RM option to the NHF MS program.
This way, we will have a map created BEFORE the game, and there will be no slowdowns.

Added 1 minute ago
Mokara
And increase the mix of "Castle" and neutral creatures. For example, in a squad of Paladins, Arbalests from Haven, and from NCF, Cherubs and Brigands. And so on for all races. In principle, all neutrals have their indirect affiliation with one or another race.

It is better to expand the mix, but limit it to units of races with the same alignment: "Good" or "Evil". This way, the database will not suffer much.

Added 3 minutes ago
During mod testing, I also noticed that, for example, 5 stacks look bad: 2 Furies, 1 Megera, 3 Assassins, 2 Hunters, 3 Minotaurs.
In this case, if there is already some kind of creature upgrade, it is better to combine them or not separate them: 3 Furies, 5 Assassins, 3 Minotaurs.
Or, it is easier to perform a check by quantity, because it is strange when we have, for example, 5 units and all of them are 1.

Added 8 minutes ago
Is it possible to find out whether a stack was randomly placed in the map editor or not?
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11 years ago
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In general, it would be good to mix armies based on the storyline:
Humans and orcs (slaves), Academy and demons (grim hearts), red humans and demons, etc.
And neutral creatures from NCF should be given a "racial" affiliation. For example, the green creatures from RedHeavenHero readily spawn in the Haven army.
In reply to Dyrman
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11 years ago
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Dyrman
I would also like to have the interface blocked while the mod is redoing the creatures and a message when everything is ready.

On large maps, the slowdowns are very noticeable.

If the slowdowns cannot be overcome, maybe we should add an RM option to the NHF MS program. This way, we will have a map created BEFORE the game, and there will be no slowdowns.
I created a separate RMMS program and was about to upload it for testing, but then, completely UNEXPECTEDLY, the screen on my laptop stopped working, so I'll have to wait for it to be repaired.
Mokara
In general, it would be nice to mix armies based on the storyline:
Humans and Orcs (slaves), Tower and Demons (Stern Hearts), Red Humans and Demons, etc.
Based on the storyline, you can mix any races.
And the NCF neutrals should be given a "racial" affiliation. For example, the green creatures of RedHeavenHero readily spawn in the Order faction.
The idea is good, but creating the table manually would be too tedious. You can help the project by assigning the neutrals to races. Preferably, in a suitable format, with numerical identifiers.
The greens appear because they belong to the Order faction; most of the NCF creatures are racial neutrals, except for the 4th alternative upgrade.
In reply to Mokara
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11 years ago
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As promised, I am uploading a program for processing maps under RM. For now, the mod works according to the old scheme. I will add new creatures later. To make the mod work on standard maps, copy the RM-BuiltinMaps.h5u file from the old archive into UserMODs. RMMS v0.1 Installation Download the archive, unzip it, and run the RMMS.exe installer. In the window that appears, enter the path where you want to install the program and click Extract. Usage Copy the maps to the RMMS folder. Run RMMS.bat and follow the instructions in the window that appears. Removal Delete the folder containing the program (RMMS).
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In reply to Dyrman
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11 years ago
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Dyrman
I suggest the following scheme:

- Divide creatures into arrays: Melee (slow, can be designated as "non-flyers"), Melee (fast, can be designated as "flyers"), Ranged, Spellcasters;

1) When forming a squad, reduce the number of existing creatures by 75%.
2) Add 25% of the strength of a full squad, graded as follows: Melee-Non-Flyers, Melee-Flyers, Ranged, Spellcasters (depending on the difficulty of the game, this can be changed).
3) The chance of each subsequent squad appearing is only 50%, with a maximum of 2 full iterations, after which the chance of each subsequent squad appearing is 100%.
4) The levels of the squads can be any; the upper limit will only be the strength (if the attempt fails, either give the same creature or force the iteration to continue according to the rule described above).

The maximum variation in squad strength is within 15% (85%-115%).
I didn't quite understand points 2 and 3.
Please clarify.
In reply to RedHeavenHero
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11 years ago
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Dyrman
2) Add 25% of the strength of the full squad in increments: Melee Fighters (Novice Level), Melee Fighters (Level), Archers, Sorcerers (depending on the difficulty of the game, you can change this).
3) The chance of each subsequent squad appearing is only 50%, with a maximum of 2 full iterations, after which the chance of each subsequent squad appearing is 100%.
RedHeavenHero
I didn't quite understand points 2 and 3.
Please clarify.

Since we have arrays (Melee Fighters (Novice Level), Melee Fighters (Level), Archers, Sorcerers), it is desirable to use them all.
The strength of the initial squad = 100%

We start adding a creature from "Melee Fighters (Novice Level)":

We play a random 50/50:
1) If true, then
We find any random creature that is close in combat spirit (Good/Evil/Neutral), but not more than 25% of the initial squad's strength. If the creature is significantly weaker than these 25%, then we add so many of these creatures to reach these 25%.
We play the next position 50/50, in this case, it is "Melee Fighters (Level)"...

2) If false, then
We play the next position 50/50, in this case, it is "Melee Fighters (Level)"...

The 50/50 is played only in the first and second iterations, that is, after going through "Sorcerers" for the second time, the probability of each subsequent one is always 100%.
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11 years ago
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So, the probability of a creature appearing from each category is 50%?
In reply to RedHeavenHero
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11 years ago
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RedHeavenHero
So, the probability of a creature appearing from each category is 50%?
Yes, but within a single iteration.

You can increase it and make it 75/25 for one iteration.
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11 years ago
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And how many iterations are there in total?

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