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Posts from Random Monsters Map Patcher – diverse neutral armies.

4.5 (2 ratings)
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13 years ago
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But Dirman, we can field a pirate.
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13 years ago
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Imagine there's a stack of 100 peasants. We'll get 20 creatures from NCF, 20 other creatures from the original game, and 60 peasants. Can a map template insert random creatures from NCF?

Added after 59 seconds
Ment
But Dirman, we can field a pirate.
I'm answering again:
Dyrman

If we field creatures from NCF, the map will be unplayable on the regular version.
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13 years ago
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If they are completely random, then there's no other option. Simply, all random maps are built according to a template; the templates can just be chosen randomly during generation, or you can specify them in advance. In this regard, NCF creatures are easily generated randomly on any template. What I'm not sure about is how to more precisely define the conditions for the composition of units within the templates, and whether it's possible to somehow limit this. But I think it's worth figuring this out.
If we start placing NCF creatures, the map will be unplayable on the regular version.
On the regular version, one of the key aspects of your idea is lost, which is quite important. This raises the question: why even use it on the regular version?
In reply to Ment
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13 years ago
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Here is an example of a template file.




CREATURE_MARBLE_GARGOYLE
1


CREATURE_GREMLIN_SABOTEUR
2


1887
12580
As you can see, the types of creatures are specified separately. That is, each combination requires a separate file. :(
The disadvantage of RMG is that, although it places groups of creatures, they are not random in the sense that they do not change if you start playing this map again.
In reply to Ment
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13 years ago
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Ment
If they are completely random, then there is no other option. Simply all random maps are built according to a template; the templates can just be chosen randomly during generation, or you can specify them in advance. In this regard, NCF creatures are easily generated randomly on any template. What I'm not sure about is how to more precisely define the conditions for the composition of squads on the templates, and whether it is possible to somehow limit this. But I think it's worth figuring it out.

In the regular version, one of the key features of your idea is lost, and it's a rather important feature. The question arises: why use it in the regular version? )
Random maps are irrelevant – they are very poor. Mapmaking is also irrelevant.
The main thing is the diversity of neutral squads on old maps. On many maps, a squad consists of a single stack. I think it's not difficult to figure out that this squad needs to be turned into several different stacks. Imagine a composite stack where one creature is NCF and the other is not. It won't work in a regular game. But in version 2 of the mod, we can play with NCF and without NCF on the same map, and there will always be diverse squads.

Added 3 minutes ago
RedHeavenHero
Here is an example of a template file.




CREATURE_MARBLE_GARGOYLE
1


CREATURE_GREMLIN_SABOTEUR
2


1887
12580
As you can see, the types of creatures are specified separately. That is, a separate file is needed for each combination.:(
The disadvantage of RMG is that, although it places groups of creatures, they are not random in the sense that they do not change if you start playing this map again.
This is also a plus in favor of the mod.
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13 years ago
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The main highlight is the variety of neutral units on old maps.
Are you referring to custom maps? But why? If the author created it that way, let it be; maybe they had a reason. If the author didn't include NCF support, that's also the author's problem: those who need it will add it. In my humble opinion, there's not much point in this; improving the quality of GSC maps is a different matter.
The drawback of RMG is that even though it places groups of creatures, they are not random in the sense that they don't change if you start playing the map again.
Why play the same random map multiple times? GSC is there so you can play different maps.
The file structure, by the way, is promising. Then it will be easy to implement connections, NCF, and everything else you want. And you won't have to wait 10 minutes at the start of the map for the script to process all the creatures ;)
In reply to Ment
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13 years ago
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Ment
Are we talking about custom maps, or something? But why? If the author created it that way, let it be. Maybe they had a reason. If the author didn't include NCF support, that's also their problem: those who need it will add it.
You just forget that the authors created their maps even before they knew anything about NCF, especially the developers (their maps are the canon, however regrettable). You are judging too harshly from the perspective of a map creator, not a player.
Such a script will work fast enough (but it will slow down on huge maps, of course), if the computer isn't an antique from the first World War.

Added 7 minutes later
Ment
Why play the same random map over and over again? GSC exists so that you can play different maps.
There's no point in playing GSC. IRMG is better. Or does anyone play it? I haven't met anyone.
In any case, use it if you want, or don't. No one is forcing you yet :D
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13 years ago
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There's no point in playing GSC. IRMG is better. Or does anyone play it? I haven't encountered anyone.
Sometimes people play it :smile43: But it's not that important; IRMG could also benefit from something like this.
In reply to Dyrman
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13 years ago
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Dyrman
You just forget that the authors created their maps without knowing anything about NCF, especially the developers (their maps are the canon, however regrettable).

That's true, I've always been in favor of variety, as doing the same thing over and over gets boring quickly, but this way, Heroes 5 has every chance to continue to please us... :rolleyes:
In reply to psatkha
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12 years ago
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Is the project stalled?
In reply to RedHeavenHero
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12 years ago
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RedHeavenHero
That's a shame. The idea was good.
I'm not working on it right now. But as I said, development will begin after a few other mods.
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12 years ago
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To implement the project, we need all the interesting combinations of existing stacks. We also need the proportions (weights) of the stacks in these combinations. Algorithm: 1) We collect the names of all creatures on the map and calculate their strength. mass_creatures = {name_monsters, power} 2) According to the combination table with weights and strength, we replace creatures with others. (It will be very difficult to create such a table - this is the most challenging part of the mod. It is also necessary to avoid a large number of repetitions). We can add new creatures with the same strength to each group of monsters, and then remove the old ones. mass_new_creatures = {name_monsters, mass_stack={ID={...},count={...}}} 3) We wait for the map to load and play)))
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12 years ago
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Are armies supposed to consist of only two units, or is a larger number of units possible?

Added 5 minutes later
If creating a table will be too much trouble, then everything can be left to chance.
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12 years ago
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I envision the table as follows: Monster ID Array of link IDs with weights (the sum of the weights should be 1). Example for two stacks: (1, {{1,2}{0.04,0.96} Also, it is necessary to calculate the maximum number of link repetitions based on coordinates with approximately the same strength values. After reaching this value, redistribute the weight of the link among the remaining ones, depending on their already existing usage on the map. Added 9 minutes ago
RedHeavenHero
Are armies supposed to consist of only two units, or is a larger number of units possible?
Until fully populated (even in 7 stacks). The first stack with ID1 is added, then the second stack with ID2 is found based on weight, then the third is found for both, based on the total maximum weight of links ID3 to ID2 and ID3 to ID1, the fourth is found from the total maximum possible two weights from ID1 to ID3... (I think it is possible to allow a huge priority for double links in battle over all others). Everything is calculated until there are 7 creatures in the squad or the average weight from the links is lower than the previous iteration. Then, distribute as efficiently as possible based on strength values (for now, you can simply divide equally by strength). Added 36 seconds ago
RedHeavenHero
Added 5 minutes ago If there will be too much trouble with the table, then everything can be left to chance.
Part of the mod's meaning is lost.

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