Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Random Monsters Map Patcher – diverse neutral armies.Auto-translated
RMG_AllUpgradesInPacks A mod that allows mapmakers to place neutral armies on the map, consisting not only of alt-tier creatures (and unupgraded humans) but also other upgraded creatures.
I suggest incorporating the mod for the Bandit Camp into this mod as well. It also has similar limitations.
It would be quite good to create a program that would allow players to create their own upgrade paths for a town. For example, in the Haven town, instead of Militia and Zealots, we could have Druids and Armors (NCF).
Please provide a step-by-step guide on how to install the mod for the Gold Edition with NSF creatures, version 3.1.
Version 3.1, Gold Edition.
There are 3 files here; which one should I use to get the NSF creatures?
And where should I extract them?
To make the mod work on standard maps, extract RM-BuiltinMaps.h5u into the UserMods folder. The archive contains 3 versions: without NCF, only the megapack, and the full NCF. To make the mod work on other maps, install the RMMS program in any location on the disk, then copy the map you want to play into it, launch the program through RMMS.bat, and follow the instructions provided by the program. After the process is complete, a processed version of the map with the prefix RM_ will appear in the RMMS folder.
To make the mod work on standard maps, extract RM-BuiltinMaps.h5u into the UserMods folder. The archive contains 3 versions: without NCF, only the megapack, and the full NCF. To make the mod work on other maps, install the RMMS program in any location on the disk, then copy the map you want to play into it, launch the program through RMMS.bat, and follow the instructions provided by the program. After the process is complete, a processed version of the map with the prefix RM_ will appear in the RMMS folder.
It would be helpful to send the map and what you have (if anything) so we can quickly identify the cause of the error.
I figured it out, but here's the question: I create a random map in the regular editor, then patch it, but nothing happens; it says it's ready, but there are no NSF creatures. Can you tell me what the "Dirman" method means and which NSF support option to choose? (Although I've tried different options, and I think you can't add NSF creatures through the regular editor anymore; am I right?)
A new version of the program for adding various units to maps (previously known as RMMS). What's new - new interface - ability to process multiple maps at once - ability to add NCF creatures that are installed in your game version (the "Load Creatures" option) - option to change the strength of units - dynamic mode is no longer supported
Installation Download the archive (link in the attachments), extract the RMMP.exe installer program (which is a self-extracting archive) from within, and run it. In the window that appears, specify the installation path for the program and click Extract. For normal operation, RMMP must be installed on a drive that does not require administrator privileges.
Uninstallation Delete the RMMP folder along with its contents.
Instructions for use Run the program through RMMP.bat. Select the maps by clicking "Open" (the dialog box supports selecting multiple maps using Shift and Ctrl). Set the options as desired and click "Start processing". A Windows console window will appear, displaying the current progress of the operation. Wait for the window to close automatically, after which processed copies of the maps with the RM_ prefix will appear in the program folder. Copy these to the Maps folder of the game. To process built-in maps, select data.pak and a2p1-data.pak, which will be processed in the same way as regular h5m maps. Copy the modified versions of RM_data.pak and RM_a2p1-data.pak to the data folder, respectively.
Options Map processing method Standard Additional units are added based on the level and faction of the main unit. The army consists of units of one faction. The level varies from -3 to +2 levels of the main unit. The number of units in the monster's army: from 1 to 7. Dyrman's From 1 to 4 additional units are added, each of which belongs to one of the categories (warrior, flyer, ranged, mage). The army consists of units of only good (Haven, Sylvan, Academy, Fortress) or only evil (Inferno, Necropolis, Dungeon, Stronghold) factions. Neutrals may be present in any of the faction sets.
In both methods, the strength of the army is close to the strength of the monster before the changes.
Unit strength The strength of the units, expressed as a percentage. 100% - no changes, 50% - twice as weak, 200% - twice as strong, etc.
Do not process scripted monsters The program skips monsters that have scripted names, i.e., those that may be used in the map's scripts.
Avoid excessive splitting of units The maximum possible number of units in the army will be reduced depending on the level and number of the main unit. Enabling this option will significantly reduce the number of armies with many small units. This option is meaningless for Dyrman's method.
Load creatures For users of the NCF mod, there is an option to add creatures installed on their game to the map. To do this, click "Load Creatures" and select the game's data folder, from which information about the creatures will be loaded. Subsequent map processing will add new creatures.
In case of errors If errors occur during the program's operation, please contact this thread. It is desirable to attach the map and the error message to the message.
Suggestions for improvement Suggestions for improvement, adding new methods, and functionality are also welcome in this thread.
In my opinion, the Dungeon faction needs some adjustments – if there are more than two factions, the balance will be very poor. Therefore, I suggest diversifying the neutral armies by not including all good (or evil) factions, but rather having two factions per army.
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
in my opinion, the Dourman variant should be adjusted – if there are more than two factions, the Battle Rating will be very low, so I suggest diversifying the neutral armies, not with all good (evil) factions, but with two factions per army.
So, only 2 allied factions in an army? Okay, in the next version, it will most likely be that way.
in my opinion, the Durman variant could be improved - if there are more than two factions, the Battle Rating (BR) will be very low, so I suggest diversifying the neutral armies, not with all good (evil) factions, but with two factions per army.
A negative BR is also interesting. It definitely won't be very low. You can reduce the chance of such stacks appearing, if that's what you want, otherwise the variety will be lost. In general, the original idea was to preserve interesting combinations in the BR table, from which to take ready-made combinations.