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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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Random Monsters Map Patcher by RedHeavenHero

New version of the program for adding various creatures to maps (previously called 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 (option "Load creatures")
- option to change the strength of creatures
- dynamic mode is no longer supported

Installation
Download the archive (link in the attachments), extract the RMMP.exe installer program from it (which is a self-extracting archive), 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.

Removal
Delete the RMMP folder along with its contents.

Instructions for use
Run the program through RMMP.bat. Select the maps by clicking on "Open" (the dialog box supports selecting multiple maps using Shift and Ctrl). Set the options to the desired position 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 prefix RM_ will appear in the program folder, which you should copy 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 creatures are added based on the level and faction of the main creature. The army consists of creatures of one faction. The level varies from -3 to +2 levels of the main creature. The number of creatures in the monster army: from 1 to 7.
Dyrman's
From 1 to 4 additional creatures are added, each of which belongs to one of the categories (warrior, flyer, archer, sorcerer). The army consists of creatures 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.

Creature strength
The strength of creatures, 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 map scripts.

Avoid excessive fragmentation of creatures
The maximum possible number of creatures in the army will be reduced depending on the level and number of the main creature.
Enabling this option will significantly reduce the number of armies with many small creatures.
This option is meaningless for the Dyrman's method.

Load creatures
For users of the NCF mod, there is an option to add creatures installed in their game to the map. To do this, click on "Load creatures" and select the data folder of the game, 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 topic. 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 accepted in this topic.
RedHeavenHero
Random Monsters Map Patcher 1.1
What's new
- console windows have been removed, instead there is now a progress indicator
- several options have been added. A description of what they do appears when you hover the cursor over them
- most options have been moved to the "Settings" menu, except for the method and creature strength
- the check for the capacity of all creatures on the arena has been restored
- the average strength of a creature per level has been re-evaluated (it used to be slightly overestimated)
- now, it seems, there should be no problems with file names containing non-ASCII characters

Options
►General◄
→ repackaging unchanged files into a new archive
→ "demotion" - 5% chance of reducing the creature's level by 1 with a doubling of strength (existed in 1.0 as a mandatory feature)
→ do not process scripted monsters
→ reprocessing existing composite armies
►Standard method◄
→ minimum level (relative to the main creature)
→ maximum level (relative to the main creature)
→ maximum number of creatures in the army
→ reduce creature fragmentation
►Dyrman's method◄
→ maximum number of factions in the army (only allied)
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RMG_AllUpgradesInPacks by RedHeavenHero
Mod that allows the game to place neutral armies on the map, consisting not only of altars (and unupgraded humans), but also other upgraded creatures.
RedHeavenHero
RMG_AllUpgCombosInPacks
Further development of the AllUpgradesInPacks mod.
The mod allows the game to generate neutral armies, including any combinations of creature upgrades (in AllUpgradesInPacks, all creatures were of the same upgrade). However, 2 creatures of the same level cannot be in the army.
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13 years ago
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The idea is very good. It will add some variety to the game. Otherwise, combined armies are encountered almost exclusively in campaigns.
Dyrman
According to the script, a stack of peasants will have only 22 peasants and other creatures (for example, 20 Skeletons, 7 Assassins).
It's still better not to mix creatures from different factions.
In reply to RedHeavenHero
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13 years ago
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RedHeavenHero

It's still better not to mix creatures from different factions.
If they are all from the same faction, it won't add much variety. But at least, I think it's worth separating them into "good" and "evil."
For example, if the AI can use combinations like: Inquisitor - Light Unicorn, that would be great. You can increase the weight for triggering these combinations. ;)

Added 17 minutes later
Combinations:
Knight + Archer,
Cyclops + Goblin,
Shaman + Goblin,
Obsidian Golem + Archmage,
Yellow Gargoyle + Archmage,
Red Lich + Vampire,
Mummy + Souls,
Light Unicorn + Adept,
Nymphs + Ents,
Obsidian Golem + Priest 1st level
etc...
In reply to Dyrman
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13 years ago
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Dyrman
If they are all from the same faction, it won't add much variety. But I think it's worth separating them into "good" and "evil" factions.
For example, if the AI can use combinations like: Inquisitor - Light Unicorn, that would be great. You can increase the weight for the chance of these combinations appearing.
NCF would add variety, as it includes one more upgrade, which in total gives as many as 4 versions of each creature. In addition, some neutral creatures can be easily linked to the main factions, for example, Enforcers --> Haven, Shamans --> Sylvan, Grave Robbers --> Necropolis.
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13 years ago
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If the goal is to make an already properly trained system work, then it is necessary to have unit pairings in the database. But it is necessary to check how the AI will behave with them.
Although, I think it is enough to create a two-dimensional table, where the compatibility of units is determined, placing a weight in each cell - and already determine the fact of generation based on it. For pairings, the weight will be high, for the rest it will be equally low. The weight between good and evil races will be 0.

Added 12 minutes later
RedHeavenHero
NCF will diversify things, as there is another upgrade there, which in total gives as many as 4 versions of each creature. In addition, some neutral creatures can be easily linked to the main races, for example, Enforcers --> Haven, Shamans --> Sylvan, Grave Robbers --> Necropolis.
This will be great for single-player, but for multiplayer, an abundance of imbalanced units is not good. By the way, yours can also be added ;) But you definitely need to increase their strength value for generation. And it is right that the creatures should be distributed among the races.
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13 years ago
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So, it seems like composite armies are already being generated...
In reply to Zybr
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13 years ago
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Zybr
It seems like composite armies are already being generated...
Even if they are being generated, I haven't noticed (or are you confusing Heroes of Might and Magic with NCF?). But this mod doesn't generate creatures in the simple sense; it replaces already generated ones on existing maps. That is, if a mapmaker placed an archer, even that archer can be regenerated into an archer and a pikeman.
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13 years ago
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Even if they are generated, I haven't noticed (or are you confusing IRMG with NCF?).
Not only IRMG, but it seems like a regular map generator does it too.
But this mod doesn't generate creatures in the simple sense; it replaces already generated ones on existing maps. That is, if a mapmaker placed an archer, even that can be regenerated into an archer and a pikeman.
But what if the author wanted specifically an archer? Without any support?:)
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13 years ago
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Even in a regular editor, you can create composite armies; you just need to find the right template. There are no synergies, of course (by the way, a combination of blue druids and light unicorns would look better). And there's nothing else, which is especially bad when it puts good and evil creatures into one unit.
The idea is very good, but it would be better to implement it at the template level, rather than with scripts that run when the map is loaded; it's just unnecessary complexity.
In reply to Ment
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13 years ago
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Ment, what are templates and where do they come from?
In reply to Zybr
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13 years ago
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Zybr
Not only HoMM, but it seems like the regular map generator does this too.
But it creates pretty silly maps ;)
And here you can apply a mod to any standard map - and voila!
Zybr

But what if the author specifically wanted an archer? Without cover?:)
This is more of a single-player concept. It's hard to argue with that. There are also quests for creature heads. But for most multiplayer games and single-player campaigns, it would add a lot of variety.

Added 1 minute ago
Ment
And in the regular editor, there are also composite armies, you just need to find the right template. There are no combinations, of course (by the way, the combination of blue druids + light unicorns would look better). And there's nothing else, especially it's bad when it puts good and evil creatures in one unit.
The idea is very good, but it's better to implement it at the template level, and not with scripts when loading the map, it's just unnecessary complexity.
Templates may negatively affect the generation of NCF creatures.
Templates will not solve the problem with existing maps.
But the most important thing: the mod is not for the map editor, but for the player
;)
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13 years ago
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Templates are just schemes for creating maps for the Strategic Combat Generator (SCG). Quote: "The generation of NCF creatures may suffer due to templates." I don't understand how.
In reply to Ment
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13 years ago
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Ment
Templates are just schemes for creating maps for the GSC. Quote: "Templates may negatively affect the generation of NCF creatures." I don't understand how.
It's simple: if we don't place random creatures, we won't get NCF creatures. And if we do place NCF creatures, the map will be unplayable on the regular version.
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13 years ago
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What makes them so different that regular creatures can be deliberately generated, but they can't? Or is it because they are neutral?
In reply to Ment
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13 years ago
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Ment
What makes them so different that regular creatures can be deliberately generated, but they cannot? Or is it because they are neutral?
Without placing random creatures, we won't get NCF creatures:
How can you get a Pirate by placing an Archer?
Mapmakers can initially choose not to place any "random creatures" on the map. Such maps are doomed to have no NCF creatures, or only a very small number of them.

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