User:Memetics: Difference between revisions
((adding sig)) |
m (clarifying edit) |
||
Line 11: | Line 11: | ||
The component artifacts needed to create a combo artifact (Heroes 3 SOD / Complete) all appear to share the same flavor text that pops up when you pick up the component artifact on the main map. For example, the Charm of Mana, Talisman of Mana, and Mystic Orb of Mana all have the same story about how you have to try a dance for a band of gypsies, look silly but amuse them, and they give you the artifact. | The component artifacts needed to create a combo artifact (Heroes 3 SOD / Complete) all appear to share the same flavor text that pops up when you pick up the component artifact on the main map. For example, the Charm of Mana, Talisman of Mana, and Mystic Orb of Mana all have the same story about how you have to try a dance for a band of gypsies, look silly but amuse them, and they give you the artifact. | ||
Another discovery made fairly recently (2011): in order to enable islands in the random map generator (RMG), the rmg.txt template you're using must have a minimum size set to exactly "4". (This seems to indicate an engine bug or design error/limitation). So if you have a template you enjoy playing and want to see how it works as Islands, just change the minimum size to 4. Note that it also helps to tinker with the zone sizes: this does influence the resulting sizes of the zones - but not exactly how you might think; the Gus Smedstad PowerPoint | Another discovery made fairly recently (2011): in order to enable islands in the random map generator (RMG), the rmg.txt template you're using must have a minimum size set to exactly "4". (This seems to indicate an engine bug or design error/limitation). So if you have a template you enjoy playing and want to see how it works as Islands, just change the minimum size to 4. Note that it also helps to tinker with the zone sizes: this does influence the resulting sizes of the zones - but not exactly how you might think; the Gus Smedstad PowerPoint presentation about the RMG engine reveals that zone sizes are somewhat arbitrary and involve setting the minimum *distance* between the centers of the zones, pre-edge-perturbation (by adding the sizes of two zones, that gives the initial target distance between their two centers). Always test the zone layouts by launching a single-player game and using the cheat to reveal the whole map (or open it in the map editor) before attempting a multi-player game. [[User:Memetics|Memetics]] 08:11, 1 March 2012 (UTC) |
Revision as of 07:50, 9 September 2012
- quick edit for now; hopefully create more here later. -
Memetics has been playing Heroes 3 for nearly a decade, starting with the urging of a friend. It may be his favorite PC game of all time, although Fallout 1/2 gives it a run for its money!
In 2006, Memetics spent most of his summer break learning how the random map generator template works, testing various template designs, and developing a large dataset of experimental results. His investigation is still a work in progress, but he hopes to make his knowledge available on this wiki in the coming months.
...
A recent Heroes 3 discovery by Memetics (2011-01-14):
The component artifacts needed to create a combo artifact (Heroes 3 SOD / Complete) all appear to share the same flavor text that pops up when you pick up the component artifact on the main map. For example, the Charm of Mana, Talisman of Mana, and Mystic Orb of Mana all have the same story about how you have to try a dance for a band of gypsies, look silly but amuse them, and they give you the artifact.
Another discovery made fairly recently (2011): in order to enable islands in the random map generator (RMG), the rmg.txt template you're using must have a minimum size set to exactly "4". (This seems to indicate an engine bug or design error/limitation). So if you have a template you enjoy playing and want to see how it works as Islands, just change the minimum size to 4. Note that it also helps to tinker with the zone sizes: this does influence the resulting sizes of the zones - but not exactly how you might think; the Gus Smedstad PowerPoint presentation about the RMG engine reveals that zone sizes are somewhat arbitrary and involve setting the minimum *distance* between the centers of the zones, pre-edge-perturbation (by adding the sizes of two zones, that gives the initial target distance between their two centers). Always test the zone layouts by launching a single-player game and using the cheat to reveal the whole map (or open it in the map editor) before attempting a multi-player game. Memetics 08:11, 1 March 2012 (UTC)