I have attempted tweaking the monster strengths for smaller maps and for lower strength settings. They are probably better now than before, but I am sure there are things that still needs tweaking. Also the omfg setting has undergone an astronomical increase in strength... beware!
Added setting to disable joiners.
Increased branchiness on smaller maps.
Bug fixes: snow can no longer occur on non-hof maps (maybe unless chosen as starting terrain :-)
Sand starting terrain no longer cause the rmg to crash.
I have not added unguarded (or clustered) resources yet, maybe later this week.. also I'll see if I can do something about additional castles.
The thing is that we play on the largest maps with the heaviest monsters possible, so any opinions for the smaller maps are welcome (like many of you have already given).
I ask you to be specific, like:
"Using map size 216x126 and extra hairy monsters, we got 1200 succubus guarding a town. Thats way too many! More like 300 would have been sensible."
The thing is that we play on 216 or larger, using hairy up to omfg monsters so those are the settings that has seen the most tweaking.
MAP SIZE
The largest settings might take some time to generate,
sometimes several hours. This is due to sloppy programming
and a lack of clever algorithms for some of the involved
problems. :-(
176x176 and 216x216 should be manageable in a few minutes on
a semi-modern computer. A 176x176 takes usually takes only
a few seconds on my 3.2GHz PC.
MONSTERS
First, note that when playing on heroic settings all monsters
are ~50% larger than in the editor. Also, on heroic all stacks
grow 11% per week.
On "normal" most monster stacks are pack-lots
on "strong" lots to horde
on "very strong" most are close to throngs.
The "hairy" and above settings should be played only be expert
players who know what they are getting into. Playing extra hairy
on heroic will likely to require you to pound through a swarm or
a zound of upgraded lvl 7:s
On OMFG setting, there might be even legions of level 7s out on
the map. You have been warned :-)
Also note that the map size does not affect the size of the largest
stack - the stack sizes are determined by ther relative distances to
the starting areas.
RESOURCES
Doesn't affect that much. Richer gives generally more of everything
on the map. We prefer to play on "poor".
FAIRNESS
Basic fairness means: isomorphic maps (that is, for each area there
is an corresponding area for the opponent) with similar objects. The
number and kind of objects may vary. For instance if you encounter
an area with several stat-improving buildings (like marletto tower),
your opponent will have at least some stat-improving building in his
corresponding area as well.
Also on basic fairness, both sides receives equal number of towns
(throughout the map), roughly the same mines, and roughly the same
objects in the starting areas.
Advanced fairness: both sides have the same border guards between
areas, and also, exactly the same guards guarding the key objects
in the starting area (like wood and ore mines).
Expert fairness: the "too fair to be fun" setting. Both sides get
exactly the same objects in their corresponding areas, as well as
similar guards (as above). The main difference is which artifacts
you find, this setting only guarantee the same number of say relics
in the corresponding areas.
Disable instant travel/fly
Disables the fly artifacts as well as the instant travel spell.
Terrain settings
This is just for aesthetics, if one of you is going to play inferno
it is nicer to select "lava" as his(her) terrain. This causes all
areas having a town of player 1:s alignment to have the specified
terrain.
Browse
You can rename the map file, as well as set the file format for it.
The default filenames are chosen in a way that the newest map will
appear topmost in the list of maps displayed by the game.
Generation of pseudo-casual Heroes 5 maps by means of mod and script commands. The Map of the size 136x136 (big) with a pseudo-casual arrangement of castles, mines, abilities, treasuries and other objects as a result turns out. The landscape - mountains and woods, and water is not present a vault. It is possible to set from 2 up to 8 players.
The instruction on installation and generation of maps for Heroes 5
I) Download archive (30 kb), unpack and copy file RandomMap.pak
in a folder/data installed Heroes V.
By That mod it is installed (it is standard procedure of installation mod).
II) Now it is necessary to activate
an opportunity of input of console commands (if at you it is not made yet). With this purpose
open in any text editor a file autoexec.cfg
(is in a folder/profiles) and in its most end (after mainmenu) since a new line add
setvar dev_console_password = schwinge-des-todes
III) Start Heroes V. Begin
single game (SinglePlayer) and choose a map with
name Random map (do not forget to put a tick opposite " to show
MultiPlayer maps ", differently you
will not see this map in the list). After loading
you will appear on absolutely empty map with two castles. Now it is necessary to generate
a pseudo-casual map. With this purpose activate the console (having pressed on the keyboard on
a key ~ or `),
type in @Run (x) and press Enter.
Instead of x it is necessary to enter quantity of players - from
2 up to 8. Wait some time, the map (3-4 minutes on Pentium IV 2.66 GHz) will not be generated yet.
Leave "Heroes".
IV) Again start Heroes V. Now
you can just play on
the generated casual map in any mode (SinglePlayer or MultiPlayer).
The NOTE 1. is two useful script commands which can
be applied to testing a map. With this purpose after generation of a map and start Heroes V
it is necessary to choose a mode of single game (SinglePlayer)
and to load map Random map (as in mode MultiPlayer script commands are blocked in "Heroes", since
version 1.2). Further from the console it is possible to enter
following commands:
@ClearFog () - to open all map
@Dragons () - to give all heroes on 1000 black dragons
The NOTE 2. All described above
procedure "are absolutely painless"
also change nothing in earlier installed files Heroes V. As a result of all these
manipulations simply there are three "superfluous"
files, responsible for a generated pseudo-casual map. It is file RandomMap.pak
(which you earlier have copied in a folder/data)
and files map-tag.xdb and S6.xdb in subdirectory maps/multiplayer/S6.
All can be removed these files simply if to you
has bothered to be played with a pseudo-casual map -
and you will return to "clean" Heroes V, without
superfluous "garbage".
Written by echo7
Heroes 5 Cheat Codes - Activating console panel
To activate the Cheats mode do next steps:
Add to autoexec.cfg string setvar dev_console_password = schwinge-des-todes
Add to input.cfg string bind show_console '`' to console activation
Enter in the game console enable_cheats (after start a map)
After installation of a patch 1.2 in a directory "bin" copy a file "H5_Game.exe" having changed its name on "H5_Game12.exe". Iinstall a patch 1.3. Now in your directory "bin" 2 files "H5_Game.exe" (with a patch 1.3) and "H5_Game12.exe" (with a patch 1.2). For generation of maps we come through a file "H5_Game12.exe", and in through a file "H5_Game.exe" we play this map!!!