rmg.txt Maker 20050501
This program has several purposes. The primary purpose is to gather more information about rmg.txt design, especially treasure and monster strangth values. The secondary purpose is to make it easier for people to produce rmg.txt files thus making people more likely and able to help with the primary purpose. The third purpose is to get someone to say 'I could do better than that' in front of witnesses so we can get them to make an even better rmg.txt Maker.

| Map | Every Map needs a name, or at least some type of identifier. Every map need a size, otherwise there is no map. Every random map needs at least 1 human player and 1 other (human or computer) player. The reason the size numbers are weird is because the HoMM3 people made them that way. The template size is x*y*z where: x=map.width/36; y=map.height/36; z=number of levels. Silly, but simple.
Map Name: |
Size Range: |  |
Human Players: |  |
Total Players: |  |

| Zones |
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Human Start |  |  |  |  |  |  |  |  |
Computer Start |  |  |  |  |  |  |  |  |
Treasure |  |  |  |  |  |  |  |  |
Junction |  |  |  |  |  |  |  |  |
Base Size |  |  |  |  |  |  |  |  |
Owner |  |  |  |  |  |  |  |  |
Minimum Owned Towns |  |  |  |  |  |  |  |  |
Minimum Owned Castles |  |  |  |  |  |  |  |  |
Owned Town Density |  |  |  |  |  |  |  |  |
Owned Castle Density |  |  |  |  |  |  |  |  |
Minimum Neutral Towns |  |  |  |  |  |  |  |  |
Minimum Neutral Castles |  |  |  |  |  |  |  |  |
Neutral Town Density |  |  |  |  |  |  |  |  |
Neutral Castle Density |  |  |  |  |  |  |  |  |
Towns are Same Type |  |  |  |  |  |  |  |  |
Towns are Castle |  |  |  |  |  |  |  |  |
Towns are Rampart |  |  |  |  |  |  |  |  |
Towns are Tower |  |  |  |  |  |  |  |  |
Towns are Inferno |  |  |  |  |  |  |  |  |
Towns are Necropolis |  |  |  |  |  |  |  |  |
Towns are Dungeon |  |  |  |  |  |  |  |  |
Towns are Stronghold |  |  |  |  |  |  |  |  |
Towns are Fortress |  |  |  |  |  |  |  |  |
Towns are Conflux |  |  |  |  |  |  |  |  |
Minimum Wood Mines |  |  |  |  |  |  |  |  |
Minimum Mercury Mines |  |  |  |  |  |  |  |  |
Minimum Ore Mines |  |  |  |  |  |  |  |  |
Minimum Sulfur Mines |  |  |  |  |  |  |  |  |
Minimum Crystal Mines |  |  |  |  |  |  |  |  |
Minimum Gems Mines |  |  |  |  |  |  |  |  |
Minimum Gold Mines |  |  |  |  |  |  |  |  |
Wood Mine Density |  |  |  |  |  |  |  |  |
Mercury Mine Density |  |  |  |  |  |  |  |  |
Ore Mine Density |  |  |  |  |  |  |  |  |
Sulfur Mine Density |  |  |  |  |  |  |  |  |
Crystal Mine Density |  |  |  |  |  |  |  |  |
Gems Mine Density |  |  |  |  |  |  |  |  |
Gold Mine Density |  |  |  |  |  |  |  |  |
Terrain: Match to Town |  |  |  |  |  |  |  |  |
Terrain: Dirt |  |  |  |  |  |  |  |  |
Terrain: Sand |  |  |  |  |  |  |  |  |
Terrain: Grass |  |  |  |  |  |  |  |  |
Terrain: Snow |  |  |  |  |  |  |  |  |
Terrain: Swamp |  |  |  |  |  |  |  |  |
Terrain: Rough |  |  |  |  |  |  |  |  |
Terrain: Cave |  |  |  |  |  |  |  |  |
Terrain: Lava |  |  |  |  |  |  |  |  |
Monster: Strength |  |  |  |  |  |  |  |  |
Monster: Match to Town |  |  |  |  |  |  |  |  |
Monster: Neutral |  |  |  |  |  |  |  |  |
Monster: Castle |  |  |  |  |  |  |  |  |
Monster: Rampart |  |  |  |  |  |  |  |  |
Monster: Tower |  |  |  |  |  |  |  |  |
Monster: Inferno |  |  |  |  |  |  |  |  |
Monster: Necropolis |  |  |  |  |  |  |  |  |
Monster: Dungeon |  |  |  |  |  |  |  |  |
Monster: Stronghold |  |  |  |  |  |  |  |  |
Monster: Fortress |  |  |  |  |  |  |  |  |
Monster: Conflux |  |  |  |  |  |  |  |  |
Treasure1 Low |  |  |  |  |  |  |  |  |
Treasure1 High |  |  |  |  |  |  |  |  |
Treasure1 Density |  |  |  |  |  |  |  |  |
Treasure2 Low |  |  |  |  |  |  |  |  |
Treasure2 High |  |  |  |  |  |  |  |  |
Treasure2 Density |  |  |  |  |  |  |  |  |
Treasure3 Low |  |  |  |  |  |  |  |  |
Treasure3 High |  |  |  |  |  |  |  |  |
Treasure3 Density |  |  |  |  |  |  |  |  |

Connections | From is first Zone. To is second zone. Value is strength of any guards (range:?-?). Wide is whether border opening is narrow or wide open. And Border is best left blank since most people seem to think it doesn't work properly.
From | To | Value | Wide | Border

Output |
Okay... Since I cannot directly output a text document using HTML and JavaScript, here's where you get to do a little (a very little) of the work yourself. Press either the Do It!! Button below or the one at the top of the page. This will output all the info you've entered into the TextArea to the left. It will also focus on the Output TextArea and select all this newly-outputted text. This means all you have to do is right-click the highlighted text and select 'copy' from the drop-down menu. Then open rmg.txt and paste the info at the end. Simple, right?

Fnord mentioned that most people will have no idea how to extract rmg.txt, but that doesn't really matter. Just save the output from this program as a text document named rmg.txt (NOT rmg.txt.txt, k?) and put that text document in the Data folder that is in your main Heroes folder. Simple.
The obvious: if you make a template that only works on XLarge maps with underworld and then try to play a random map that is small with no underworld, naturally the program will tell you there's no template available.
Not so obvious: the rmg.txt seems fairly unlimited in number of zones and connections, but my program only gives you 8 of each. This is my limit, not the rmg.txt setup. I have seen zone numbers in the 40s in the original rmg.txt; For the connections area, it is best to draw a few numbered circles on a piece of paper and draw your connections. If you can draw lines or curves along each connection you want without them crossing, then the generator shouldn't have a problem with them. Each zone can have as many connections as you want. Want a central fight zone? use connection 1-8 2-8 3-8 4-8 5-8 6-8 7-8 and now zone 8 will be connected to all others and will be a total battlezone.
Oddly enough, in the rmg.txt i saw values like 5.9 and 7.5 used in the from Zone area... weird.
Will start listing treasure ranges here once i've obtained any. You may wonder what the hold-up is... Make a template that has the same minimum and maximum values for all 3 treasures. Make sure all 3 have same density too. Do this for all 8 zones. Play the map and look at the wide range of visitable objects that appear from just one value... And then remember that we apparently have over 40000 values...
If what i've read is accurate, lower treasure densities are better because it reduces chance of shared guards. Seems that the min max values are actually the guards' strengths... Odd, hunh?
The big duh: I barely have any idea what I'm doing here. There is so little known about the rmg.txt that you only get a very few hits on google when you search for it. Very little info out there. The main purpose of all this was to make it easier to make templates so more people would do it so more people would talk about their results so more info could be gained.