Connection ErrorBad RequestSession 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.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Current questions and answers regarding the map editor.
Combat script — a link to an xdb script that will run during a city siege.
Players count — determines which player the castle belongs to, based on their number. For example, with 3 players, the castle would be given to the 3rd player, and with 6 players, to the 6th player.
Capture trigger — an automatic trigger for capturing the castle. In the Action parameters, you enter the name of the function that should run after the capture, and this function must be in the main script.
HeroDeployTrigger — the same as above, but this is a trigger for a hero leaving the castle.
Note: It's easier to place triggers in the script rather than in the object properties (!).
Specialization — the city's specialization. You can manually choose from the specialization tree by clicking ..., or you can select the desired castle and, by pressing the spacebar, go to the convenient castle properties, where you can easily see what a specific specialization gives and choose the one you need.
Script — this is... obviously, a script! (Which will run while we are inside the castle, i.e., for example, when hiring creatures or building a capitol.)
RndSource — I haven't encountered its use. What parameters, besides RND_TOWN, does it offer to choose from?
Link to player — obviously, a link to the player.
Link to town — you won't need it, and you shouldn't change anything in it. It can lead to crashes or lags. In the editor, attempts to change links to objects often end badly.
And here are some answers that don't relate to the editor (you might think they do, but I don't):
-Phoenix growth — the base value is 1. You can increase it in the advanced map editor (you can see how to do this) by changing the phoenix's growth rate (WeeklyGrowth) in the Creature resource. If you want, I can send you my manual where we add firebirds to the game, including changing the fire lake. But I can only send it when I get to my computer; I'm writing from my smartphone right now.
+ why, for some reason, the number of phoenixes doesn't increase like in other dwellings.
Do you mean they don't accumulate? I'll tell you how to fix it when I get to my computer; I won't mislead you right now.
-In general, each castle, depending on the race, has its own native schools of magic. They are configured through AdvMapTownShared => ... => Look for lines in the properties in the window that appears, something like Native Magic; it should be somewhere at the bottom of the properties. You'll find it easily. And change it, for example, to Summoning and Darkness, and, most often, the guild will generate spells from these schools. Besides these conditions, it's random.