Skip to content

Useful information: templates, maps.

User Avatar
#20
Auto-translated
Template 8XM12a

Compared to 8xm12, the improved version (modified by Wic) – template 8XM12a – has the following bugs fixed:
1) The presence of intersections leading to blocking map space with unplayable terrain (mountains, darkness) – now their zone type is a regular zone, and the working surface area of the map is the same as on 8mm6.
2) The path to the center goes through treasure locations, which consequently increases the risk of serious blockades – now the path to the center is direct, with a branch leading to the treasures.
3) Red and blue are relatively close to each other, increasing the chance of restarting due to encounters – now blue and pink have been swapped.
4) Generation on sizes other than XL+U is possible (players sometimes forget to enable underground or set the size to M) – now it is not allowed.

The text file with the template is 8xm12a.txt.
/To play on the template, you need to copy the template text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt, and restart the game for the changes to take effect./
Optimal map size: XL+U + 6 opponents

Template scheme:



Yellow - standard treasure locations with villages. The central zone (number 33) is a super-treasure location (like on 2sm4d(3)), without a village, and the monsters there are strong. All other zones have regular contents.

All passages are weak (3000 value); only the passage to the central treasure location is strong (9000 value).

Recommended rule adjustments for playing on this template are the same as for the 8mm6 template.
Attachments 2
2 files attached • Total size: 53.3 KB