Template text file – rmg.txt.
/To play on this 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) and restart the game for the changes to take effect./
Template scheme:
Recommended generation settings – L+U for 8 players (i.e., with 6 AI opponents). You can also play with two players; in that case, neutral Castles will be placed instead of AI opponents.
Starting respawn points for players and AI opponents contain: [0-3000]*14 + [3000-6000]*6 + [10000-15000]*1. Almost standard, only the lower range is slightly expanded and more abundant.
Treasure zones (yellow areas) have contents similar to 2sm4d(3): [10000-15000]*9 + [15000-20000]*6 + [20000-30000]*1
Each side treasure zone has a village. The central one does not. The type of village may not match the type of territory.
Passages to AI opponents are weak – 3000, passages to treasure zones are normal – 6000, passage to the central treasure zone is ГО – 45000.
In most generations, each player has 4 roads (3 to secondary locations + ГО), and the passage to an opponent is only through ГО. Exceptions occur only in case of buggy paths being generated.
Recommended rule adjustments for playing on this template:
1) Players take turns choosing AI opponents, one at a time. The blue player starts the selection. There should be no repeats or matches with players' Castles. Before starting the game, the host assigns the selected Castles to the AI opponents.
Reason – to avoid double builds.
2) It is allowed to move to adjacent respawn points past shifted guards (with the exception of ГО).
Reason – AI opponents ignore shifted guards; therefore, to avoid any unfair situations, players can do so as well. In addition, it is much easier to break through to an AI opponent than to take their Castle, so there is no point in this restriction.
Mini-Nostalgia template
Text file with template - rmg.txt
Map settings: L+U humans - 2, computers - 6.
Rules differences:
- To avoid double-builds computer castles are chosen by the players. The blue players starts choosing, choses one castle for his computer (the one in the zone neighboring to blue's starting position), than red chooses one castle for his computer etc. There must be no repeats and computer castles must differ from players'. Computer castles are set by the host before the start of the game.
- It is allowed to move between zones without fighting misplaced guards. The exception is the strong guards to the central zone - they must be fought.