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“Who is stronger?” – Evil versus Good.

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#27
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oneman
Here are some more questions:
• What should be set in "Roads Status"?
• What should be set in "Start zone Dwellings"?
• The large template set doesn't include a "spider".
• Is there anywhere to find what exactly a defender with a strength of 9, 30, 40, etc. means, or is it just generated and tested? And also regarding defenders... if it's a surface passage, then a level 30 defender is 1 battle of level 30. But if it's, say, a portal, what then? Two battles with a difficulty of 30?
• I have a very convenient external "skill wheel" for standard heroes. Is there a similar one available that takes into account the TE mod? Because the in-game one isn't always convenient.
• Can it be made so that the remaining time for a turn is also displayed during battle?
• What happens if you jump into the opponent's starting location without knowing it? Does it load the autosave?
• The TE mod description says that specialist heroes receive their creatures at the beginning of the week in the amount of 1 + 1 per several levels. This isn't happening for me... what could be the problem?

P.S. I apologize for bombarding you with questions in the registration thread, I'm just new to this type of tournament and don't know what's what.

- roads to cities and mines
- dwellings are random (generates 1-3 random level dwellings, they can be the same)
- the spider is in the process of being updated
- unfortunately, there is no description of approximate strengths, but here a simple rule applies: the number indicates the strength of the guard in thousands (the sum of the Power of the creatures is used), that is, 9 means that when generating the map, an army with a total strength of 9,000 will be created (you need to take into account that the hero will give an additional +40% of this number, and 13% will be added per week).
- passages are double everywhere, the TE mod does not generate the IRMG underground, but the earth dungeon is generated
- there is no external wheel for TE (or rather, there is, but it's old, without updates)
- it is physically impossible to jump into the starting location in IRMG, the rule is unnecessary.
- if specialists don't bring troops, it means they don't have enough level (it's not 1+1*level, but simply level, that is, a Shaman, for example, brings a goose only after reaching level 9)