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Kite

A simple template, a mix of Jebus Cross and Balance. On native respawns there is a native town; the spawn contents are balance-style. Zones 5 and 6 have towns without forts.
Zones 7-10 have towns with forts; on respawns there is one gold mine and one resource mine: 7-Mercury, 8-Sulfur, 9-Crystals, 10-Gems. Zones 3 and 4 are treasure zones.
Pass guards: 1-5, 5-7, 5-10 and 2-6, 6-8, 6-9 are weak. 3-4 are strong (12500). The rest are 6000 (like on Jebus Cross).
Wheel

Also a simple template, practically a pre-made from the original built-in Heroes template.
Zones 3 and 8 are towns with forts. Zones 4-7 have no forts. Zone 9 is a treasure zone. Zones 10-13 are corridors between towns and treasure zones. 10 - gold and mercury mines, 11 - gold and sulfur, 12 - gold and crystals, 13 - gold and gems.
Passages between towns are weak (3000). From towns into corridor zones - medium (6000). From corridors into treasure zones - 10000.
Cross, Cross2 and Cross3 - an attempt to make a reduced version of the XL templates 6lm10a and 8xm12a.



Cross :
Colored circles are starting locations. White ones are adjacent zones. Yellow ones are treasure zones with towns. Treasure zones have weak guards (like on Jebus Cross at starting locations), except for zone №13 - this treasure zone is richer than the others, with strong guards and no town. Also in all treasure zones except №13 there is a full set of mines. Zone 5 has gold and crystal mines, 6 - gold and sulfur, 7 - gold and gems, 8 - gold and mercury, as well as more gold and resources than on other locations.
Passages between starting locations and adjacent zones are weak. Into all treasure zones except №13, pass guards are as on Jebus Cross (6000). Into zone №13 the guard is strong - 12500.
Cross3 differs from Cross only in one thing: there is no central super treasure zone.
Cross can be played on L-U and L+U, Cross2 is preferable on L+U and with computers.
The text file must be renamed to rmg

A simple template, a mix of Jebus Cross and Balance. On native respawns there is a native town; the spawn contents are balance-style. Zones 5 and 6 have towns without forts.
Zones 7-10 have towns with forts; on respawns there is one gold mine and one resource mine: 7-Mercury, 8-Sulfur, 9-Crystals, 10-Gems. Zones 3 and 4 are treasure zones.
Pass guards: 1-5, 5-7, 5-10 and 2-6, 6-8, 6-9 are weak. 3-4 are strong (12500). The rest are 6000 (like on Jebus Cross).
Wheel

Also a simple template, practically a pre-made from the original built-in Heroes template.
Zones 3 and 8 are towns with forts. Zones 4-7 have no forts. Zone 9 is a treasure zone. Zones 10-13 are corridors between towns and treasure zones. 10 - gold and mercury mines, 11 - gold and sulfur, 12 - gold and crystals, 13 - gold and gems.
Passages between towns are weak (3000). From towns into corridor zones - medium (6000). From corridors into treasure zones - 10000.
Cross, Cross2 and Cross3 - an attempt to make a reduced version of the XL templates 6lm10a and 8xm12a.



Cross :
Colored circles are starting locations. White ones are adjacent zones. Yellow ones are treasure zones with towns. Treasure zones have weak guards (like on Jebus Cross at starting locations), except for zone №13 - this treasure zone is richer than the others, with strong guards and no town. Also in all treasure zones except №13 there is a full set of mines. Zone 5 has gold and crystal mines, 6 - gold and sulfur, 7 - gold and gems, 8 - gold and mercury, as well as more gold and resources than on other locations.
Passages between starting locations and adjacent zones are weak. Into all treasure zones except №13, pass guards are as on Jebus Cross (6000). Into zone №13 the guard is strong - 12500.
Cross3 differs from Cross only in one thing: there is no central super treasure zone.
Cross can be played on L-U and L+U, Cross2 is preferable on L+U and with computers.
The text file must be renamed to rmg
Даже если вас съели - у вас два выхода:smile19:
Зима 2011-12.
Зима 2011-12.