Skip to content
No ratings yet — be the first to rate!
User Avatar
12 years ago
Auto-translated
For many years, generations of HoMM players have worked towards this, dreamed and hoped, and now it has happened — a playable template with water, or rather, with a sea, has appeared. The template consists of 8 islands floating in a single sea.

Seafarers

During installation, you should specify the folder where WT is located, select Seafarers (the last one in the list) from the templates list, and check the "Sea Template" box in the WoG options.

Generation parameters: XL-U for 8 players.

Enjoy your games ... :smile36:



Detailed description from the author:

The template is not mirrored. The map is formed by replacing desert
territory zones with water. As a result, a common water zone is formed
with islands — the players' starting respawns.

Size - XL - U.

Generation settings: 8-0-0-0. "Symmetric template" option — off,
"sea template" option — on.
When starting with random races, player respawns will be as far from
each other as possible on the map. When starting with fixed races, red and blue, as a rule,
are generated nearby.

Number of starting respawns - 8. Each starting respawn corresponds to two
"native" zones (connected to it by roads on the original map). In each of the 16 zones
there is a village. The races of the villages and the contents of the corresponding zones cannot coincide
with the races of the red and blue players. Roads to villages are preserved as "tailwind"
strips. Villages are located on islands.

The races of all eight players and computers are different (exception - the races of two players when
starting with 2 identical races).
Opposite corners of the map are connected by two pairs of whirlpool-teleports.
There are no troop losses in the whirlpools.

Each starting respawn has a lighthouse (formerly a mercury mine).

In each zone there are 2 quests, for completing which you can receive
one of the following bonuses: the secondary skill "Navigation", the "Water Walking"
scroll, Boots of Levitation, Necklace of Sea Foresight, or the Captain's Hat.

There are 16 navigation quests (one in each zone, a thatched-roof hut).
There are 4 quests for each half of the Admiral's Hat, and in the two "native zones" of the red and
blue players, both halves are necessarily present (mushroom-shaped hut).
There are also 4 quests each for the "Water Walking" scroll and the Boots of Levitation
(tree-shaped hut).
To complete the quests, you must bring one growth of any upgraded creatures
of a certain level: for Navigation - 1-2 lvl, "Water Walking" and Boots
of Levitation - 3-4 lvl, Admiral's Hat parts - 5-6 lvl.
Number of creatures for a specific lvl: 1 lvl - 14 creatures, 2 lvl - 8,
3 lvl - 6, 4 lvl - 4, 5 lvl - 3, 6 lvl - 2 creatures.
Quests are former mines: navigation - resource mine, other quests - gold
mine; the external guard corresponds to the guard of these mines.
Navigation can only be learned in quests; it is disabled on the map, and it is also not among
the starting skills for Voy and Sylvia. Admiral's Hat parts can also be obtained
only in quests.

There are also 12 quests on the map in the form of an "Emerald Tower" object, in which for
completing the task you can receive one of five bonuses of your choice: a 7th level creature,
an artifact, a spell scroll, 10000 exp, or 15000 gold. To complete the quest,
you must bring 3 upgraded 5th level creatures of a certain race, provided that the races
of the quest creatures do not coincide with the races of the players.
Bonus creature options: Archangel, Gold Dragon, Archdevil, Black Dragon,
Phoenix, Faerie Dragon, Crystal Dragon, Rust Dragon.
Bonus scroll options: Dimension Door, Town Portal, Fly, Explosion,
Chain Lightning, Resurrection, Berserk, Armageddon, Prayer.
Bonus artifact options: Cape of Haste, Medal of Vulnerability,
Shackles of War, Angel Wings, Vial of Vitality, Shield of Lion's Courage,
Sword of Justice, Helmet of Divine Enlightenment, Titan Armor.
At the start, 9 sets of bonuses are generated, one of which is randomly chosen for
the quest. Bonus sets may repeat for different quests.
Bonus artifacts and spells are not banned on the map; they can be obtained
by other means.
Quests are guarded by a garrison. All garrisons
are identical.

Changes in game mechanics:

- the probabilities of summoning and removing a boat are 100% regardless of whether the "Water
Magic" skill is present. If there is no free boat on the map, it can only be summoned with
an expert skill. At the start of the game, all heroes are given the "Summon Boat"
and "Sink Boat" spells.

- the probability of finding an artifact with a shipwreck survivor is 25%,
and the artifact can be 1-2 lvl.

- the "siren" object functions as an oasis, the "buoy" object functions as a unity flag,
sea chests function as treasure chests.

- when boarding a boat while wearing the AH, the conversion of land moves to sea moves does not occur,
i.e., the number of MP is preserved.

- boarding a boat and disembarking from a boat on village-islands occur in the same way as
when wearing the AH.


Added 5 minutes later
Questions and bug reports can be sent to me (148698328) and Ivor (473939138)
12 years ago
Auto-translated
Before the game, it is necessary to clearly agree on the rules for capturing objects while bypassing guards, as in the sea, many objects can be accessed freely. It makes sense to minimize the list of objects for which access bypassing the guards is prohibited. Obviously, such objects as artifacts and pandoras must be included in this list. In fact, these two types of objects can be the only ones; I don't see any other obvious options, except perhaps we could consider dwellings of creatures. Quests with shifted guards should not exist, as these were former mines.
In reply to <Ivor>
User Avatar
12 years ago
Auto-translated
I tested it. The template definitely evoked positive emotions. Huge respect for the work done! After the CIS region, we should definitely organize a "Navigators Tournament". For now, I have one significant question: for some players, guards are generated for the sunken ships, and for others, they are not. What is the principle here, and is this a bug?
User Avatar
12 years ago
Auto-translated
Oh, it even made me want to play.
In reply to =Lizard=
User Avatar
12 years ago
Auto-translated
=Lizard=
One significant question has arisen: for some Dragon Utopia, guards are generated, while for others they are not. What is the principle here, and is this a bug?
Initially, very few Dragon Utopia were generated (2-4 per map), which risked creating unbalanced layouts; therefore, it was decided to place sawmills in several zones and convert them into Dragon Utopia. This resulted in Dragon Utopia without guards.

Statistics

Welcome our newest member: recijeb