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Posts from Mirror templates.

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11 years ago
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Responding to numerous requests...

WiZarD has disappeared somewhere, so I'll post it myself. Moreover, the initial testing is already complete, and no critical bugs have been found.

The game requires HWrulez 1.36; mirror template files are included in it.

1) Mirror template h3dm1



This is a remake of the WT h3dm1. It can be played by two players, without computer opponents. From the starting Castle, there are three paths leading to secondary locations; from each secondary location, there are two paths leading to treasure zones. Connections between planes are made through teleporters in the treasure zones (orange lines). The teleporters appear to be one-way, but they function as two-way portals.


2) Mirror template mt_diamond



Alternative image (the right side is flipped); perhaps this looks better:


This is a complete clone of the Diamond template in terms of connection structure and zone content. It can be played with six computer opponents; there are two transitions to each opponent and four transitions to the opposing player. Zones with identical numbers (on the left and right) are identical. Each zone has a teleporter leading to the opposite plane (orange lines). The teleporters appear to be one-way, but they function as two-way portals. If it's not clear on the picture, zones 1-8, 2-7, 3-6, and 4-5 are connected.

The templates are automatically recognized as mirror images. To check if this recognition occurred, select the Castle for the red player; the Castle of the blue player will change synchronously.

Mirror templates work both in SoD and HotA.

If something doesn't work, write to the author - WiZarDX_576

General description of mirror templates:

The template consists of two planes – surface and underground. One plane contains the red player, and the other contains the blue player. These planes are completely identical; both geography and objects, and object contents (guards, rewards), coincide. Spells in cities are also identical.

The only difference is the heroes in the tavern; they are different. Among the heroes who arrive at the tavern with troops (at the beginning of the week), there are no heroes with non-standard armies (level 1-3 specialists and combat machine specialists). That is, the starting army is also the same (unless specialists were chosen from the start).

Territory bonuses depend only on the territory itself and do not depend on whether it is underground or on the surface. Connections between planes are defined in the template, usually through teleporters.

Recommended game rules:

There is a bidding war for color – players increase their bids until someone passes. The winner of the bid chooses the color and transfers the amount of their last bid to the opponent before the start of the game (there is such an option in HWrulez). The bet must be a multiple of 100 coins. For example:
Vasya: 100
Petya: 200
Vasya: 300
Petya: 400
Vasya: pass
As a result, Petya plays as red and starts with 9600 gold, while Vasya plays as blue and starts with 10400 gold.

Starting heroes are random. They can be selected by mutual agreement. You can also bid for the right to choose first (similar to bidding for color).

There is a restart due to blockages or severe generation bugs. That is, when an unplayable map is generated.

Subjective restarts and restarts due to encounters are not allowed.

Roads - medium.

Dimension Door can be used once per day.

Computer opponents are random; they will be identical on top and bottom.

The remaining rules correspond to the ХВ rules for XL+U templates: rush is allowed, we build a guild for level 4-5 spells (in SoD), we do not steal objects from guarded locations, but we can run past guarded locations into neighboring zones, timer 21+8+1.
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11 years ago
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Genius!
And how does the computer opponent distribution work on Diamond difficulty? Is it the same as on Minotaur difficulty?
In reply to The_
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11 years ago
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The_
Genius!
But how does the computer assignment work on Diamond difficulty? Is it the same as on Minion difficulty?
The computer opponents are assigned randomly. They will be the same on both sides, so it's not critical.
11 years ago
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Will there be a mirrored Jebus?
In reply to Niemand
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11 years ago
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Dagr
Will there be a mirrored Jebus Cross?
This question has been on every Heroes player's mind ever since the very first version of the mirror template came out in Wake of Gods. It just isn't possible to create a decent Jebus Cross. Either the size is wrong, or the treasure zones are too big, and so on.
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11 years ago
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Well done, guys!
This has made me want to play again. I'll definitely try it out as soon as I get to my computer.
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11 years ago
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A long-standing dream of mine was to create a mirrored "Jebus-like" template. 6 zones on a single plane. For example: red at the top left, blue at the bottom right (mirrored), the bottom left and top right are identical (mirrored) adjacent zones. In the center — the actual desert, divided into 2 mirrored treasure zones with a connection in the form of 2 teleports guarded by a value equal to ГО. But, probably, this is impossible...

p.s. Thank you for the templates! Excellent work :).
In reply to =Lizard=
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11 years ago
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=Lizard=
It was a long-time dream to create a mirror "Jebus Cross-like" map. 6 zones on one plane. For example: top-left red, bottom-right (mirrored) blue, bottom-left and top-right identical (mirrored) adjacent zones. In the center - the desert itself, divided into 2 mirror treasure zones with a connection in the form of 2 teleports guarded by a value equal to GO. But, probably, this is impossible...
Mirror maps with horizontal symmetry are the next stage, the algorithm is roughly ready, but the implementation is more complex. I hope someday we'll get to them. Then a mirror Jebus Cross would be more similar to a regular Jebus Cross.

For now, there are difficulties with adjusting distances - either everything is too close and red decides the game, or everything is too far and the game consistently drags into the 3rd or even 4th week. I'll think about it some more, maybe something will come to mind.
11 years ago
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We tested it with Diablero using the x3dm1 map editor; it's very interesting, and the templates are great. Thanks!
In the game, one zone was flooded. I wonder if there's a way to bypass the generator with this bug?
In reply to Wicc
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11 years ago
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Wicc
...
For now, there are difficulties with adjusting the distances – either everything is too close, and red wins, or everything is too far, and the game consistently lasts for 3 or even 4 weeks. I'll think about it; maybe I'll come up with something.
Try experimenting with the ranges of spawn values (the value ranges of the spawn objects).
In reply to Lider1
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11 years ago
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Mirrors are now available in the Stronghold, awesome!
11 years ago
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Wicc
The teleporters appear to be one-way, but they function as two-way.

Is it possible to achieve this on regular map templates?
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11 years ago
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I was waiting for Cobra to ask this question :D
11 years ago
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Those who played – in my Heroes of Might and Magic III, with the “Lives and Legends” and “The Succession Wars” expansions, when 2 players try to create such a map, it says it can’t be done. How can this be fixed?
In reply to Wicc
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11 years ago
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Wicc
The computers are random. They will be identical at the top and bottom, so it's not critical.
Will they also behave the same way?

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