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Share your custom templates. Provide each other with feedback.

You can find the latest versions of my templates here: https://www.h3templates.com/
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Finally, a topic for custom templates has appeared!)

Regarding the "duel": it's a kind of Jebus Cross with a respawn divided into two parts, where Griffin Conservatories are on the surface and factories are underground. Both sides always get plenty of objects, it's pretty decent overall.
Here's what I think could be improved:
- Swap or equalize the 36k and 45k guards: from the Dungeon, you have to fight two ГО in a row, while from the respawn along the roadless area only one, and it's not even certain that the first way to reach the center takes less time.
- Consider how to eliminate cheating captures of objects, i.e., either programmatically remove Luna and Lorelei (greetings to the factories in the Dungeon), or, for example, place fixed lava in the Dungeon so that harpies in the factory don't get +1 speed.
- Perhaps it would make sense to set the first strength of guards at the respawn; the second one significantly hinders capturing the first hive/outpost, making the game less dynamic.
discord: benis_xdd#3487
icq: 619610068

wygrał? wygrał. -Szopa666
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Benis_xDD
Well, finally a topic for custom templates has appeared)

Regarding the "duel." It's kind of like a Jebus Cross with a respawn divided into two parts, where the Griffin Conservatories are on the surface and the factories are underground. Both players get generous amounts of objects, it's quite decent overall.
What I think could be improved:
- Swap or equalize the 36k and 45k guards: from the underground you have to hit two GO in a row, while from the respawn via wasteland it's only one, and even then it's not certain that the first route to the center takes less time.
- Consider how to rule out cheesy object captures, i.e., either programmatically remove Luna, Lorelei (hello factories in the Dungeon), or for example place fixed lava in the underground so that harpies in the factory don't get +1 speed.
- Perhaps it makes sense to set the first guard strength on the respawn; the second one significantly complicates taking the first hive/outpost, making the game less dynamic.
you can't fix factory captures in any way, believe me
icq 699279927 discord saneok#0028


привет, можешь сменить подпись) 6лм - норм шабл, а джебус тупое говно. Я был тотально не прав. © =Lizard=
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Guys, Kittens
Decided to create a Jebus Cross version at the same time. Since this is the most fun/spectacular template, I tried to make it even more fun and fairer in terms of rewards. Whether I succeeded or not is not for me to judge. But at least it distributes rewards as intended.

Could you explain in words what the differences are from the standard Jebus? It's not very clear from the diagram.
http://ru.twitch.tv/lizard_wt
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Guys, Kittens
There will be fewer trash objects in the center.
There should be 10 dungeons, 8 Warrior's Tombs.
Do I see a contradiction here? :D (If I understand correctly that Tomb = Warrior's Tomb)
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Guys, Kittens
Hmm, yes, in theory, they are also quite useless, even though they can drop relics.
Well, for a 5% chance, is it worth cluttering the treasure with such junk...? :confused: It's better to just let the relics lie on the ground.
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I would outright ban such an object as a warrior's tomb, or make it work like a war treasure – so that if a relic drops, there's always a bag of gold. Also, refuges don't add anything to the game. It would be better to add skill-based elements, like pyramids, for example (I would introduce them on any surface, although they would need to be stylized for each one, but this isn't a problem for HotA).
http://ru.twitch.tv/lizard_wt
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Kitten Crew
Refugees - refugee camp? On the L version they were removed everywhere, but on XL only in the center they are absent. And graves were banned everywhere initially, but then for some reason they were brought back.. the archdevil must have messed with their head.
In general, these two templates need to be refined in the coming days.

So, you're working in the right direction, well done. I'd like a tournament on a solid Jebus Cross, without one-sided stomps.
http://ru.twitch.tv/lizard_wt
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=Lizard=
So you're working in the right direction, handsome. I'd like a tournament on a solid Jebus Cross, without handouts in a single gate.
I don't even know if such a Jebus Cross will ever exist... ?!?!?! P.S. SoD is completely out of the running!
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Right now, we'll be testing this updated Jebus with Hellight in combat. But I have a question for the future: is there a way to "mirror" the contents of objects? In the sense that if one has 2 level 2 and 2 level 3 cons, then the other should also have the same. Otherwise, having 4 minis on one and 4 maxis on the other will create an even greater imbalance than in the classic version.
http://ru.twitch.tv/lizard_wt
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If nothing unexpected happens, tomorrow we’ll try testing template 2 against the AI. PogChamp
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We haven't finished playing yet, but a few conclusions can already be drawn regarding the template (Anton may have different ones):

1. There are too many own money/resources at the respawn - this nullifies almost any rollback. Essentially, in a Necro-nonNecro pair, you can give 10K and go without fear; Gosha will still collect about 5K gold himself without spending even half a turn, and after that it's easy. From the very first distribution on 111, the thought occurred to me that this template in its current form is more relevant for 200% full-random with color change upon reset. Otherwise, the amount of money/resources needs to be severely cut (at least make it as it was).

2. Regarding objects at the respawn - in my opinion - very good. The balance between tempo and "fat" is maintained. The player makes a decision based on scouting analysis and established chains (rather than whether things were "delivered or not"), for example, exiting 116 with 30 ducks or 117 with 40+ (or even 121 with acceleration, picking up both home Dragon Utopia and all cons). And it's not a given that the decision in favor of tempo will always be winning; with insufficient army power in such a fat center, you'll quickly burn through your timer and might end up with no army at all.

3. Center - I suggest cutting Dragon Utopia down to 6 (and even that is the maximum). Prisons in the center - remove them entirely; they introduce the main trashy and insane randomness. It would be better to add, as I mentioned before, "skill-based" objects: pyramids, magic boxes, etc. This will encourage upgrading supports at home from day one, rather than flying headlong with a single father toward the center - where the jailers will sort things out anyway.

For now, this is the main part; as fresh thoughts appear, I will post them. Overall, in my opinion, the template in this form is clearly more skill-oriented than the classic one. Even now, in an unfinished state, it's clear that one-sided stomps will be veeeeery rare here; there will be a struggle regardless (unless someone throws). Thanks.
http://ru.twitch.tv/lizard_wt
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There should be fewer objects on the respawn, definitely fewer hives, and it's better to limit yourself to two Griffin Conservatories, otherwise some factions start to pull far ahead, as does the presence of a key dwelling. There are also too many secret stashes; 2 tier-7 units is plenty, and 3 tier-6. I don't understand what's wrong with Pandora's Boxes for gold, and it's also advisable to set a distance limit for objects from the road, no more than 20 cells for example (as far as I know, this can be done); otherwise, the dispersion will be more devastating than regular Jebus Cross games. There needs to be less gold, but not by much. I think overall this should reduce the insane tempo achieved on this template. At least right now it's just a mess, not balance. Kostya just liked it, as often happens with him). Many people need to work more on balance; this only concerns the respawn and is just a small part. The center clearly needs fewer utopias. I also agree about prisons — leave just single instances like 2-30 and 3-20. I haven't figured out the rest yet.
p.s. As for why balance isn't quick, I'll explain: the game is structured such that even with equal skill, the draws are not always like in this match. Here everyone just got pushed land and everything worked out well. In most matches, one player has the same, while the other has 3 heroes running around with water and wondering how to take an object. The more the layouts are tailored for Week 1 exits under favorable circumstances, the more dispersion there is. The smallest mistake, or something like morale or dismorale, can kill such a game outright, and they will be common because you have to push tempo and take risks, as seen on the stream. If you don't, you won't be able to compete... The conclusion I already mentioned: tempo is cool and spectacular, but not balanced. The optimal situation is when you can exit first with different towns in 10-15% of games; anything less becomes a race — one on the throne, the other in the grave.
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As an alternative, you could implement a system where only Warriors are generated in the central prisons (ideally, regardless of their level – always without any logs, without any scouting, without any magic schools, and with exactly 10 mana).
http://ru.twitch.tv/lizard_wt
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Lunar passed the solo Eclipse (came to the computer on day 121 and easily completed it). Slow needs to be completely removed because I was able to re-specialize him through schoolchildren (without digging up the hero), and Lunar should also be removed, although any mage with Earth magic and Resurrection will probably work.

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