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9 years ago
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I made a template - a slightly modified 8mm6a - based on roads, and based on content - 6lm10a, with an adapted zone size (as it seemed to me, with this zone size, the results are less crooked). As a result, almost always the player's starting location is either 1 road + one roadless zone (often - portal/elevator). Sometimes - just two roads. This applies to both blue and red players.
One-way zones are practically absent, and if present, they have an insignificant impact on the road network and development.
There was never a single instance of a single road leading to an entry/exit portal.
Various generation cases occur, but there was definitely no road advantage for either the red or blue player.
IMHO, a fairly viable template for XL+U.
Welcome, try this mix.
Upd.
I changed the scheme to avoid confusion about the template. Attention: mines in zones 15,19,22,26 are not marked (see upd. 01.04.2018).
(Zone contents as per 6lm10: central zones and corner villages - treasure zones; zones with an exclamation mark - super-treasure zones).

upd. 01.10.2017 This template has been added to the standard set and is available to all players using the HD mod.
upd. 01.04.2018 Due to the small number of resource mines on the map, by analogy with 6lm10a, I added all types of valuable resource mines (gems, diamonds, mercury, sulfur) to the nearest adjacent zones to the players' starting zones. I.e., in zones 15,19,22,26 - now 4 valuable mines each.
upd. 08.01.2019 The scheme now reflects the actual mine layout.

I played this template with the following people: Zoog, Gee, Jaris, Medium_HP, Ihromant, Gunar, ProtosArchon.
Template:rmg.txt place in \_HD3_Data\Templates\6LM-8MM mix
Template scheme
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9 years ago
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Could it be that the only path leads to 9k, and that's it? But getting back to the home computer would involve a rough road with a penalty. For this reason, instead of 9k, there should be at least 6k.
In reply to Xocenk
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9 years ago
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Xocenk
Could it be that the only road leads to zone 9, and that's it? And getting to the main computer involves traveling off-road with a penalty. For this reason, instead of zone 9, there should at least be zone 6.

Well, you can come up with various "combinations of loads." Try generating some, and take a look. Out of a large number of generations, I haven't encountered this even once, and it seems other players haven't either. (Once, there was a multiple path to a corner village, and its guard blocked the path to the computer; but now there is no multiple path, and the guard is now 6k, significantly weaker.)
I understand that we're talking about zone 19 now. I specifically made the second blend (15) easily traversable, and almost always there is either a road or a portal to both adjacent zones, so I believe there are paths for development.
I wanted to make some screenshots of the maps, of what the output looks like, but I'm not very good at stitching them together into one readable large picture yet.
In reply to Russel_lDHl
9 years ago
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I've made some minor adjustments to the map layout, specifically moving the super-treasure zones away from the starting spawn points. Everything else remains unchanged. Hybrid 2.0 - The starting zones and computer-controlled zones are populated as in 6lm10a (with the possibility of Utopia appearing, etc.). - The nearby zones with villages have the same population as before, but instead of wood and ore mines, there are two valuable resource mines: 9 and 12 - crystals, 13 and 14 - mercury, 10 and 11 - sulfur. - Zones 15, 16, 23, and 24 are treasure zones with villages, populated similarly to the corresponding zones in 6lm10a. Zones 15 and 16 have two gem mines each, and zones 23 and 24 have one gold mine each. The monsters are of medium strength. - Zones 17-22 are super-treasure zones, slightly less rich than in 6lm10a (without relic artifacts on the ground). The monsters are strong. - The paths from the treasure zones with villages are 6000, to the super-treasure zones 12500, and the rest are 3000.
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In reply to Medium_HP
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9 years ago
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Medium_HP
I've tweaked the map a bit, specifically by moving the super-treasure zones away from the starting spawn points. Everything else remains unchanged.

Hybrid 2.0

- The layout and guarding of the starting zones and computer-controlled zones are the same as in 6lm10a (with the possibility of Utopia appearing, etc.).
- The layout and guarding of the nearby zones with villages are also the same, but instead of wood and ore mines, there are two valuable resource mines: 9 and 12 - crystals, 13 and 14 - mercury, 10 and 11 - sulfur.
- Zones 15, 16, 23, 24 are treasure zones with villages, filled similarly to the corresponding zones in 6lm10a. Zones 15 and 16 have two gem mines each, and zones 23 and 24 have one gold mine each. The monsters are medium-strength.
- Zones 17-22 are super-treasure zones, slightly less rich than in 6lm10a (no relic artifacts on the ground), and the monsters are strong.
- The paths from the treasure zones with villages are 6000, to the super-treasure zones 12500, and the rest are 3000.

In my opinion, this version is worse because to reach the treasure zone, you have to go a long way through computer-controlled areas, and it's hard to tell how the roads are laid out.

Why not keep the zone layout as in Spider, but just increase the size of the zones?
In reply to Aiwe
9 years ago
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Aiwe
In my opinion, this version is worse because to get to the treasure zone, you have to go a long way through computer-controlled areas, and then you don't know what to expect with the roads.

Why not keep the zone layout like in Spider, but just increase the size of the zones?
So, I misunderstood that phrase:
Aiwe
It's not entirely clear why you would make "native treasure zones"; I think it spoils the beauty of the template.

I added zones 23 and 24 because I don't like the idea of a template with a maximum size of 20+ zones, where everything will regularly end in week 2, with the result determined by the initial turn-in.

The idea of moving the super-treasure zones to the computer-controlled areas is to move them away from the main area and thus reduce the likelihood that the super-treasures will be strictly divided into "ours" and "theirs." This way, there's a better chance of taking a "foreign" treasure.
9 years ago
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Medium_HP
I added zones 23 and 24 because I don't like the idea of a template with a maximum size of 20+ zones, where everything will regularly end on the 2nd week.
That is, the probability of a quick, direct passage through zones 3-11 and 4-10 has been reduced, but it remains unchanged for other passages. The effect will be noticeable, but it feels somewhat incomplete. It bothers me; I guess I'm just an autist.

Added 19 minutes later
With the same number of zones and passages, I increased the minimum number of hops from 6 to 8:
If you rotate it, you get the letter S.
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In reply to Russel_lDHl
9 years ago
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Russel_lDHl
Modified the scheme to avoid misleading anyone with my template.
Now everything looks like this.
What does "modified" mean? Is this already the 3rd version? Or did you just outline the villages? Then you should also mark the cities.
In reply to zoog
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9 years ago
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zoog
What does "changed" mean, is this already the 3rd version? Or did you just outline the villages? Then mark the cities too.
I thought you were attentive.
I changed the information on the image about the strength of the guard, the number of paths to the corner villages, and the presence of mines in the zones. I only showed the villages because it seems clear that all starting zones for 1-8 players and computers have a Castle.
This diagram refers to (ver.2), as well as the text file template below it.
/topic/at/1020415/
In reply to zoog
9 years ago
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zoog
With the same number of zones and passages, I increased the minimum number of steps from 6 to 8:

In my version, from any player to any treasure on the map, there are 3-5 steps; in yours, to the nearest treasures, there are 3 steps, to the farthest ones, 6-9 steps, meaning the treasures are effectively divided into "ours" and "theirs," which is exactly what I'm trying to avoid.
9 years ago
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Russel_lDHl
I thought you were attentive.
It's not about attentiveness here. When you write something for people, you need to remember that you're dealing with schoolchildren. You shouldn't leave any room for misinterpretation; what's obvious to you might be understood completely differently by someone unfamiliar with the context. That's Murphy's First Law.
A husband shouts from another room:
-Why did you cheat?
Wife:
-I didn't cheat!
-I know for sure you did!
-No...
-Admit it!
-Okay, with Vasya...
-What Vasya? The computer says - "the password has been changed"!
Medium_HP, yes, I quickly messed up the template; the topology has also changed significantly, almost one-dimensional... just as an example.

Added 15 minutes later
How about this option: ? All distances are minimal, at 4. The topology is also, in my opinion, acceptable.
9 years ago
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Decided to bring the template scheme Russel_lDHl into a more or less standard form.
8mlm10a - corresponds to the 1st version, b - the second. It turned out a bit rough; I edited the ready-made JPEGs, so nothing good would have come out anyway, but at least it shows everything that needs to be shown.
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In reply to zoog
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9 years ago
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zoog
Decided to bring the Russel_lDHl template scheme into a more or less standard form.
8mlm10a - corresponds to the 1st version, b - the second. It turned out a bit crooked; I was editing ready-made JPEGs, so nothing good would have come out anyway, but at least everything that needs to be shown is there.
:)
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9 years ago
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I came in, observed the perverse templates, was influenced, and went on to abuse domestic animals in front of fifth-graders.
8 years ago
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Does anyone still have Kanegem's article about the hero mechanics, mainly about Resource Management in Heroes of Might and Magic? Or maybe it wasn't his, and it wasn't an article, but some students wrote a term paper on Heroes of Might and Magic III and used Yves Vanhoutte's description of Resource Management.

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