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Posts from Modifying templates for HotA.

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In reply to Sav
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Sav
So, the suggestion is to limit the number of Utopias to 1 everywhere except for super treasures?
Definitely no more than 2.
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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played a new 6lm today with utopians - as the blue player, I got 2 dead ends - one corner and another where there should be a road to another village (the road to the green computer and from it exists)
In reply to De_Luxe
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De_Luxe
played a new 6lm today with utops - got 2 dead ends for blue - one corner and one where the road to another village should be (the road to the green computer and from it exists)
Could you express yourself more specifically and clearly? I think I'm not the only one who understood very little :D
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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If the road to another village refers to the connection between points 13 and 14, then everything was generated correctly. The road between the halves of the map goes either through 13-14, or through 9-10, or through 13-23-10 (in each generation, only one of these options is used). So, in any generation, at least one player does not have a road to another village, and possibly both. In this case, the road network should branch out after the green compass, in zone 22. Only 2 roads from the starting point are absolutely guaranteed: the road to the yellow/green compass, and the road to the corner treasure.
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Okay, is it possible to do something about the passages without guards that connect to adjacent areas, so that they don't generate so close to the roads? Because often it takes 200-300 moves, which is quite a lot.
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Well, I wrote about this above (in the long post). But right now, my main idea is to make this passage always run along the ground. This really works stably for this template. Since the passages themselves are large in size, it is usually difficult to reach their edge along the ground. Besides, only when the passage runs along the ground does its feature, that it is "wide," work – this is an additional incentive to do it.
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https://dropmefiles.com/Jr48o

From the creators of "We are like two CIS champions," "Everyone plays like a god, no one makes mistakes," comes the Water Cross template – a Jebus map set on islands.

In the template settings, set islands, size H, and disable dungeons.

The rules differ from the standard Jebus map:
To leave the island, you need to break the guard tower near the shipyard. After that, you can swim to other islands (to the opponent and to the center).

Technical restart if a player reaches the center by land or if the guard tower near the shipyard is missing (in the future, this rule may be canceled after the template is improved).

A tournament on this template is planned in the near future. Suggestions for improving the map layout and the aquatic zone are welcome (there are not enough aquatic units, and the benefits from them are not significant).

P.S. Geese are hard workers.
ICQ - 703804372
Discord - Xocenk#2473
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Please register me for the tournament.
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Please register me for the tournament.
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If you set the connection type for shipyards to "random," the zones will be positioned symmetrically relative to the center — this might be better.

I can also recommend adding several empty underground zones with dummy connections to surface zones to the template. If the respawn connects to the center via an underground zone, the generator may place it farther from the center, leaving more space for water between the zone itself and the center (the underground will not be used in-game in this case). I am not sure how feasible this is; you would need to take care of proper zone numbering, the repulsion option, and other fine-tuning settings.
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Hello.

I would like to offer a template for M200 for testing and feedback. The template is based on the 2sm2c(2) and Skirmish(M) templates. The working title is 2sm2MD.



The main changes compared to 2sm2c(2) are: an additional treasure (a conditional center of the map) has been added, the guard has been slightly strengthened, the connections between zones have been slightly changed, the value of the zones has been slightly changed, the soil in the zones with villages has been changed, and some minor changes have been made. The main idea behind creating the template was to "enrich" the templates used as a basis and try to eliminate some "imbalances." Also, there are currently only 3 templates for M200, which somewhat disappoints me as a fan of playing on M maps.

I generated a sufficient number of maps, and they are generated quite well, with no glitches or distortions in the zones.

Here is a link to the rmg file: https://yadi.sk/i/9RTrtCPWaTec2g

I look forward to your opinions, suggestions, wishes, and criticism.
In reply to DmitiyK
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DmitiyK

I generated maps quite a few times, and the generation works well. No glitches or distortions with the zones were noticed.

The starting locations for players can vary greatly in size. You can set the Zone Sparseness parameter to 0.1.
In reply to MKC_world
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Guys, Kittens
The starting locations of players can differ significantly in size. The Zone Sparseness parameter can be set to 0.1.


They can, just like in 2sm2c and skirmish. No extremely significant differences were noticed; the differences are more or less tolerable.

Well, I tried 0.1, and it seems that the map looks slightly better visually, but the probability of errors and incorrect placement of zones increases.
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The version made with workarounds for the previous version of mt_Jebus, without dungeons (I don't remember where I uploaded it), doesn't work correctly on the new version. I'm attaching mt_Jebus without dungeons for the new version. It's made without workarounds, using the standard tools that appeared in 1.5.4. Extract it into the HotA_RMGTemplates folder (using the "Extract here" option).
Attachments 1
1 file attached • Total size: 1.2 KB
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Also, I would like to point out that a documentation section with diagrams and complete technical descriptions of all templates from the official collection has now been added (finally): http://h3hota.com/ru/templates

The differences between the templates and their versions in the SoD are noted separately. Many of them, created back in 1.5.0, were not mentioned in the changelogs: for example, changes to the value of certain paths on the Spider template. So, the article is recommended for viewing.

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