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Posts from Modifying templates for HotA.

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In reply to Sav
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7 years ago
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Did I understand correctly that the new map editor allows you to create mirrored templates in it?
icq 699279927 discord saneok#0028


привет, можешь сменить подпись) 6лм - норм шабл, а джебус тупое говно. Я был тотально не прав. © =Lizard=
7 years ago
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No. Mirroring will still require manual editing of the text file. But the options that were previously tied to the template name (anarchy and portal repulsion) are now implemented as normal settings. *** The page ended awkwardly, so I'm repeating: Please note that there is now (finally) a documentation section with diagrams and complete technical descriptions of all templates from the official collection: http://h3hota.com/ru/templates The differences between the templates and their versions in Soda 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 review.
7 years ago
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As it turned out, when updating the template format, the mt_TeamJebus template was corrupted: in particular, the "Anarchy" checkbox was enabled on it (and there were a few other issues). I'm posting the corrected version.
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7 years ago
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So, the second version of the Eight_Beams template for HoMM 3: Hota is ready. (It will also work on SoD, but if you choose sizes L, XL). Changes compared to the first version: + A critical error in the template has been fixed, which prevented access to other players. + Minor fixes. Known issues: * The external Hota map editor (h3hota_maped) cannot generate a map. This is purely a problem with the editor. The in-game random map generator works normally, although it doesn't generate maps very quickly. So, what does the template offer: 1) Designed for maps of the following sizes: 1. from L to G (Hota); 2. L, XL (SoD); 2) Number of players from 2 to 8 inclusive. 3) Initially designed as an extended analogue of the Dragon Clash template, but it turned out to be something more fun. 4) Download: https://yadi.sk/d/Nu9V-Pa0Iux9fA Criticism and suggestions are welcome. View of the template from the editor.
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Я пришел из далека...
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7 years ago
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At the request of one player, I am posting Clash of Dragons. It can be deleted later.
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7 years ago
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Thanks a lot, I got it. +karma.
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7 years ago
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Where is the rule stated that ore and wood mines should always be within a 15-cell radius of the starting town? Is it in the map template or in the game itself? I have an idea to replace an ore mine with a watchtower in this map. So that it's always nearby. And even if this is hardcoded in the game, perhaps it could be adjusted in the future. So that watchtowers could also be one of these objects. And very important objects (like consulates) should ideally be linked to roads, so that they are always prioritized in this regard.
6 years ago
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Please tell me how to prevent the generation of any spell scrolls on the standard set of random map templates. What I tried: I open the rmg.txt file from the HotA/HotA_RMGTemplates/Original template pack folder in the template editor, then I select the first template I find, and then I go to "Template -> Settings -> Objects", create a rule "Prohibit - Spell Scroll - Any level", formula -93 0 n. I click "Apply to all templates in the set". I save the template, launch the game, generate a random map from the standard set of templates, and... I see a scroll right in front of the castle. What am I doing wrong?
In reply to saneok
6 years ago
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For those tired of Jebus, I present a new dueling template: Gnome. Size L, without a dungeon. You could say this is an anti-Jebus, as the native spawns offer few free resources. However, everything you need for development is available on the spawn. The focus is on developing your own city and army; the spawn usually has external dwellings for creatures of levels 1-3. Hives and conservatories of all types are disabled! How tired are you of these encounters in the second week, when your opponent already has 50 ducks, and you only have 1 hive on your spawn? There will be no such imbalance here! Just develop your city intelligently. To meet, you need to clear one of your own towns and one common town.

A simple spawn scheme, the encounter is not before day 121 (realistically closer to the third week). The resources are poor to average. Recommended difficulty: 160-200%. There are 2 not-so-rich treasure rooms without dragon utopias, on a terrain type like dirt. The Dimension Door and Explosion spells are disabled. Necropolis and the heroes Solmyr, Aislinn, and Dimmer are prohibited. The treasure rooms contain villages of random types, which, if desired, can be built and used to replenish your army with other creatures.
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In reply to Tayrus
6 years ago
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Tayrus
For everyone tired of Jebus, I present a new dueling template for Gnome. Size L, without a dungeon. You could say this is an anti-Jebus, as the native spawns have a meager amount of free resources. However, everything you need for development is available on the spawn. The focus is on developing your native city and army; the spawn usually has external dwellings for creatures of levels 1-3. Hives and conservatories of all types are disabled! How tired are you of these encounters on the second week, when your opponent already has 50 ducks, and you only have 1 hive on your spawn? There will be no such imbalance here! Just develop your city intelligently. To initiate an encounter, you need to clear one of your own towns and one shared town.

A simple spawn scheme, the encounter is not before day 121 (realistically closer to the third week). The resources are meager to average. Recommended difficulty: 160-200%. There are 2 not-so-rich treasure rooms without utopias of dragons, on a terrain type like dirt. The Dimension Door and Explosion spells are disabled. Necropolis and the heroes Solmyr, Aislinn, and Dimmer are prohibited. The treasure rooms contain villages of random types, which, if desired, can be built and used to replenish your army with other creatures.
Anti-Jebus!!! Sounds good. Let's test it.
In reply to Tayrus
6 years ago
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Tayrus
For everyone tired of Jebus, I present a new dueling template for Gnome. Size L, without a dungeon. You could say this is an anti-Jebus, as the native spawns have a meager amount of free resources. However, everything you need for development is available on the spawn. The focus is on developing your own city and army; the spawn usually has external dwellings for creatures of levels 1-3. Hives and conservatories of all types are disabled! How tired are you of these encounters on the second week, when your opponent already has 50 ducks, and you only have 1 hive on your spawn? There will be no such imbalance here! Just develop your city intelligently. To initiate the encounter, you need to clear one of your own towns and one shared town.

A simple spawn scheme, the encounter starts no earlier than day 121 (realistically closer to the third week). The resources are meager to average. Recommended difficulty: 160-200%. There are 2 not-so-rich treasure rooms without dragon utopias, on a terrain type like dirt. The Dimension Door and Explosion spells are disabled. Necropolis and the heroes Solmyr, Aislinn, and Dimir are prohibited. The treasure rooms contain villages of random types, which, if desired, can be rebuilt and used to replenish your army with other creatures.

I tested it at 200%, it's a bit boring on size L, but perfect on size M. If you remove Jedi, Alamar, Grindan, and Labeta, it will be even better
In reply to New_attempt
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6 years ago
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Tayrus
For everyone tired of Jebus, I present a new dueling map for the Gnome faction. Size L, without a dungeon. You could say this is an anti-Jebus map, as the native resource spawns are scarce in terms of free resources. However, everything you need for development is available on the map. The focus is on developing your own town and army; there are usually external dwellings for creatures of levels 1-3 on the map. Hive and Conservatory buildings of all types are disabled! I'm so tired of these encounters on the second week, when your opponent already has 50 ducks, and you only have 1 hive on your map. There won't be such an imbalance here! Just develop your town intelligently. To meet, you need to clear one of your Guardian Orders (GO) and one common GO.

A simple spawn layout, encounters no earlier than day 121 (realistically closer to the third week). The resources are poor to average. Recommended difficulty: 160-200%. There are 2 not-so-rich treasure locations without dragon utopias, on a terrain type like dirt. The Dimension Door and Explosion spells are disabled. Necropolis and the heroes Solmyr, Aislinn, and Dimir are prohibited. The treasure locations contain villages of random types, which, if desired, can be built up and used to replenish your army with other creatures.
I tested it:
First, the balance. On the mini-map, you can clearly see the red and blue zones, which are much smaller.

The blue player has 35 monks coming down the road, and an alternate GO spawns 11 cavalry, but how do you beat them when you only have 3 imp dwellings on this map, and there's nowhere to level up your hero properly.
The red player has 15 Wyvern Monarchs or 94 Elves at an alternate GO. 2 Gremlin dwellings and one Gargoyle.
There's a chance you won't even make it to the second week, but at least you can explore the map.

Next, the treasure zone is huge, without objects or relics, but with a village and a large number of dwellings of different levels.
Sometimes, it makes sense to level up this village on the second week (if you're lucky enough to get out of the starting area), rather than the starting Castle, for this, you gather resources to rebuild, as you did in the first week, but at least here you can level up your hero and collect minor artifacts. There are practically no Pandora artifacts.
You should expect encounters with your opponent no earlier than the third week, or even the fourth. Otherwise, it's just two to three weeks of running around the map and collecting resources, which is a bit boring.
On Medium difficulty, 3 heroes can clear the map in a week and skip turns on the second week, only to die on day 131 in a Guardian Order with 40 Medusas.
Although, I'm exaggerating about a week; a map was created where, near the Castle, there are 2 wood and ore mines, and imps guard a bonfire and zombies guard a mill.
It took 2 days to collect everything. At the GO, there are 10-19 Manticores.
That's all. People probably won't play this.

If the idea is to create a map where the main focus is on the war of starting Castles, you need large starting zones and 2-3 common treasure locations without villages. Size M, no larger, and the guards shouldn't be too strong.
In reply to korovka1987
6 years ago
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korovka1987
I tested it:
First, regarding the balance. On the mini-map, the red and blue zones are clearly visible, and the blue zone is significantly smaller.
Thank you for the feedback. I don't know how to fix the imbalance in size yet. In the template, everything is clearly equal. I'll think about it. I'll probably reduce the GO. The native respawn point was initially large, but this creates the effect of getting stuck in it, so I reduced the size. The idea is that it should be cleared in 2 weeks. I will increase the number of Pandora's Boxes in the treasure.
In reply to saneok
6 years ago
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Changed the size of the spawn points, reduced the guard strength of the Guardian Order. Map size - only L.
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In reply to Tayrus
6 years ago
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Hello everyone! I present to your attention the 6lm-8mmMix template in size XL+U, adapted for HotA. 8mm6a has known problems (slight pushing of the opponent out of the center, which causes a strong dependence on the composition of one's own corner), repeatedly described in various topics (for example, in Only HL, Long way). When transferred to HotA, nothing fundamentally changed. Then, a similar Kerberos template appeared, originally designed for three players. Some of the problems were preserved in it. Russel proposed a variant of changes (template structure, zone composition) that solved these problems. The scheme was transferred to HotA with minor changes. The zone composition is similar to 6lm10a, and the adjustments for depressions coincide. My biggest question concerns mandatory/forbidden connections; is the suggested option acceptable? I made it so that both players have access via road connections to both computer corners. However, there is also some randomness regarding the connections. Both players only have two "native" computers, and even then, one of them may turn out to be questionable. I look forward to your feedback and suggestions. I would like to get an adequate XL+U template (currently, only two are popular: 6lm10a and Nostalgia. Plus or minus Spider. And less than 8xm12, which needs more reworking due to the large number of zones).
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