Posts from All questions regarding mapmaking for Heroes of Might and Magic 3: The Shadow of Death.
(Василь Симоненко. Люди – прекрасні)
I'm ignoring the misinformation now.
Thanks for the answers.
Многие их ищут, многим они вовсе не нужны, а многие даже не замечают их, не понимают что они вокруг нас, каждый день, везде.
А эти чудеса порой, сокрыты в обычных, привычных предметах.
(Василь Симоненко. Люди – прекрасні)
2 Could you please advise how to edit the Crypt, Naga Bank, Dwarf Stronghold, Dragon Utopia, etc.?
3 Please tell me, after a template has generated a map, can it be retrieved from somewhere?
Thank you for any help.
Providing links to screenshots (Dropbox):
Screenshot from game:
http://www.dropbox.com/s/dx46hhrkhzabps9/FromGamePandoraOpen.JPG?dl=0
Screenshot from h3maped
http://www.dropbox.com/s/czmp3vrvnojo29h/from%20h3maped.JPG?dl=0
1 Hello, dear forum members. I downloaded the "ArenaKonwentowa" map. This map contains a "Pandora's Box," and inside it is a set of units for a specific faction. I opened it in h3maped, selected the box, but it's empty; there's nothing written about it (screenshots are attached below). Could you advise those who have encountered this, where this data is located in the map? The game and editor version is SOD.
2 Could you advise on how to edit the Necropolis, Naga Bank, Dwarven Mine, and Underwater Ruins?
3 Please tell me, after the template generates a map, can it be retrieved from somewhere?
Could you provide up-to-date information on the binary structure of the unarchived map file? I'm interested in the bitmask for object traversability... The .msk file is clear, but in the map, each object cell can have 3 options: traversable || not traversable || object activation (((
I don't understand where the count starts? Is it like in the msk file - from the top-left corner of the 8x6 rectangle, in reverse order of bit reading, i.e., the bottom-right cell is 80 hex?
Added after 12 hours 36 minutes
Hello.
Could you provide up-to-date information on the binary structure of the unarchived map file? I'm interested in the bitmask for object traversability... The .msk file is clear, but in the map, each object cell can have 3 options: traversable || not traversable || object activation (((
I don't understand where the count starts? Is it like in the msk file - from the top-left corner of the 8x6 rectangle, in reverse order of bit reading, i.e., the bottom-right cell is 80 hex?
1) enable it globally in the map settings;
and
2) set it as required in the properties of those towns (the "Spells that MUST appear in the Mage Guild" list);
and
3) disable it for all other towns where it should not appear.
In my opinion, this is not very convenient (and not entirely obvious, as I had a different understanding of the meaning of the words "MUST appear"). That is, if I have 48 towns on my map and only one should have, for example, Summon Boat, then I have to manually disable it in the other 47 towns.
At the same time, if you globally disable certain artifacts on the map but place them in some locations, they will appear as expected.
For example, in my test "blank" map, even though I set City Portal in one town, something else kept appearing there until I started generating starting saves and figured out what was wrong.
(Василь Симоненко. Люди – прекрасні)
(Василь Симоненко. Люди – прекрасні)
1) Is it possible to disable or control the weekly population? I mean, so that the weekly monsters don't appear on the path, because I have a map with a small army.
2) How can I start the main hero with no resources at all?
3) I've seen in maps (for example, in "Threads of Fate" recently) how they hide, for example, a sign under a pikeman. How is this done? Thank you!
(Василь Симоненко. Люди – прекрасні)
It makes things confusing, doesn't offer any benefit, and discourages people from playing such maps. As soon as I see something like that, I immediately close the map.
1) You can prevent the appearance of a week of creatures or a month of plague: this is achieved by connecting the SOD_SP plugin HD mod.
2) You can level up a hero using anything that gives experience: events, Pandora's boxes, seers, etc.
3) This can be done using the extended WOG/SOD map editor. Here is its standalone version. Unzip the archive into a separate folder (not in the folder with the installed game!) and run it from there (it is convenient to create a separate shortcut). When saving, remember to choose the file type "Heroes 3 SOD map file": by default, saving will be in the WOG map format.
And another question arose: how do you make an enemy hero start moving at a specific moment? Does anyone have any ideas? I placed a passage guard, so that if I defeat someone, he will come out, but it doesn't work) he just stands there and doesn't even try to knock