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Posts from Current questions and answers regarding the map editor. Auto-translated

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In reply to Азгалор
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#5463
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Azgalor
And as another option: move AddHeroCreatures("Mardigo", 10, 1); above startThread
Yes, there was an error in that. My apologies.
С уважением, }{0TT@6bI4
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#5464
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Hello everyone, how can I make it so that a random castle on the map belongs to the same faction that was chosen in the game menu?
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#5465
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In the castle properties, set BindToPlayer = 1; the property name might not be entirely accurate, I'll confirm it this evening.
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#5466
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Thank you, but it didn't help; the castles turn out differently. Another question: how can I fill the entire map with roads without doing it manually?

Added 1 hour 27 minutes ago
I also need to know how to completely remove a spell from the map so that it cannot be learned or used in any way. And how to completely remove the fog of war from the map (without using a cartographer).
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#5467
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I set LinkToPlayer=PLAYER_1 in the castle properties. A random castle will receive the faction chosen by the player in the online lobby.
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#5468
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Is there a way to move the dialogue from a mod? I forgot to click on "Resource Mod" – can I move it to the correct folder?
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#5469
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I don't quite understand what you did.
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#5471
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Look in the GamesFolder/Editor/H5MMods/Name of the last opened map/
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#5472
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sifon23
Another question: how can I fill the entire map with roads without doing it manually?

Added 1 hour 27 minutes ago
Also, I need to know how to completely remove a spell from the map so that it cannot be learned or used in any way. And how to completely remove the fog of war from the map (without using a cartographer).

1. Unfortunately, there's no way to do it automatically. But, in my experience, a map completely covered in roads doesn't look very good, unless it's a huge city...
2. In Map Properties, go to the Spells section and uncheck the spell you don't want. Then it won't be possible to learn it in cities or altars (if it corresponds to the altar level), but if the spell has already been obtained, it will continue to work.
3. OpenCircleFog(0, 0, GROUND, 500, PLAYER_1) will remove the fog of war. It's important to remember that GROUND and PLAYER_1 need to be adjusted to your specific needs if your target is a Dungeon and a different player number.

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#5473
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2. However, if this spell was manually placed in altars, it will be learned.
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#5474
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Hey everyone, does anyone know if there's a function in the map editor that controls the number of neutral units that randomly appear on the map at the start of a new week?

For example: the cyclops week begins. Several neutral cyclops units might appear on the map, or they might not appear at all. Which function controls this randomness?

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#5475
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The number of creatures generated depends on the area of free cells on the map and the type of creature. You can generate creatures using the GenerateMonsters function.
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#5477
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A video? No way.
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