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Posts from Questions about the Heroes 4 map editor. Auto-translated

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#47
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excerpt from the FAQ
4.12 How quickly do neutral armies grow on the map?
The general rule is: each slot increases by approximately 1/10 of the slot size per week, if it is not greater than 10 x Growth of the corresponding monster; otherwise, the growth per week is equal to Growth. The growth is evenly distributed throughout the week. If there is only one monster in a slot, it will never increase. If there are several slots with the same monsters, the growth is still calculated separately for each. The growth does not depend on the difficulty level.
С самого начала позаботься о своем месте в жизни, чтобы не уподобиться маятнику. /Херберт. Ф./
Клан: "Смертельный Альянс" - "Mortal Alliance"
In reply to OptiMAL
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#49
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OptiMAL;130089
Here, you can set up a repeating event that checks a condition:
"IF the number of peasants > 10, then the number of peasants = 10" (or something similar). The condition is checked every day.

I did it that way, but for some reason, it doesn't work... Maybe I messed up with specifying whose army it is? As for the calendar event, I need to check that.
Yes, I am the scythe in the field at summer,
I am the thunder that awakens the earth,
I am that which gives the night air its chill.

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#50
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We go to the properties of the neutral creature. Then, we go to the "events" tab. We select a calendar event. We set the frequency to every day and uncheck all players except the neutral one. Next, we set the condition: if the number of creatures (peasants) is greater than 10, then subtract 1 peasant. And we click "OK". Now, the number of peasants will not exceed 10.
:smile17:
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#51
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It will be easier to adjust the number of monsters by assigning guard duty to a player who is not participating in the war, but only if the standard victory condition is disabled; otherwise, you will get tired of killing everyone.
Просто еще один
In reply to General ZeT
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#53
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General ZeT;130437
Next, we set a condition: if the number of creatures (peasants) is greater than 10, then we subtract 1 peasant. And click OK. Now, the number of peasants will not exceed 10.
I think I've found a solution: just set a repeating event for the peasants: every day, all peasants will be expelled, and 10 will be added.
However, I haven't tested this method.
If it doesn't work, you can use this trick:
1. Give 1 leprechaun.
2. Expel all peasants.
3. Give 10 peasants.
4. Expel the leprechaun.

This should work 100%.
:D
In reply to OptiMAL
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#54
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OptiMAL;132047
I think I've found a solution: just set a repeating event for the peasants: every day, all peasants will be expelled, and 10 will be added.
However, I haven't tested this method.
If it doesn't work, you can try this:
1. Give 1 leprechaun.
2. Expel all peasants.
3. Give 10 peasants.
4. Expel the leprechaun.

This should work 100%.

My method also works 100%, and it doesn't matter how you limit the creatures, the main thing is that it works.
:smile17:
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#55
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General ZeT;132054
My version is also 100%, and it doesn't matter how to limit creatures, the main thing is that it works.
I just suggested another way. The more options, the better.
P.S. Everyone has their own tricks in mapmaking, that is, their own style.
:D
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#56
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Here's a question: is it possible to initiate a battle with a hero without directly attacking him? For example: we enter a house as part of a quest, and the text indicates that we encounter hero N as an enemy. How do we initiate a battle with him now?
Yes, I am the scythe in the field at summer,
I am the thunder that awakens the earth,
I am that which gives the night air its chill.

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#57
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idiotto;136603
Here's a question: is it possible to initiate a battle with a hero without directly attacking him? For example: we enter a house as part of a quest, and the text indicates that we encounter a hero, N, as an enemy. How do we initiate a battle with him now?

No, the editor cannot do that. Using a script, the editor can only initiate a battle with a creature, not with a hero. You need to find an alternative solution.
:smile17:
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#59
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mr_tapkin;141494
Please help! I can't place heroes in the editor. Also, could you provide a link to a good tutorial for the editor? Thanks in advance.
If possible, please be more specific. ;)
Which heroes, where, and what's the problem? You see, I also can't figure out how to place a hero in a flower pot; it just won't work. :(
If you have the time and inclination, you can click "Help" in the editor's header, then "Contents".

P.S. People, help me too. I need to look at a map with a lot of bombs. How can I deal with them quickly? In the bomb properties, there's an abbreviation; how can I link it to specific events?
С самого начала позаботься о своем месте в жизни, чтобы не уподобиться маятнику. /Херберт. Ф./
Клан: "Смертельный Альянс" - "Mortal Alliance"
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#60
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Bombs usually contain their name, which is entered by the user. Bombs are activated by a local or trigger event. That is, you need to go into the local or trigger events and see which event contains the "delete objects" option. Although everything depends on the author's imagination; the bomb might be activated by a quest or some temporal event, so you need to dig deep.
Просто еще один
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#61
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Guys, please help! I have a problem: there's a monster dwelling on the map. I need to make it so that after the player captures it, a neutral monster standing nearby joins the player's army. I've been working on the scripts for three hours now and can't figure it out.
In reply to Ларс
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#62
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In the trigger events for a monster, you need to create a script that changes the owner. After that, in the map editor, select a trigger event and then choose the name of the event you created in the monster.
However, there is a dedicated thread for this – Questions about the map editor.
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#63
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Here I am! Of course, it's a bit late, but the problem is seriously hindering me. It's the same as before. Now I finally have the opportunity to work in the editor, and again, the same thing: these wolves just don't want to limit their growth! I've already tried setting up a repeating event so that if there are more than 10 wolves, one is kicked out, and a calendar event with the same condition, and I've changed the number of wolves being kicked out, and I've tried everything I can think of, changing the owners, and the frequency, but it doesn't work! The only thing that worked was taking away creatures upon detection. Then it reliably removes them. But that's a standard event. And I have to account for a large range of possible wolf numbers, which is a time-consuming process. Is it really the case that everyone else has this problem solved?
Yes, I am the scythe in the field at summer,
I am the thunder that awakens the earth,
I am that which gives the night air its chill.

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#64
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idiotto;156162
Here I am! Of course, I'm a bit late, but the problem is really bothering me. It's the same as before. Now I finally have the opportunity to work in the editor, and again, the wolves just don't want to limit their growth!!! I've tried everything: I've set up a repeating event to banish one wolf if there are more than 10, and a calendar event with the same condition, and I've changed the number of wolves being banished, and I've tried everything else, changing the owners and the frequency, but nothing works!!! The only thing that worked was to remove creatures upon detection. Then it works reliably. But that's a standard event. And I have to account for a large range of possible wolf numbers - it's a time-consuming process. Is it really that everyone else has this problem solved???

Download the map and take a look.
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