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Kostya, please post the template here, and if you have one, include a description.
+1 Awesome template.
New here? I'm Roha — want a quick tour?
Kostya, please post the template here, and if you have one, include a description.
by the way, you can't just install the light version on the full game – there doesn't seem to be a patch for it anywhere. There's a ready-made archive with the light version, about 300 MB in size.
Description of the template and features of playing on it:
1) Size - XL+U for 8 players. It will not run on other sizes.
2) The following artifacts are disabled in wog options (the corresponding settings file is attached):
- all elemental books
- blue cap
- wings
- red orb
- cloak of defiance
That is, Dragon Utopias may contain parameters and black magic spells. Control can be obtained either in Pandora with higher magic or by building a guild. So wisdom must be taken as a priority.
3) A lot of money, resources, and stat boosters. Compared to standard templates, there are approximately one and a half times more (on average). But such density is only in the starting zones of players and computers. Intermediate zones have a standard density of objects from the lower value range.
There are also many mines - one of each type (except gold) in the starting respawn areas of players and computers, and two identical ones in intermediate zones (you can use them to navigate where you are going).
That is, it is quite easy to build a guild; often, by the second week, it is already being built and the 5th floor of the guild is rebuilt once. And even the 4th floor can almost always be built by day 121 if desired.
4) White zones - random villages, the terrain type corresponds to the village type (or underground).
5) Yellow zones - treasure locations, the terrain type is either underground or desert. There are no villages in the treasure location; they are dead ends, so roads are rare there (a bug in the generator), with few exceptions.
Dragon Utopias and Pandora with higher magic can only appear in treasure locations, and on average, there are more of them than in 8mm6. Also, there are usually many hives in treasures.
6) All passage guards, except for treasure guards, are very weak (3000 value) - like the guards on the way to your own computer in 8mm6.
Treasure guards are strong (12500 value) and double - like the central treasure guards in 8mm6.
7) External markets, altars, external taverns, thieves' guilds, stables are often generated.
Files for playing on Spider:
You can download the settings archive from here - http://slil.ru/26063041
Contents:
rmg.txt - this is the template file, needed by the host
TE.ini - configuration file, needed by the red player
TE_spider.dat - wog options file, loaded by the host
zaobjts.txt - object disabler, needed by the host
spider.jpg - image with a diagram of the template
Spider.tpz - template file for TEditor
Some considerations regarding game strategies on Spider:
As mentioned earlier, there is usually enough money and resources, so you don't have to worry about building up a more or less decent respawn area. Therefore, it is often justified to build a second castle (computer's) or even a village - your own or another useful one (e.g., Necropolis). And starting at the end of the 1st week, it makes sense to build and rebuild a tower in some village with a 5th floor (or belonging to a computer).
However, if your home respawn area is small, things may be much worse - village zones are not as saturated, and computers pick up their freebies themselves. So, a small size of the starting respawn area is quite a reason to restart.
It is also not always profitable to attack computers; there is usually little point in taking their castle (there is already enough money), but losing troops and tempo is very real. The default strategy is to take all neighboring villages that have roads leading to them, and then proceed depending on the situation - if there is something to do in the respawn area, it is better to do so. Plus, an expedition to a computer can lead to a restart upon encountering him (especially if you come across brown or green), so if the layout is good, it is better not to rush and implement what you can.
The abundance of directions and generally not very strong guards leads to experience being spread among heroes - you need to break through in all directions, plus there is usually money for opening a second front. Therefore, the offline strategy of running around with dad on boosters in the first week and serious pumping only from the second week is more justified here than in 8mm6.
In particular, leveling up your mage-dad in this way is especially effective; by the beginning of the 2nd week, you can realistically gain 8-10 SP and build combat units from the 4th floor of the guild - perfect for rushing. In some games, I even leveled up two heroes at once - a warrior and a mage, and then saw how things were going and who was needed more.
In general, the strategy is based on building up the greatest combat power by the beginning or middle of the 2nd week - either to carry out/repel a rush or to go to a treasure location. That is, the games are, on average, faster and more dynamic than in 8mm6. Leveling up Earth-Air is often more useful than Water-Fire - you cannot block mass haste/word with a red orb, and it may not be possible to get control.
I don't get it – are you not comfortable on the Portal?
The greatest achievement - won with 200% advantage against 7 combined AI opponents.
I absolutely love this game and know everything about it.
There are also 6lm10 and 8xm12 :)
But they are quite wild :D
nooo... that's just extreme...:D
due to lack of game knowledge, it'll take 2 months
:D :D :D :D
This is impossible :eek: