Skip to content

Posts from Useful information: templates, maps.

5.0 (6 ratings)
User Avatar
17 years ago
Auto-translated
In this topic: information about templates, maps (fixes), programs, and everything that can help us in the games and organizing Tournaments. Please post complete descriptions and working files here instead of just links.

Navigation within the topic..

Templates:
General information. Random map generator. Concepts used in templates. Legend for diagrams.
General information. Comparative characteristics of units.

Template 2SM4d(3).
Template 2SM4d.
Template 2SM4d(2).

Template 8mm6.
Template 8mm6a.

Template 6LM10.
Template 6LM10a.

Template 8ХМ12.
Template 8ХМ12а.

Template 8xm8.
Template 8xm8a.

Template Jebus Cross.
Template Jebus Cross without two zones.

General information about the balance template.
Template balance L - U.
Template balance L + U & XL.
Template balance M & M + U.
Templates PC M and PC L, so-called Polish balances.

Template Mini-Nostalgia.
Detailed diagram of the Mini-Nostalgia template.
Edited template Mini-Nostalgia.

Template Panic.
Template Nostalgia.
Template Spider.
Template Diamond.
Template Anarchy.

Template Yolka (Christmas Tree).
Template Speed.
Template Speed-2.

Set of templates in one archive.

Templates for 2x2 games:
Template 2x2SM4d(3).
Template Deux Paires.
Template Teamwork.

Map fixes:
A selection of the best fixes from the St. Petersburg championships.
Maps from the "Seasons" Tournament (winter 2009-10).
Maps from the St. Petersburg Championship 2011.
User Avatar
17 years ago
Auto-translated
Information /creative adaptation of information from the Dreamcatcher website (author - a well-known online player from Barnaul, MaximusX) to this topic with my additions/.

Random Map Generator. Templates.

When creating a custom map, the Random Map Generator (RMG) in Heroes of Might and Magic III is based on information from the rmg.txt file, which is located in one of the game's resource files. This file contains descriptions of all templates. One template represents a set of rules for generating a map, i.e., it contains information about the principles of object placement and territory filling (number of towns, connections between towns, monster strength, types and number of objects on the map, etc.). Maps of one type are generated for each template. Each time a map is generated, a template is selected from this file in a conditionally random manner. "Conditionally" means that only those templates that meet the starting settings established in the game before generating a custom map (number of players, map size) are taken into account. Initially, the rmg.txt file was not entirely balanced because it contained unfair, overly easy, and "asymmetrical" templates. Therefore, a modified version of this file is more common. Those interested can view the attached file - rmgGood.txt. It simply removes the "bad" templates. And it contains almost 40 different templates for any settings. Among these templates are 2SM4d, 2SM4d(2), 2SM4d(3), 8MM6, and others, both known and unknown.
In addition to these, amateur theorists have independently developed quite a few other interesting templates with diverse content, implying tactical variety, which are now actively becoming part of our gaming experience.
Descriptions of the most common templates are provided and will be added in this topic. To play on your favorite template, you need to copy the text file of the template attached to the description into the Data folder (located in the folder where Heroes is installed). If necessary, rename it to rmg.txt and restart the game so that the changes take effect.

Basic concepts used in templates.

Zone - an area of the map with uniform terrain (grass, snow, swamp, etc.). The size of each zone is limited. For each zone, you can specify the type of terrain (set specific ones or link it to the castle type) and also what neutral towns and monsters may appear in that zone (using the same principle). For each zone in rmg.txt, it indicates which mines will be located in it, the range and density of various objects on the game map (specific objects are not specified, but a group of objects that may appear in this zone is specified).

Value parameter - determines the significance of an object. The higher this value, the better the object is considered. The range of objects in a zone is determined by this value. The Value parameter for an object directly affects the strength of the monsters guarding it. Accordingly, if monsters guard more than one object, their strength will be affected by the total significance of the guarded objects.

Here is information from heroes.ag.ru (author Typucm) about this:
Typucm
Each object on the map corresponds to a certain interval (and not a value, as was previously thought). If the interval or at least part of it falls within the interval specified in the template, this object can appear on the map. Moreover, the interval corresponding to the object can be open on one side (Value>const). That is, if you make "Value 20000-20000", very "cheap" objects will appear on the map, such as: crypt, battle academy, school of magic.
The entry "1000-" corresponds to the interval "from 1000 to infinity"
The entry "1000-1500" corresponds to the interval "from 1000 to 1500"
The Value values for some objects, experimentally determined by Tourist, are shown in the table:


Typucm
I also noticed in the presentation the phrase: Some treasure objects have restricted quantities. A second Temple in the same zone is not valuable and can appear repetitive. I decided to check. It turns out that two of the following cannot occur twice in one zone: Temple; Idol of Fortune; Swan Lake; Fountain of Youth; Flag of Unity; Fountain of Luck; Fairy Cottage; Sanctuary; Mage Well; Stables; Market (except for the snowy one); Magic Stream; Pond; Observatory of the Redwoods; Military Factory, i.e., all objects that give a bonus to Luck, Spirit, and/or movement when visited *.
I haven't checked anything further yet. I didn't test dwellings (they start appearing at 1000), desert, and water objects.
In huts and inns, they give creatures from one of the castles present on the map. The number of monsters of each type is fixed. For example, there are always 45 ogres, 30 magogs.
*however, exceptions to this rule are possible; they happen rarely and seem to be bugs in the generator.

Each zone has connections with other zones; usually, passage between two zones is guarded by neutral monsters, whose strength depends on the importance of this passage.

Monsters. For each zone, the strength of the monsters inhabiting it is indicated.
Weak or weak (k=0.5?)
Average or average (k=1)
Strong or strong (k=1.5?)
The difference, for example, between strong and average monsters can be explained with an example. If there are strong monsters in zone A and medium ones in zone B, this means that the same object in zone A will be guarded by monsters that are 1.5 times stronger than in zone B.
Note: Do not confuse this with the monster strength chosen when generating the map!
The base value of monster strength is given in a table in Lider1's post.

When generating using the same template, the same zones, the same connections between them, and the filling of zones will be produced from the same ranges of objects. But the zone is not tied to the coordinates of the game map, so when re-generating one template, most likely all zones will be in different places on the game map.
If you designate zones as vertices and passages between zones as links with certain weights, you get a graph that completely defines the topology of the map generated according to a specific template. This is the graphical scheme of the template. Conventional designations, which are often used when depicting the diagram of the template, are shown in the table:



All zones on the diagram are numbered. The zone where the player starts is colored in the color of that player's flag. Neutral zones are shaded gray. Resource pictures next to the zones mean that there will be a mine of the type depicted resource in this zone. If there is only one mine in the zone, nothing is written; if there are several, then the number of such mines is indicated in the upper right corner of the picture of the resource, and I like to draw all the mines))).
Attachments 3
3 files attached • Total size: 209.1 KB
User Avatar
17 years ago
Auto-translated
Comparative characteristics of units


* The level of the neutral unit Peasant is taken as 1. This report is based on empirical observations and reflects one of the possible highly probable scenarios, but does not claim to be the absolute truth.
** The best unit among others at this level is highlighted in red, without taking into account neutral units and Conflux units.
*** The weakest unit among others at this level is highlighted in blue, without taking into account neutral units and Conflux units.
**** I apologize, I don't remember who the author is.
Attachments 1
1 file attached • Total size: 24.8 KB
User Avatar
16 years ago
Auto-translated
Template 2SM4d(3).
The template text file is 2SM4d(3).txt
/To play on the template, you need to copy the template text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt, and restart the game for the changes to take effect./
Standard settings – L+U size, two players, no water, monsters – strong, difficulty 160%.

Template scheme:



Start – in zones 1 and 2. The contents of these zones: 500-3000 (9), 3000-6000 (6), 10000-15000 (1). They contain wood and ore mines. Monsters are medium. There is a passage between the starting zones, which is guarded by a strong guard (ГО) (45000). In addition, there are exits (6000) to 3 zones that are equivalent to the starting zone in terms of content (4, 8, 6 for the red player and 4, 8, 7 for the blue player). These zones contain random towns with forts. Usually, from the starting Castle, there are 3 roads – one to ГО and two out of three secondary zones (different ones for different players).
From each of zones 4, 6, 7, 8, you can go to 2 treasure zones (3, 5, 9, 10). The passage guard is 6000. Zones 3, 5, 9, 10 have no roads or towns; monsters are strong. Zone contents: 10000-15000 (9), 15000-20000 (6), 20000-30000 (1). They contain gold mines and 2 valuable resource mines.
The landscape of zones 1, 2, 4, 6, 7, 8 depends on the type of town in that zone; 3, 5, 9, 10 are arbitrary.
The base size of all zones is the same.
Attachments 2
2 files attached • Total size: 15.7 KB
User Avatar
16 years ago
Auto-translated
Template 2SM4d.
The template text file is 2sm4d.txt
/To play on the template, you need to copy the template text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt, and restart the game for the changes to take effect./
Standard settings are L+U size, two players, no water, strong monsters, difficulty 160%.

Template scheme:



Start – in zones 1 and 2. The contents of these zones: 500-3000 (9), 3000-6000 (6), 10000-15000 (1). They contain wood and ore mines. There is a passage between the starting zones, which is guarded by a strong guard (ГО) (45000). In addition, there are weakly guarded exits (3000) to 3 zones that are equivalent to the starting zone in terms of content (4, 8, 6 for the red player and 4, 8, 7 for the blue one); however, instead of wood and ore mines, they have gold mines and 2 valuable resource mines. Random villages are located in them. Usually, from the starting Castle, there are 3 roads - to ГО and to 2 out of three secondary zones (to different ones for different players).
From each of zones 4, 6, 7, 8, you can go to 2 treasure locations (3, 5, 9, 10). The passage is guarded by 6000. Zones 3, 5, 9, 10 do not have roads or cities. Zone contents: 3000-6000 (9), 10000-15000 (6), 15000-20000 (1). They contain 1 valuable resource mine.
The landscape of zones 1, 2 depends on the type of city in this zone; zones 3-10 are random.
The base size of all zones is the same. Monsters everywhere are medium.
Attachments 2
2 files attached • Total size: 7.5 KB
User Avatar
16 years ago
Auto-translated
Template 2SM4d(2).
The template file is a text file named 2SM4d(2).txt
/To play on the template, you need to copy the template text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt, and restart the game for the changes to take effect./
Standard settings: L+U size, two players, no water, strong monsters, difficulty 160%.

Template scheme:



Start – in zones 1 and 2. The contents of these zones are: 500-3000 (9), 3000-6000 (6), 10000-15000 (1). They contain wood and ore mines. There is a passage between the starting zones, which is guarded by a strong guard (ГО) (45000). In addition, there are exits (6000) to 2 zones that are equivalent to the starting zone in terms of content (4 and 8), and a weakly guarded exit to zone 6 for the red player and 8 for the blue player. The content of zones 6 and 8 is the same as in the starting zone. Zone 6 contains sulfur and mercury mines, and zone 8 contains crystal, gem, and gold mines; random villages are located in these zones. Usually, from the starting Castle, there are 3 roads - one to ГО and two to three secondary locations (different ones for different players).
From each of zones 4, 6, 7, 8, you can go to 2 treasure areas (3, 5, 9, 10). The passage is guarded by 6000 units. Zones 3, 5, 9, 10 do not have roads or cities. The contents of the zones: 3000-6000 (9), 10000-15000 (6), 15000-20000 (1). They contain 2 mines of valuable resources and 1 gold mine (except for zone 10).
The landscape of zones 1, 2, 4, 8 depends on the type of city in that zone; 3, 5, 6, 7, 9, 10 – it is arbitrary.
The base size of all zones is the same. Monsters are medium everywhere.
Attachments 2
2 files attached • Total size: 7.6 KB
In reply to Pit for LM
User Avatar
16 years ago
Auto-translated
Panic Template
The template text file is panic.txt.
To play on the template, you need to copy the template text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt, and restart the game for the changes to take effect.
Standard settings are: L-U size, two players, no water, strong monsters, difficulty 130% (sloop).

Template scheme:



Start – in zones 1 and 2. The contents of these zones are: 4000-6000 (2), 3500-4500 (5), 300-2000 (4). These are the largest zones (size 25). They contain wood and ore mines.
From the starting zones, you can only go to zone 3 (for red) or zone 4 (for blue). Guarding the passage is a stack of 6000 units (like a secondary guard on 2sm4d(3)).
Zones 3 and 4 are always Necropolis towns. Each has one crystal, sulfur, mercury, and gem mine. Their size is slightly smaller than the starting zones (20), with the following content: 3500-7000 (7), 1500-2000 (2), 300-1500 (5).
From zones 3 and 4, there are three exits each: to 5, 8, 11, 7, 10, 13. Passage guards are approximately twice as strong (10500). These are random type villages with random terrain (it may not match the village type; it cannot be sand). The zones are very small (size 8), and their contents are: 6000-8000 (6), 3500-6000 (3), 800 (3).
From zones 5, 8, 11, 7, 10, 13, there is one exit to the treasure zone (9, 6, 12). Passage guards are quite strong – 20000. In addition, 5 and 7, 8 and 10, and 11 and 13 are connected (guards – 10500).
Zones 6, 9, and 12 are small zones (size 12) with the following content: 8000-9500 (7), 800 (3). They contain a town with a fort, and the landscape type is determined by the town. Each of these zones has one gold mine.
The template file also provides for a passage between zones 3 and 4 with an unreal strength of 70000. But since I have never seen such a passage in reality, I did not display it on the diagram.
Monsters are strong everywhere except the starting zones; in the starting zones, they are normal.
In addition, object guards in zones 1-4 cannot consist of elementals.
Attachments 2
2 files attached • Total size: 10.3 KB
In reply to Pit for LM
User Avatar
16 years ago
Auto-translated
Jebus Cross Template
Text file with template - Jebus.txt.
To play on this template, you need to copy the text file attached to the description into the Data folder (located in the Heroes installation directory), rename it to rmg.txt, and restart the game for the changes to take effect.
Standard settings: XL-U size, two players, no water, strong monsters, 160% difficulty.

The template layout is shown in the image; it is very simple:



Zones 1-4 are identical; two of them serve as starting locations for the players. In the other two, the computer can start (if the map settings specify 3-4 players) or third and fourth human players. The landscape of these zones corresponds to the starting city. Each zone contains 2 villages of random types (except Necropolis and Conflux), 4 wood/ore mines, 1 crystal, mercury, gem, and sulfur mine, and 2 gold mines. Zone contents: 12000-22000 (1), 5000-16000 (6), 300-3000 (14). Monsters - weak, size - 30. The only exit from the zones leads to the central zone 5. This passage is heavily guarded – 45000.
The central zone is slightly larger (40). It contains 2 cities with a fort of random type (but not Necropolis or Conflux) and 4 gold mines. The landscape is always sand. Contents: 35000-55000 (3), 25000-35000 (10), 10000-25000 (10). Monsters - strong.
Guards cannot consist of elementals anywhere.

Recommended rule adjustments for playing on this template:
- Restart at the request of a player whose only road leads to the treasure zone. Taken on the day this fact is discovered.
- Restart at the request of a player who has no road to the central treasure zone. Taken on the day this fact is discovered.
- Dirt road restart. Taken if at least one of the opponents wishes immediately after map generation.
- Using "Angel Wings" and the spells "Fly" and "Dimension Door" when moving between zones is allowed only if the guards between them have been defeated.
- In case of buggy passages between zones, it is allowed to pass to an adjacent zone only if the ГО from both zones to the center has been cleared.

Jebus Cross Template
Text file with template - Jebus.txt

Map settings: XL-U, 2 humans, no water, monsters - strong, difficulty 160 %, time limit 10 minutes.

Rules differences:
- Restart by the will of a player who has the only road leading to the desert. It is taken on the day of the discovery of that fact.
- Restart by the will of a player who has no road to the desert. It is taken on the day of the discovery of that fact.
- Dirt road restart. It is taken by the will of any player immediately after map generation.
- It is allowed to use «Angel wings» and spells "Fly" and "DD" to move between zones only if the border guards between these zones were eliminated.
- If there are bugged zone transitions it is allowed to use them only if the guards from these zones to the desert are eliminated.
- It is allowed to use Galthran as a starting hero in Necropolis.
Attachments 2
2 files attached • Total size: 5.8 KB
User Avatar
16 years ago
Auto-translated
Slightly adjusted Jebus map for L-U, M-U, and M+U. Two rarely used zones have been removed.
Attachments 1
1 file attached • Total size: 1.9 KB
In reply to Pit for LM
User Avatar
16 years ago
Auto-translated
Template 8mm6.
The template file is a text file - 8mm6.txt.
/To play on the template, you need to copy the template text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt, and restart the game for the changes to take effect./
Map settings: XL+U, 2 players + 6 AI opponents, difficulty 160%.

Template scheme:



Zones 1 and 2 are starting zones for players. Zones 3-8 are inhabited by AI opponents. Neutral towns (without forts) are located in zones 9-14; there are no towns in other zones.
Zone contents:
1-8, 15, 16, 19-22, 25, 26 - 500-3000 (9), 3000-6000 (6), 10000-15000 (1)
9-14, 17, 18, 23, 24 - 3000-6000 (9), 10000-15000 (6), 15000-20000 (1)
Zone landscape:
1-8 - determined by the type of town in that zone
9-26 - random
Zones 17, 18, 23, 24 are half the size of the others.
Monsters everywhere are medium level.

Recommended rule adjustments for playing on this template:
- Restart if slow roads are encountered. This is taken at the request of at least one opponent immediately after map generation.
- It is allowed to move from respawn point to respawn point without breaking through a shifted guard.
- If an AI opponent has upgraded their Castle to levels 1, 6, or 7 in Conflux or to level 4 in Necropolis, then upgrading your own troops to these levels and hiring upgraded versions of creatures is prohibited. If a Necromancer Amplifier has been built, vampire upgrades are also prohibited, and additional skeletons do not need to be disbanded.
- Restart at the player's request if the only road leads to a treasure zone guard. This is taken on the day this fact is discovered, but no later than day 114.
- Restart at the player's request if there is a strong block that cannot be bypassed; this applies to the player who owns this block. How "strong" the block is should be determined by mutual agreement between players or judges. This is taken on the day this fact is discovered, but no later than day 113.
- Restart at the player's request if there is no road leading out of the castle (the castle is in the middle of nowhere, which is rare). This is taken immediately after map generation.
Attachments 2
2 files attached • Total size: 14.0 KB
In reply to Pit for LM
User Avatar
16 years ago
Auto-translated
8MM6a Template

8mm6a differs from 8MM6 in that the blue and purple starting positions, as well as the green and pink starting positions, have been swapped.

Text file with template - 8mm6a.txt
Optimal map size: XL+U + 6 AI players

Template layout:



Zones 1 and 6 are starting locations for players. Zones 2-5, 7, and 8 are inhabited by AI players. Zones 9-14 contain neutral villages (without forts), while other zones do not have towns.
Zone contents:
1-8, 15, 16, 19-22, 25, 26 - 500-3000 (9), 3000-6000 (6), 10000-15000 (1)
9-14, 17, 18, 23, 24 - 3000-6000 (9), 10000-15000 (6), 15000-20000 (1)
Zone terrain:
1-8 - determined by the town type in that zone
9-26 - random
Zones 17, 18, 23, and 24 are twice smaller than the others.
Monsters are average everywhere.

Recommended rule adjustments for playing on this template are the same as for the 8mm6 template.

*An article about reading templates is attached: http://www.cyberfight.ru/site/columns/56/article_56014/
authored by Wicc

8MM6a Template

8mm6a differs from 8MM6 in that blue and purple starting positions, green and pink starting positions were swapped.

Text file with template - 8mm6a.txt

Zones 1 and 6 are starting for players. Zones 2-5, 7, 8 are inhabited by computers. Zones 9-14 have neutral villages, the other zones have no towns.
Objects, generated in zones:
1-8, 15, 16, 19-22, 25, 26 - 500-3000 (9), 3000-6000 (6), 10000-15000 (1)
9-14, 17, 18, 23, 24 - 3000-6000 (9), 10000-15000 (6), 15000-20000 (1)
Zone terrain:
1-8 - determined by the town type in a zone
9-26 - any
Zones 17, 18, 23, 24 are twice smaller in base size than others.
Monsters are average everywhere.

Rules differences:
- Map settings: XL+U, 2 humans + 6 computers, difficulty 160%.
- Dirt road restart. It is taken by the will of any player immediately after map generation.
- It is allowed to move between zones without fighting misplaced guards.
- If there is an upgrade of 1, 6, 7 creature building in Conflux or 4 creature building in Necropolis, it is not allowed to upgrade your existing troops of these levels or buy an upgraded version of creatures. If there is Necromancy amplifier built it is not allowed to upgrade vampire estate and it is allowed to use additional skeletons coming from necromancy.
- It is allowed to use DD twice a day on expert air magic.
Attachments 2
2 files attached • Total size: 31.0 KB
User Avatar
16 years ago
Auto-translated
Nostalgia Template
Text file with the template - Nostalgia.txt
Allowed sizes: XL+U. There are also 6 respawns in the game.

Template scheme:



The contents of the starting respawn and white areas are almost standard: [10000-15000] x 1 + [3000-6000] x 6 + [0-3000] x 9. That is, the lower range is expanded, as on Spider.
White areas do not have cities.

The treasure zone contents (yellow circles) are also like on Spider: [6000-9000] x 9 + [10000-17000] x 9 + [17000-20000] x 3. All these treasure zones contain villages.

The central treasure zone (zone N3) has the same content as the treasure zones on CM: [10000-15000] x 9 + [15000-20000] x 6 + [20000-30000] x 1. This is the only treasure zone without cities.

Passages to and from the white areas to the respawns are weak - 3000
Passages to the treasure zones - 6000
GO (2 pieces) standard - 45000

The main (and incurable) problem is the imbalance in roads, as on CM. It can give 4 roads, or it may give only one in GO.

It is recommended to play with a restart based on the last case. However, the road to one respawn is also not easy. During restarts, it is recommended to ensure that there are at least 2 roads besides GO.

It is also recommended to play with the rule prohibiting running past the shifted GO (this does not apply to other passages).

Empirically, it was observed that distances here can be quite large - usually from 3 (if you're lucky) to 6 (if you're unlucky) days of travel to each respawn. This is along fast roads. And there are many branches. There is plenty of room to spread out. Therefore, it is recommended to play with fast roads.

Author Wic.
Attachments 2
2 files attached • Total size: 47.9 KB
User Avatar
16 years ago
Auto-translated
Balance Template. General Information
The text file – balance.txt – contains 3 templates for different permissible sizes. Depending on the settings chosen by the player when generating a map, the random map generator selects one of these three templates that satisfies those settings. Be careful with the settings; otherwise, you may not get the generation you expect.
Permissible sizes: M, M+U; L; L+U, XL.
To play on a template, copy the template's text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt, and restart the game for the changes to take effect.

Balance L template without (!!!) Dungeon
Standard settings: size - L without dungeon, humans - 2, computers - 0, monsters - strong, no water, difficulty - 130% (battleship). This is how most people usually play on WCL, where Balance is the second most popular template.

Template scheme for size L:



Zones 1-2 are starting zones for players. They each contain a village of the same type as the starting city (path to the village – unguarded). The contents of these zones are quite meager (few [density 2] [1000-2100], medium [density 6] [3500-4900], few [density 2] [800-800]). There are three paths from the starting zone to neighboring zones; ideally, all should lead to roads, but in reality, there are usually fewer. Here, there is one wood mine, stone mine, and mercury mine.

Zone 5 is something like a poor treasure hoard (medium [density 5] [5000], few [density 3] [8000-8500], medium [density 5] [8000-9500]), and the path to it is very well guarded (slightly weaker than GO on 2sm4d(3) [30000]). You can usually reach your opponent fastest through this zone. There are no cities here; the landscape is sand, and there is one gold mine.

From zone 5, you can get to zone 10 (guarding is quite strong - 22000). This is the most valuable area, which usually contains many hives (many [density 50] [9500-9900]). Roads usually do not lead here; there are no cities here. The landscape is everything except snow and swamp. There are four gold mines located here.

Zones 6, 7, 8, 9 are located near the starting zone. Their contents: few [density 2] [500-2100], few [density 2] [3500-5000], medium [density 5] [6000-8000]. They contain a village each and three mines (crystals, sulfur, and gems). Guarding here is approximately like secondary guards on 2sm4d(3) (6000 and 6500). Landscape: 7, 9 – determined by the type of city in that zone; 6, 8 – all except sand, snow, swamp, and stone.

The paths to zones 3, 4 are guarded about twice as strongly as those to 6-9 (11000 and 12000). Contents: 3 - few [density 1] [100-800], few [density 2] [5000], medium [density 7] [7000-9000]; 4 - few [density 1] [800], few [density 2] [5000], medium [density 7] [7000-9000]. Landscape: everything except sand and swamp. Cities with forts are located here, either Necropolis or Conflux. There is one mercury mine and one stone or wood mine. Between the zones is a double wide path without guarding; also, there is a double wide path from 4 to 5 without guarding.

In terms of size, zones 1 and 2 are twice as large as all the others.
Object guards are strong everywhere except for the starting zones; in 1 and 2, they are standard.
Relic artifacts do not appear on this template (only if found in tombs); Dragon Utopia does not exist.

Balance L template
Text file with template – balance.txt

Map settings: L-U, humans - 2, computers - 0, no water, strong monsters, difficulty 130%.
Attachments 2
2 files attached • Total size: 12.9 KB
In reply to Pit for LM
User Avatar
16 years ago
Auto-translated
Balance template for L + U (L with Dungeon!!!) & XL
Text file - balance.txt - the same as in the previous post for size L.
Standard settings: size - L + U or XL, players - 2, computers - 0, monsters - strong, no water, difficulty - 130% (sloop).

Template scheme for sizes L + U and XL:



Zones 1-2 are starting zones for players. They each have a village of the same type as the starting city (path to the village is unguarded). The content of these zones is quite poor (few (density 2) [1000-2100], medium (density 6) [3500-4900], few (density 1) [800-800]). From the starting zone there are 4 paths to neighboring zones; ideally, roads should lead everywhere, but in reality there are usually fewer. There is one wood mine, stone mine, and mercury mine here.

Zone 5 is something like a poor treasury (medium (density 5) [5000], few (density 3) [8000-8500], medium (density 5) [8000-9500]), the path there is very heavily guarded (like ГО on 2sm4d(3) (40000)). You can usually reach your opponent fastest through it. There are no cities here, the landscape is sand, and there is one gold mine.

From zone 5 you can get to zone 10 (guarding is quite strong - 30000). This is the most valuable area, which usually has many hives (many (density 50) [9500-9900]). Roads usually do not lead here, and there are no cities here. The landscape is everything except snow and swamp. There are 5 gold mines located here.

Zones 6, 7, 8, 9 are located next to the starting zone. Their content: few (density 2) [500-2100], few (density 2) [3500-5000], medium (density 5) [6000-8000]. They each have a village and 2 mines of valuable resources. Guarding here is approximately like secondary guards on 2sm4d(3) (6500 and 7000). Landscape: 7, 9 - determined by the type of city in this zone; 6, 8 - all except sand, snow, swamp, and stone.
Also from the starting zone you can go to zones 11 and 12 (path 6500). Their content: few (density 2) [800-2100], few (density 2) [3500-5000], medium (density 5) [6000-8000]. They each have a village and 2 mines of valuable resources. Landscape: all except sand, snow, swamp, and stone.

Paths to zones 3, 4 are guarded about twice as strongly as paths to zones 6-9 (12000 and 13000). Content: 3 - few (density 1) [100-800], few (density 2) [5000], medium (density 6) [7000-9000]; 4 - few (density 1) [800], few (density 2) [5000], medium (density 6) [7000-9000]. Landscape: all except sand and swamp. Cities with forts are located here, and this is either Necropolis or Conflux. There is one mercury mine and one stone or wood mine here. Between the zones there is a double wide path without guarding; also, there is a double wide path from zone 4 to zone 5 without guarding.

The size of zones 1 and 2 is twice as large as all the others.
Object guards are strong everywhere except in the starting zones; in zones 1 and 2 they are standard.
Attachments 1
1 file attached • Total size: 6.8 KB
In reply to Pit for LM
User Avatar
16 years ago
Auto-translated
Balance template for M & M + U

Text file – balance.txt – the same as for size L.
Standard settings: size – M or M + U, players – 2, computers – 0, monsters – strong, no water, difficulty – 130% (sloop).

Template scheme for size M & M + U:



Zones 1-2 are starting zones for players. Each contains a village of the same type as the starting city (path to the village is unguarded). The content of these zones is quite poor (few (density 4) [1000-2100], medium (density 7) [3500-4900], few (density 2) [800-800]). From the starting zone, there are 3 paths to neighboring zones; ideally, all should lead to roads, but in reality, there are usually fewer. There is one wood mine, stone mine, and mercury mine here.

Zone 5 is something like a poor treasure room (medium (density 5) [5000], medium (density 7) [8000-8500], medium (density 7) [8000-9500]), and the path to it is well guarded (20000). You can usually reach your opponent fastest through this zone. There are no cities here; the landscape is sand, and there is one gold mine.

From zone 5, you can get to zone 10 (guard – 14000). This is the most valuable area, which usually contains many hives (many (density 50) [9500-9900]). Roads usually do not lead here, and there are no cities. The landscape is everything except snow and swamp. There are 4 gold mines located here.

Zones 6, 7, 8, and 9 are located near the starting zone. Their content: medium (density 5) [800-2100], medium (density 5) [4000-5000], medium (density 7) [6000-8000]. They contain 1-2 mines of valuable resources, and zones 7 and 9 have villages. The guard for these zones is approximately like on secondary locations in a 2sm4d(3) map (5000). Landscape: 7, 9 – determined by the type of city in that zone; 6, 8 – all except sand, snow, swamp, and stone.

You can go from 6, 8 to zone 3, and from 7, 9 to zone 4. Guard for paths – 8000 and 9000. Content: 3 – few (density 3) [100-2000], medium (density 6) [4000-5000], many (density 9) [7000-9000]; 4 – few (density 3) [800-2000], medium (density 6) [4000-5000], many (density 9) [7000-9000]. Landscape: everything except sand and swamp. Zone 3 has a city with a fort, which is either Necropolis or Conflux. Zone 4 contains stone and wood mines. Between the zones there is a double wide path without guard; also, there is a double wide path without guard from 4 to 5.

The size of zones 1, 2, and 10 is twice as large as all other zones.
Guard for objects – in 3, 4, 5, 10 – strong, in 1, 2, 6-9 – standard.
Attachments 1
1 file attached • Total size: 4.4 KB

Statistics

Welcome our newest member: recijeb

Users Online 1 users 1255 guests