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Posts from Questions about the Heroes 4 map editor.

4.7 (3 ratings)
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16 years ago
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Let me put it this way, a hero will definitely not appear in the house of seekers. Does the option I suggested work? Regarding the 5th-level scout, you can disable this skill altogether in the map settings. You can lose a hero in a losing battle in treasure rooms, for example, in the Minotaur's Labyrinth or the Dragon City, or in any location where you receive gold and artifacts for winning. But that's just some extra information. My advice is to modify your scenario and make it simpler in terms of scripts.
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16 years ago
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Ah, if it were made simpler, it would lose out in terms of plot. I just wanted to involve as many people as possible in the squad (they were supposed to switch places), so that no one would feel left out. P.S. I'll check the variations later; I can't do it right now. P.P.S. By the way, is it possible to set reaching a specific location as a victory condition?
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16 years ago
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P.S. By the way, is it possible to set a victory condition to reach a specific location?
Local event? :D
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16 years ago
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Of course, you can. It's a local event – a victory – for a specific player. Involve many players, divide the map into specific sectors (areas), and assign a hero to each sector. When a hero reaches a certain location, trigger a local event to change the colors of the old and new heroes.
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16 years ago
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Sorry, I'm new to mapmaking. I have a problem... I created a map, and everything seems to be okay. But I think I'm setting the victory and defeat conditions incorrectly. (Defeat - if a specific hero dies, and victory - if a specific artifact is found). It seems like I set everything up correctly, but when I play, the game doesn't end in either victory or defeat... ((( What could be the problem? I set the conditions using "conditional actions" in the "placed events" section, and I've also tried other options....
And what are trigger events?
P.S. I'm using The Gathering Storm.
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16 years ago
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gusia
Everyone was a beginner at some point :)
Defeat - if a specific hero dies
Map Properties => Events => Recurring Events => Condition => IF A specific hero is dead (NAME - important!!! The name must be typed by you in the hero's properties on the map (where he is located)) => THEN Defeat (the color of the desired player or the current player)
if a specific artifact is found
Map Properties => Events => Recurring Events => Condition => IF Owns an artifact (select the player's color, select the artifact) => THEN Victory (the current player or select the player's color)
And what do Triggered Events mean?
Triggered events are events whose action is determined by other events
for example
Day 55 arrives (calendar event), if on this day a specific hero of the blue player is alive, then a trigger is launched (made in the hero's properties) - give this hero's army 20 Titans.
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16 years ago
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Oh, thank you so much! I finally managed to do it. Well, I'll keep learning. By the way, the problem was also that I seem to have a different translation, so all the names are different... But I figured it out! Thank you!
16 years ago
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Hello everyone! I'm creating a large-scale map with over 100 quests, but I'm facing some difficulties in making it unique. How can I specifically add such a script to the map? For example, what do I mean? When standing on point N, a script should trigger and perform the following function: Give N creatures -15% (e.g., -15% to attack, defense, or other stats). Reduce combat stats by 15%. Give an artifact with -15% (e.g., -15% to attack, defense, or other stats). Give a resource with -15%. 40% chance that the action fails. The idea is to check for the presence of artifact N, then perform the actions described above, and in the case of the 40% failure rate, the artifact is removed, which triggers this event. How can I create such a script, or at least something similar? :smile47:
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16 years ago
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Dear General ZeT! Help me! I'm desperately trying to create a map, I have a LOT of ideas, but I can't seem to make it work! There are quite a few problems. The last time I was working on a map, everything was fine, I checked it with "Check map," and it told me that everything was okay, the map was correct. Then I saved it, and it wrote to me in English that the map would be deleted and lost. I clicked "OK," the editor finished saving, I exited, and it not only doesn't load the map into the game (and if it does, it loads a regular map without my additions), but it also shamelessly says that this map weighs 1 byte, meaning it's not allowed in the game! I've tried everything – it doesn't work! Help me!!!!

So, first, let's figure out exactly what you're doing and clicking when you finish a map that you started from scratch?

Hello everyone! I'm creating a large-scale map with over 100 quests, but I'm having some difficulties in making it unique.
How exactly can I add such a script to the map?
For example, what I mean is this:
When standing at point N, a script should trigger that performs the following function:
Give N creatures -15%, for example
Combat -15%
Give artifact -15%
Give resource -15%
40% chance of failure.
The idea is to check for the presence of artifact N, then do what I described above, and in the case of these 40%, the artifact is taken away, which activates this event. How can I create such a script, or at least something similar?


Explain again exactly what you want:confused:
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16 years ago
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even the developers wouldn't have come up with such a script :D

are we talking about the probability of a certain event or something?
it's easy to check the artifact, why take it away?
maybe the artifact isn't measured in percentages - that's why it's taken away :DD
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16 years ago
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So, to start, let's figure out what exactly you're doing and clicking when you finish a map that you started from scratch?
Basically, I'm creating a new map. (I'll do it step by step to figure out the root of the problem). File - New.
Then, to avoid wasting time, I clicked "Create Random Map" (random map generator), and then I made my changes, added biomes, heroes, etc. I save it, and it gives me the error that I'm having. And the main thing is that in the Map Editor Manual (in the Start menu), it says, quote:
"When you save your random map with the changes you've made, you'll get a warning message (attachment).
You don't need to worry, it's just a reminder that by making changes to a random map, you've turned it into a regular multiplayer map; click OK, and your map will be saved.

P.S. But I saved it, and it doesn't show up in the game because it's 1 byte in size.:mad: :mad:
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16 years ago
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Create Random Map (random map generator)

I've never used this tool, but I suspect the problem might be with the "random map generator," as it doesn't come with the game initially, and until recently, I thought there wasn't one for Heroes 4 at all. Your first post was written in the Heroes 4 section. Perhaps you posted it in the wrong place, and you're actually talking about a different installment of Heroes. Judging by your screenshot, it's HOMM V.
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16 years ago
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Oh, yes! (I messed up badly). I wrote it in the wrong place! This is for Heroes of Might and Magic V.
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15 years ago
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I'm working on an RPG campaign and I'm not sure what the best approach is. Should I create all the maps in one file, or is it better to create them separately (for easier testing) and then combine them into one? If I can't combine them, I'll end up with separate scenarios.
In reply to Arandor
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15 years ago
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Arandor
I'm working on an RPG campaign and I'm not sure what's the best approach. Should I create all the maps in one file, or is it better to create them separately (for testing purposes) and then combine them into one? What if I can't combine them, and they remain as separate scenarios?


You can combine them, but it's better to do it all together from the start. And for testing, nwcvalhalla can help, and testing is needed for the map.

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