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then it won't be so "overloaded with too many things at once" because it will shrink considerably... an alternative is to put the rest underground...
the first method involves simply copying the 4 player sections in the Jebus Cross template file; you can find instructions here: /post/331392/
of course, don't touch the treasure zone section!
use Excel to perform the copying!
the second option is done exactly the same way, but you find the Terrain section and set 'x' in the column corresponding to Cave for the added players.
If you absolutely cannot manage it, I'll do both options for you, but please try yourself, even if just a little. At least gaining a general understanding of how templates are described will be useful!
I fiddled with it this way and that. All I achieved was that now it gives out 2 starting castles, but there are still 4 players.
While I was writing this message and reviewing the creation to attach it and ask what was wrong, the "Player towns - Ownership" column caught my eye. I set it to 1-8, and voilà, everything is as it should be.
But several questions arose:
1. In the original, the IDs of the starting zones are 1-4, and the treasure zone is 5. Is there a difference between adding 6, 7, 8, 9, or should the starting zones be in a sequence of 1-8, and the treasure zone be 9? I chose the latter.
2. In "Neutral towns - Town types," Necropolis and Conflux are not marked for some reason. If I check the boxes, does that mean random secondary towns can be those, or is it not that simple, and something will break?
3. "Connections - Zones - Zone1" - what is this? I set it to 1-8.
4. "Connections - Zones - Zone2" - everywhere there were fives (apparently, all respawn points were supposed to lead to the treasure zone). Since my treasure zone is now 9, I'm setting everything to nines.
As a result, the main problem is that there is no treasure zone at all, and as a result, all respawn points are closed, and there is no passage :[
I'm attaching what I have. Where did I mess up? Thanks in advance.
p.s. What is a double-build?
This term is commonly used to refer to a secondary town (Castle) built on the most popular 2sm4d(3) template, located on an adjacent zone connected to your Castle by a path.
Yeah, I forgot to mention Ownership... and I was careless with the zone numbering. I said to copy everything, which means, in theory, to copy everything and create new zones, leaving zone number 5 untouched. Then, when copying spawns from zone 5, they will also be linked.
Therefore, it's better to copy the player descriptions and then assign Ownership and new zone numbers accordingly: Ownership from 5 to 8, and zone numbers from 6 to 9. You shouldn't touch anything else (unless you want to put them in the Dungeon). And setting neutral zone cities is up to you; if there's no city opposite a zone, there won't be a city of that type.
I followed all the instructions, but the zones are still closed, and the roads only lead to the secondary resource locations on the native spawn points. Connections - Zones - Zone1: 1, 2, 3, 4, empty, 1, 2, 3, 4. Zone 2 is always 5, but it doesn't even get created and doesn't connect anything. Maybe there's a ready-made, tested template for 8 players that I can copy these connections from?
Hello, I used to play Heroes 2 for a long time, and now I installed Heroes 3. In general, the creatures on the battlefield seem blurry to me, and the graphics in Heroes 3 seem worse than in Heroes 2, but it should be the other way around. Maybe I need to dig around in the settings somewhere, or is it like that for everyone? Maybe I can change the resolution somehow?
Sorry, I forgot about the restrictions... although you did well, you changed the first restriction from 4 to 8 yourself (these are the restrictions for creating zones, depending on the number of players), but you didn't change the second one - these are the restrictions for creating connections between zones; I changed it and uploaded the template here - http://phomm.narod.ru/jc8.zip
2victor - run the game in windowed mode, then you'll see everything clearly... (you need to press the f4 button in the game; if it says there's an error about 65,000 colors, then change the color depth to 16 bits in the display settings and try f4 again).
Thank you, everything is great.
However, it quite often places dig sites at the junction of two respawn areas, which results in no guards being present at the transition point. I'll probably have to reduce the number.
Yes, it’s a known issue when there are too many mines in an area, especially since the initial calculation for the zone template is almost twice as much as for 8 players, but the number of mines hasn’t changed, so it probably needs to be adjusted. We should think about it – maybe we should actually move some of them underground. And by the way, I generated a small area, and even though the main terrain is set as sand, it still ended up underground, along with the underground terrain, of course. And I don’t even need to mention that the density of objects decreases due to the compression of the area... there are fewer resources on the respawn points...
I don't really want to force anyone to play in the Dungeon. Anyway, in most cases, the random generator will assign Inferno and Necropolis there, and six heroes aren't that crowded.
But if the underground generated native territory for the cities (snow, grass - instead of the Dungeon), then it would definitely be better to divide them into groups of four.
Who can help with this question – what is the maximum number of heroes that can be recruited so that they all appear in the game? In Heroes of Might and Magic V, their number is limited to eight, but what about Heroes of Might and Magic III? (I was just arguing with someone, and he claims that it's practically an unlimited number, but I'm not so sure). :)