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I am amazed at where all of this comes from and how Sem comes up with such ideas. Perhaps he really does communicate with the spirits of war from Heroes of Might and Magic 3 :D
It makes sense that you need to know the value of the Azure Dragon's lair. And then check if it falls within the specified range in the template. But where to get this information – I have no idea.
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
I am amazed at where all this comes from and how Sem comes up with such ideas. Maybe he really does communicate with the spirits of war from Heroes of Might and Magic 3 :D
It's logical that you need to know the value of the Azure Dragon's lair. And then check if it falls within the range in the template. But where to get this information - I don't know.
Utopia was found on balanced maps. As for the ice cliffs, I only saw them on fixed maps. As far as I know, the number of hidden locations in Vale is unknown; the number of guards can vary greatly.
Oelm is right that the value of a treasure is unknown and the range varies greatly. For example, a level 7 treasure might be guarded by 10 dendroids, 80 royal griffins, or 100 orcs. It's impossible to guess.
There is a way to find out the truth. You need to create a template for a clone map, but make ALL the treasures NEUTRAL. Moreover, I also have a strong suspicion that Frozen Cliffs can only appear on snow. That is, for such a treasure to appear on a regular map, the treasure must be neutral and also have a snowy landscape.
SEM's words are, of course, complete nonsense, but there is still something sensible in them. It seems that Vicc said that the quality of objects in any zone depends on its size, i.e., there is a big difference if the zone is 10x10 cells or covers half the map. I may be wrong, of course.
What kind of template is this? It seems that the defense values of the guard units are significantly lower than the value of the objects they are guarding. Explain it to the community.
What template is this? It seems like the guards in the treasure rooms are significantly weaker than the value of the objects they are guarding. Explain it to the people.
The template was created from several treasure rooms with objects valued at 50K-200K. The guards are weak because I set weak monsters during map generation.
Here's another image. In this template, the monsters are average, but during map generation, they are strong. The numbers indicate the number of monsters in the guard.
Open any template's .rmg file. There, you can set the parameters for Treasure zones: Low, High, and Density (the value range for objects and the density of their distribution). Set a step of 500 points and create all possible variations. The type of terrain does not affect the "factional" content of the treasure. The inhabitants of Frozen Cliffs are more likely to be found in dungeons than in snowy areas.
Darty, you write so much... I'm even surprised that you don't know many basic things – take a look at the presentation by Gus Smedstad, the author of Heroes 3 (ppt file).
Darty, you write so much... I'm even surprised that you don't know many basic things - take a look at Gus Smedstad's presentation, the author of Heroes 3 (ppt-file).
Unfortunately, I'm not very good at English. Yes, I don't know much, but I'm not afraid to ask. If you know such basic things, then share them so that everyone can understand. My question was simple. Can Frozen Cliffs appear on a random map generator (RMG)? Why are you responding to this by throwing some article in English at me, which describes how the RMG works?