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Posts from Current questions and answers regarding the map editor.

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#579
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Oh, I didn't know that, by the way!
I haven't seen anything like that myself yet. Now I'll know.
#580
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Hey, can anyone point me to some kind of guide for the editor? I honestly don't understand how to adjust objects, like a hero, for example.
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#581
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Here, it's in Russian and English. All the necessary basics.

https://rapidshare.com/files/562215582/Editor_Documentation.rar

Added 3 hours and 4 minutes ago
Today I was testing my map and encountered this problem:


At least now it's clear why the Orc sometimes "acts dumb." This doesn't happen every time on this map, but quite often. Of course, this would never happen with a real person.

So, the question for the experts - how can this problem be solved? What are your ideas?
I have two ideas in mind - maybe it's possible to somehow teach the AI to take monsters from caravans, as the game itself provides?
Or, which is theoretically simpler, but I don't know if it's possible - maybe it's possible to expand the access zone to the castle? That is, the castle has an entrance, and in the editor, it is highlighted with a green square. So, is it possible to make more of these green squares around the edges of the castle, so that there is wider access to the castle and everyone doesn't rush to the same point?
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#582
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Are you having trouble with caravans? That's very strange...
 

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#583
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Well, the result is in the screenshot. And why do you think this is strange? The situation is this: in this castle, the main hero of the Orcs is stationed with a fully upgraded army. All units are alt-upgraded. In front of the castle stands some random hero with literally only one goblin in his slots. The caravans contain various basic-level units. They can't enter the castle because the main Orc hero has no space for them; he has occupied all the slots. And this idiot with one goblin doesn't take units from the caravans and simply occupies the space. In general, I play with the Better AI mod (or something like that). I don't know if it does anything or not. Maybe without it, this wouldn't have happened?
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#584
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Maybe. When I played, the Orcs didn't have those problems (at least, they handled the Demons well).
 

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#585
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I've already played this map 10 times to catch all the bugs and so on. Here's the situation: it happens approximately every third game, at different stages. It's unlikely that it's related to the AI mod; the issue is simply that in a certain situation, when two heroes are in a castle, this kind of traffic jam occurs. It's surprising how the developers could have overlooked this. By the way, is there a way to expand the castle's area of access? Or maybe make the caravans "transparent" so that they can be passed through? That would be the ideal solution.
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#586
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Well, it could probably be expanded. But it would require creating a mod to change the object (city), which would look strange... That is, the city would have more active zones. And even then, it's not certain that it will help: it depends on how the caravans are sent to the city.
Still, as I see it, a mod for the AI is the cause of your problems.
 

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#587
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I’ll take care of it today and try playing without it. Although, in my opinion, it’s not the problem here. It’s a simple issue with the game map being impassable. By the way, it reminds me of old strategy games, like Warcraft 2, where units couldn’t pass through each other, and everything was divided into squares. Similar problems often arose with large numbers of units.
And yet, how can the city expand its active zones? I also want to try doing that, just in case the problem remains.
I think I’ll add two more additional squares on either side of the main green “entrance,” that is, simply expand it. It won’t look strange because visually, units will still enter and exit from the entrance.
And maybe, as a last resort, add a fourth square somewhere near them.
It would be good to experiment. How can I do this?

By the way, can caravans be made transparent?

Added 3 minutes later
I just thought that one additional active zone next to the main square would be enough.
The problem is that the hero is standing in front of the entrance zone and can’t move away because he’s blocked by the caravans. In the game, you can see that the heroes at the entrance are changing, meaning the game understands that it needs to put a hero with one goblin into the city to free up slots for entry, but the second hero is preventing the caravans from entering. If there was another active cell next to him, the caravans would enter through it and then disappear. That would solve the problem.
#588
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regarding caravans - the AI actively uses them (i.e., takes creatures from them if it deems necessary);

regarding the current issue: remove the torches near the city portal - it should help.
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#589
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I'm not even sure if the AI forgot how to do it in this case.
Regarding the torches, they are placed in the red zone, meaning not in front of the city entrance, but rather inside the city. So, they don't affect passage. However, I will definitely try this.

Nevertheless, if anyone knows how to increase the city's active zone, please let me know.
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#590
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How to expand the green zone for a town? It's easy: select the town, click on Shared -> ... -> ActiveTiles in the left panel (add the active tiles there), then BlockedTiles (you need to exclude the tiles that you specified in ActiveTiles). The downside is that the tile situation will be the same for all towns of this type (not just on this map). As for transparent caravans, I'm not sure... If they have an object defined in Shared, the same method will work for them (but this time, you need to remove all tiles, both active and blocked).
 

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#591
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Oh, thank you very much. I'll try to figure out the active zones in the city.
But, the situation took an unexpected turn. Today, I tested the map several times for the probability of such an occurrence with caravans, and it turned out that the caravans are not the cause, but rather the consequence.
The thing is that around the second week, there were two heroes in the main Orc castle again. So, they were just sitting there and switching places at the entrance, but they weren't leaving the castle. Then a third hero ran up to them, but since the first two couldn't leave the castle, the third hero just bumped into them, just like the caravans.
I can't understand what's going on. Perhaps Ment was right about the AI mod. I also moved the torches from the entrance a little further away, but since this bug appears intermittently, I don't think they are the cause. Although today I will remove them and see how it will be without them.
Now I will test without the AI mod; it's interesting why the Orc AI is acting so strangely...
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#592
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Might makes right.
 

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#593
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Basically, guys, the situation is strange...
The problem doesn't depend on the AI mod or the stones at the entrance.
Moreover, today, during testing, I discovered that this situation can occur with both Elves and Demons, with varying degrees of probability.
That is, sometimes the computer just sits in the city and skips turns, doing nothing. Sometimes it plays aggressively and rushes, and sometimes it just acts like this. It's different every time.
I don't know what causes this.

For example, today, the Elf and the Orc took turns acting like this.
Maybe it's partly because I don't move the hero around, but just open the map and skip turns to see how everyone will behave. Although this situation also occurred when I played very aggressively, so that's not the reason...

Anyway, I don't know.
In general, this isn't my problem, as I've done everything I can and checked everything on my side.
I doubt that I could have accidentally messed something up in the editor settings, unless the author did it before me, and if there's even anything to mess up there.
By the way, I'll release a large update for this map in its thread today or tomorrow.