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In reply to KillAndAction
14 years ago
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As I understand it, "Standard" maps are templates provided to us by Nival? Does anyone know their layouts, or am I the only one who hasn't played them much?
In reply to Hero_of_heroes
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14 years ago
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Hero_of_heroes
Are the standard ones, as I understand it, templates provided to us by Nival? Does anyone know their schemes, or am I the only one who is so uninformed, having practically not played them?
Hi Hero!
As far as I remember, there are no schemes, as there are no templates in the standard map editor...
In reply to KillAndAction
14 years ago
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Hi Kill :) Well, the layouts should be different in principle; what are these templates? It seems that there's no way to learn them other than through practice. So, judging by your answer, I'm not the only one who's struggling with this. There are templates in the standard version; I used to play on them in Heroes of Might and Magic, or rather, on one of them...
In reply to Hero_of_heroes
14 years ago
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I've figured out how to create maps using the built-in map generator and templates. You select the map size, let's say a large one, and then a list of available templates for playing on that map appears. I generated a map using the 4z4k1m template with very strong creatures, and it turned out to be similar to the map I was talking about – a map divided into 4 equal squares. This template is quite playable. So, the built-in templates are definitely usable, but you need to plan ahead for the type of game you want to play. For example, if you're planning a fast rush, you can play on a medium or small map and choose a faction that suits that template.

Added 10 minutes later
WisTrit
It's generating a camp right next to the castle for me for the second time in a row; I'm buying two undead creatures in the first week for the second time in a row.

So, create maps with very strong creatures, and those 2 undead creatures will most likely help you, but only if you're playing as the Necromancer, and even then, maybe only at the very end. I've concluded that I'll only participate if the following is done: 1) the race for the game is chosen first, 2) the map size is chosen, 3) the template is chosen, and 4) the creature strength is set according to the map size (very strong for large, strong for medium, etc.)
In reply to kapitan
14 years ago
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kapitan
I've made a conclusion for myself: I will participate only if 1) the race for the game is chosen first, 2) the map size is chosen, 3) the map itself is chosen, and 4) the strength of the creatures is set according to the map size (large - very strong, medium - strong, etc.).
What's wrong with choosing the race after choosing the map? I think it's more logical that way...
In reply to kapitan
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14 years ago
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In my opinion, it seems foolish not to use something that has been around for a long time and refined over the years in tournaments. IRMG generates much more balanced maps, with denser areas, stronger neutrals, and a more interesting game.
But since they've decided, they've decided; it will be like in that anecdote: "The mice cried, they pricked themselves, but they continued to eat cacti."
The tournament regulations mentioned well-known templates; now, they've even deviated from that. I would like clarification on how the map will be generated (settings) and on which templates.
P.S. The "originality" of the tournament lies in the absence of any mods that change the game's balance (even if for the better), and not in generating maps with the native generator. If you think like that, it won't be long before you reach standard maps.
In reply to Hero_of_heroes
14 years ago
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Hero_of_heroes
What's wrong with choosing a faction after selecting a template? I think it's more logical...

Okay, then: template, size, and faction. The main thing with these templates is to decide on the strength of the guard. For example, it wouldn't be interesting to play on a large map with a medium guard, and it wouldn't be possible to play on a medium map with a strong guard. Accordingly, the game time will also depend on the chosen template. If you want to play on the built-in templates, you need to find a golden mean...
In reply to kapitan
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14 years ago
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I'm for IRMG. When I played on the standard map generator, it generated complete nonsense. There were no decent resource locations, no treasures, and everything was just scattered randomly. You don't know where to go or what to look for.
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14 years ago
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I'll add my vote.
I'm for IRMG+plus templates (spiral, M3, etc.).

A standard GСК will easily generate sand for humans and snow for mages. IRMG doesn't have this drawback (it does have some, but they are minor compared to the native generator).
If you choose a race in advance... But don't we all want randomness?

As for the templates, you can use the built-in ones. But only if they have a scheme and description. I won't say that I'm an expert in Mozov's templates, quite the opposite. But there is some logic in them. And Moz has descriptions for them.

So, I'm for playing on the original. But on the original, with the balance as it was intended at the beginning (i.e., without TE). And IRMG will allow us to generate a map that is equally rich for everyone (using normal templates).
Of course, if the majority votes otherwise, I will play according to the rules that are adopted. But I won't be surprised if in every report we read messages like "damn, I lost because I wandered around like a fly - snow, and I'm a mage" and so on.
In reply to BOLIVAR
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14 years ago
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In my opinion, the main goal of the tournament is not to ensure balance, but to minimize modifications to the game for the tournament, so that, again, all these TE and IRMG things don't scare away the average players. Although, it seems that the fears are justified:
Well, in general, if none of the "best of the best" are going to sign up, then I'll play.
Personally, I don't care at all; I would gladly play on TE, but I just wanted to attract other enthusiasts who rarely play in tournaments.
BOLIVAR
A standard GSC will easily generate sand for humans and snow for mages.
I have never had this happen. Even if it does, you can regenerate it.
In reply to HoM[M]ie
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14 years ago
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HoM&M
In my opinion, the main goal of the tournament is not to ensure balance, but to minimize modifications to the game for the tournament, so that, again, average players are not discouraged by all these TE and IRMG.
One thing is unclear - what is the modification of the game when using a normal map generator? (because you don't even need to install any mods for this).
And you don't even need to have the generator itself; the map can be generated by either the opponent or the judge (although you can learn to do it yourself with just 3 mouse clicks:smile33:).
If the difficulty lies in understanding the templates, then, in my opinion, it is better to have a template that is not immediately clear, but has a diagram, than a native template without it...
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14 years ago
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I VOTE WITH BOTH HANDS FOR IRM+TEMPLATES.
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14 years ago
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If the main difficulty lies in understanding the templates, then I think it's better to have a template that might be unclear at first but includes a diagram, rather than a native template without it...
It's not about the complexity. It's about the fact that we were planning to play on classic settings, possibly using additional templates.
It doesn't matter what the standard GSC generates; everyone knows that it's not the ultimate solution. We just wanted to play, without aiming to improve our skills or anything like that. Just to launch the game and play.
In reply to Zybr
14 years ago
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If you want to play with standard random map generation (RMG), don't be lazy and find the latest Moza templates specifically for this generator. At least the artwork will be different; I remember those games. When there were 5 identical artworks lying around ;) and it wasn't clear what to do with them.
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14 years ago
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Next, a list of all possible bugs in the standard map editor and templates will be provided.

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