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Posts from Useful information: templates, maps.

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15 years ago
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Christmas Tree Template.
The template text file is Elka.txt.
/To play on the template, you need to copy the template text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt, and restart the game for the changes to take effect./
Standard settings: L+U size, two players, no water, strong monsters, difficulty 160%.

Template scheme:

Each player has 3 Castles. Full-contact map, no treasures.
The template is designed for forced contact; you can only get from one Castle to another through enemy territory. All passages are weak - 3000. There is one wood and ore mine on each starting spawn, making it resource-rich.

Recommended rule adjustments for playing on this template:
- Turn time limit – 8 minutes.
- Random starting Castle.
- Restart on slow roads in SoD (Stronghold Defense), fast roads are preferable for War of the Titans.
- Restart allowed if one of the players' starting hero is born in their home Castle (i.e., you must inform your opponent if your hero is in their home Castle, for a subsequent decision).
- No restart on encounter.
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15 years ago
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Speed Template.



Author - PlayHeroes.
Thanks to Wic for the help!

The new template resembles a mini-nostalgia.
Zones 1-8 have SM content, starting zones have 1 ore mine and 1 wood mine each,
Zones 1 and 5 have a native castle.
2 and 6 have 1 gold mine each,
3 and 7 have 1* sulfur and mercury,
8 and 4 have 1* crystals and gems.
Zones 9 and 10 have content like the Jebus Cross center.
Passages between the computers and you are weak (3000).
From zones 1 to 9, and 5 to 10, the passage strength is 25,000.
The passage between zones 9 and 10 is 45,000. The terrain of these zones is mostly underground (L+U).
Sizes: L-U, L+U.
Rule adjustments:
- You are allowed to choose 2 identical factions, the other is random.
- Using Angel Wings, Dimension Door, or Fly to teleport to computer zones (2-4, 6-8) or to the opponent's zone (1 or 5) is prohibited.
- Restart for slow roads if at least 1 player wishes.
- Hero selection is allowed for Flux.
- Restart for a block is allowed.
- If blocks are not located by the castle but prevent leaving the spawn, a restart until day 5 is allowed.

P.s Apologies for the scheme, but I really don't know how to make them properly! Maybe someone will make a proper one?
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15 years ago
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Speed-2 Template

This time, the name speaks for itself.



The starting zones (1, 2) have a native secondary town, more money, and more resources than on the standard map.
Zones (3, 4) have a lot of resources and money-generating buildings, so there shouldn't be any financial problems. There are also 2 villages, and these are the ones that provide access to the mini-treasure and expand it. This treasure is either a grassy or muddy one. The villages can be a Castle, Rampart, Necropolis, Dungeon, or Conflux.
The map is played in m-u mode, meaning this template was created specifically for fast-paced games, as well as for resolving controversial situations, for example, in tournaments.:smile33:
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15 years ago
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Template 2x2SM4d(3).
In fact, this is a modified 2sm4d(3) for a 2 vs. 2 game.
The template text file is 2x2SM4d(3).txt
/To play on the template, you need to copy the template text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt, and restart the game so that the changes take effect./
Standard settings are: size from L+U to XL+U, four players, 2 teams, no water, monsters – strong, difficulty 160%.

Template scheme:



It is assumed that red is allied with blue, and green with brown.
Start locations are zones 1, 2, 3, 4. The contents of these zones are: 500-3000 (9), 3000-6000 (6), 10000-15000 (1). They contain wood and ore mines. Monsters are medium. The passage between allies is symbolically guarded (2000); access to enemies is possible through a standard ГО (45000). In addition, there are exits (6000) to 2 zones equivalent to the starting zone in terms of content (5 and 12 for the red player, 6 and 7 for the blue player, 8 and 9 for the green player, 10 and 11 for the brown player). These zones contain random towns with forts, as well as one wood mine and one ore mine each.
From each of zones 5-12, you can go to 2 treasure areas (13-20). Passage guard – 6000. Zones 13-20 have no roads or towns; monsters are strong. Zone contents: 10000-15000 (9), 15000-20000 (6), 100-500 (1). Each contains a gold mine.
The landscape of zones 1-12 is determined by the type of town in that zone; zones 13-20 have a random landscape.
The base size of all zones is the same.
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15 years ago
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Deux Paires Template.
A template for a 2 vs. 2 game of my own design.
The text file with the template is Deux Paires.txt
/To play on this template, you need to copy the template's text file attached to the description into the Data folder (located in the directory where Heroes is installed), rename it to rmg.txt, and restart the game for the changes to take effect./
Standard settings: L, XL, or XL+U size, four players, 2 teams, no water, strong monsters, 160% difficulty.

Template scheme for size L:



Start – in zones 1, 2, 3, 4. Contents of these zones: 500-3000 (9), 3000-6000 (6), 10000-15000 (1). They contain wood and ore mines. Monsters are medium strength. There are two random villages in each zone. Each has one exit (6000) to the center.
All central zones are connected by passages guarded by 12000 units. These zones contain cities (with forts) as well as valuable resource mines (one of each type). Monsters are strong. Zone contents: 3500-7000 (7), 1500-2000 (2), 300-1500 (5).
The landscape of zones 1-4 is determined by the city type in that zone; zones 5-8 are arbitrary, except for snow, stone, swamp, and desert.
The base size of starting zones is twice as large as the central ones.

Template scheme for size XL:



Start – in zones 1, 2, 3, 4. Contents of these zones: 500-3000 (9), 3000-6000 (6), 10000-15000 (1). They contain wood and ore mines. Monsters are medium strength. There is one random village in each zone. Each has an exit (6000) to the center (zones 5-8) and a mini-treasure trove (5000) (zones 9-12).
Central zones are connected by passages guarded by 14000 units. These zones contain cities (with forts) as well as valuable resource mines (one of each type). Monsters are strong. Zone contents: 3500-7000 (7), 1500-2000 (2), 300-1500 (5).
Zones 9-12 each contain one village and a gold mine. Zone contents: 10000-60000 (1), 8000-9150 (10), 500-3000 (4). Monsters are strong.
The landscape of zones 1-4 is determined by the city type in that zone; zones 5-12 are arbitrary, except for snow, stone, swamp, and desert.
The base size of starting zones is twice as large as the central ones; treasure troves are three times smaller (but they often end up being located in the corners of the map and turn out to be the largest).

Template scheme for size XL+U:



Start – in zones 1, 2, 3, 4. Contents of these zones: 500-3000 (9), 3000-6000 (6), 10000-15000 (1). They contain wood and ore mines. Monsters are medium strength. There is one random village in each zone. Each has an exit (6000) to the center (zones 5-8) and two mini-treasure troves (5000) (zones 9-12, 14-17).
Central zones are connected by passages guarded by 22500 units. These zones contain cities (with forts) as well as valuable resource mines (one of each type). Monsters are strong. Zone contents: 3500-7000 (7), 1500-2000 (2), 300-1500 (5).
Zones 9-12, 14-17 each contain one village, a gold mine, and either a stone or wood mine. Zone contents: 10000-60000 (1), 8000-9150 (10), 500-3000 (4). Monsters are medium strength.
From the central zones and from the treasure troves, you can go to the super-treasure trove (13). The passage guards are strong (45000). The contents of this zone are the same as on Jebus Cross: 35000-55000 (3), 25000-35000 (10), 10000-25000 (10). There are three cities with forts and two gold mines here. Monsters are strong.
The landscape of zones 1-4 is determined by the city type in that zone; zones 5-12 and 14-17 are arbitrary, except for snow, stone, swamp, and desert; zone 13 is also arbitrary.
The base size of starting zones is twice as large as all other zones; the size of the central super-treasure trove is 1.7 times larger than the size of the starting zones.
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14 years ago
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Speed 1 (l - u)


Differences from speed 1 l + u:
- Zones are richer, because if you implant the starting zone values of a sm-ka into his brain, the zones will be bare.
- Changed mine placement.
- The passage to the treasure zone (17.500) is weakened due to the fact that at 25000 there are big losses even in week 3 (due to the reduction in template size, the number of objects also decreases, there are Griffin Conservatories, clues, Town Portal, etc., so the army becomes smaller and this needs to be compensated somehow).
- Now everyone has a passage to everyone (zones 1 through 8).
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14 years ago
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Speed 1 Template (m - u)

The speed 1 template of size m - u differs from its standard version in that
- 2 computers have been removed, as the map is quite cramped with them and the generator fails to generate most objects.
- The treasure zone has been removed (there is simply nowhere to put it).
- It is played as m - u, with medium monsters (all guards have been adjusted specifically for medium monsters).

Description
Since all these zones have a small volume on the map, I had to assign them large values; otherwise, in most generations, only 3-4 piles of gold are generated without any resources -))
1 - 6 of 1* wood and ore.
Zones 1 and 4 are for double build.
Passage between 1 - 6 (normal 6000), to the treasure zone 17500
Treasure zone 7 (as in Jebus Cross, but I set the guard weak, because even with a weak guard it is difficult to clear anything), Dragon Utopias generate, with a 20-35% chance (I got it once in 5 generations).
Some additional rules:
- It is allowed to run past shifted guards, except for ГО.
- Computers are random.
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14 years ago
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Speed 2 (1.1)

The starting zones (1, 2) have a native secondary hero, more money, and more resources than on the standard map.
Zones (3, 6) have a lot of resources and money-generating buildings, so there shouldn't be any financial problems. There are also 2 villages, which provide access to other areas and expand the mini-treasure. This treasure is either grassy or muddy.
This template differs from the first version in that it has 2 more zones with a secondary hero (4, 500, the same path as on the standard map, but slightly weaker), which probably adds more interest to the game and reduces the area of other zones.
The map is played in m-u mode.
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14 years ago
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Kite



A simple template, a mix of Jebus Cross and Balance. On native respawns there is a native town; the spawn contents are balance-style. Zones 5 and 6 have towns without forts.
Zones 7-10 have towns with forts; on respawns there is one gold mine and one resource mine: 7-Mercury, 8-Sulfur, 9-Crystals, 10-Gems. Zones 3 and 4 are treasure zones.
Pass guards: 1-5, 5-7, 5-10 and 2-6, 6-8, 6-9 are weak. 3-4 are strong (12500). The rest are 6000 (like on Jebus Cross).

Wheel



Also a simple template, practically a pre-made from the original built-in Heroes template.

Zones 3 and 8 are towns with forts. Zones 4-7 have no forts. Zone 9 is a treasure zone. Zones 10-13 are corridors between towns and treasure zones. 10 - gold and mercury mines, 11 - gold and sulfur, 12 - gold and crystals, 13 - gold and gems.

Passages between towns are weak (3000). From towns into corridor zones - medium (6000). From corridors into treasure zones - 10000.


Cross, Cross2 and Cross3 - an attempt to make a reduced version of the XL templates 6lm10a and 8xm12a.







Cross :
Colored circles are starting locations. White ones are adjacent zones. Yellow ones are treasure zones with towns. Treasure zones have weak guards (like on Jebus Cross at starting locations), except for zone №13 - this treasure zone is richer than the others, with strong guards and no town. Also in all treasure zones except №13 there is a full set of mines. Zone 5 has gold and crystal mines, 6 - gold and sulfur, 7 - gold and gems, 8 - gold and mercury, as well as more gold and resources than on other locations.

Passages between starting locations and adjacent zones are weak. Into all treasure zones except №13, pass guards are as on Jebus Cross (6000). Into zone №13 the guard is strong - 12500.

Cross3 differs from Cross only in one thing: there is no central super treasure zone.

Cross can be played on L-U and L+U, Cross2 is preferable on L+U and with computers.

The text file must be renamed to rmg
In reply to PlayHeroes_HP
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14 years ago
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Template Diamonds (L - U)

When using the HD mod:
rmg.txt must be placed in ...Heroes.../HiRezData. Create a folder called Diamonds and save our rmg.txt there. After these simple steps, launch Heroes3HDSetup.exe.
In the RMG Template window, select Diamonds.

Without using the HD mod:
Place rmg.txt in the Heroes directory in the Data folder and run Heroes3.exe as usual.



Standard settings: L-U size, two players, no water, monsters – strong, difficulty 160% (queen).
But the template is also created for all sizes starting from M+U).

Players' starting respawn points have one native town and one wood and ore mine each, with standard dwelling content: [500-3000]*9 + [3000-6000]*6 + [10000-15000]*1

Zones 2, 3, 6, and 7 have a town that matches the terrain type and two resource mines each (in 2 and 6, mercury and sulfur; in 3 and 7, crystals and dragon stones). They are almost twice smaller than the starting zones, and their contents are slightly richer, like treasure zones on an 8mm6 map: [3000-6000]*9 + [10000-15000]*6 + [15000-20000]*1

The central zones 4 and 5 (the coolest ones) are slightly smaller than the starting zones, without castles, with one gold mine, and they are always located on sand. The contents are similar to treasure zones on a 2sm4d(3) map: [10000-15000]*9 + [15000-20000]*6 + [20000-30000]*1

Monsters in all zones are medium. Passages from players' respawn points – 6000, from 2-3 and 6-7 – 8000, to treasure zones – 10000, between treasure zones it is ГО - 30000.

Recommended rule adjustments for playing on this template:

1) Any movement from your square to an opponent's square only after destroying ГО.

2) At the player's request, a technical restart can be taken (up to and including the third day) if there is no road from the castle or only one road to their town, as well as if strong blockades stand on all roads to adjacent zones.

3) Restart using slow paths at the request of at least one player.
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14 years ago
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Random Templates Pack v1.1.zip - templates in one archive.
- description and links in table format.

Installation Instructions:
1. Extract the contents of the Random Templates Pack v1.1 file into the data folder of any version of Heroes III. As a result, you will get a set of rar archives with templates of the same name.
2. Before playing, extract the required template file (rmg.txt), replacing the current one. In addition to the template file itself, each archive contains a scheme and structure in tpz format which can be opened with the TEditor program.
3. To install the desired template in WT, uncheck all templates in the Game Settings window before extracting.

Ordered list of template schemes:
(the scheme opens in a new window when clicking on the thumbnail)

2sm0k
2sm2a
2sm2b 2sm2b(2)
2sm2c
2sm2f 2sm2f(2)
2sm2h 2sm2h(2)
2sm2i 2sm2i(2) [/B]
2sm4d 2sm4d(2) 2sm4d(3)
2x2sm4d(3)
3sb0b 3sb0c
3sm3d
4mm2h
4sm0d 4sm0f 4sm0g
4sm3i
4sm4e 4sm4e(2)
5sb0a 5sb0b
6lm10 6lm10a
6sm0b 6sm0d 6sm0e
7sb0b 7sb0c
8mm0b 8mm0e
8mm6 8mm6a
8sm0c 8sm0f
8xm8 8xm8a
8xm12 8xm12a
AnarchyN1
AnarchyN2
AnarchyN3
AnarchyN4
AnarchyN5
AnarchyN6
AnarchyN7
AnarchyN8
AnarchyN9
AnarchyN10
AnarchyN11
AnarchyN12
Around A Marsh
Balance
Blockbuster
Clash of Dragons
Cube
Cross Cross2 Cross3
Deux Paires
Diamond
Dragons
Dwarven Tunnels
Elka
Extreme Extreme II
Frozen Dragons
Gimlis Revenge
Golems Aplenty
Guerilla
Hypercube
Jebus Cross
Kite
Marathon
Meeting in Muzgob
Mini-Nostalgia
Monk's Retreat
Nostalgia
Oceans Eleven
Panic
Poor Jebus
Ready or Not
Reckless
Ring
Rise of Phoenix
Roadrunner
Schaafworld
Skirmish
Small Ring
Spider 1.3
SuperSlam
Triad
True Random
Vortex
Worlds at War
Wheel

Legend:

Circles are locations, and the lines connecting them are transitions.
A smaller circle may be inside a larger one.
A solid circle indicates a player's starting location.
A dashed circle means the location is a "crossroad" (the location will only have narrow roads, no large open spaces).
No circle means the location is a treasure vault.

Triangles on the edges determine castles.
Two triangles at the bottom - there is a castle(s) without a fort.
Four triangles on all sides - there is a castle(s) with a fort.

The appearance of the transition indicates its type:
Simple line - ordinary transition with guards.
Line thickness symbolizes guard strength.
The numerical Value of guards in thousands is indicated above the line.
Thick gray line (like a carpet path) means the transition is wide (i.e., one location flows into another, the border between them is open).
Line with a bar in the middle - transition with a passage guard. It can only be opened after visiting both locations connected by the transition.
Multiple lines - multi-transition (several transitions, each of which can be one of three types: 0 ordinary with guards, wide, or border guard)

By default, there is one castle in the zone. If there is more than one:
+ - with
- - without
f - fort
N - number of castles
- - identical. If empty, they are random.
Example: +f3= means 3 identical castles with a fort.

Monster strength template setting for the zone:
weak - weak
avg - average
str - strong
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14 years ago
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Finished working on Anarchy v2 BETA. Added 8 already tested templates; I will add my 5 later to this collection.
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Description of the Diamond template:

Starting zones contain: [0-3000]*12 + [3000-6000]*6 + [6000-8999]*3

Computer zones: [0-3000]*12 + [3000-6000]*6 + [10000-15000]*1

Intermediate zones: [0-3000]*9 + [9000-20000]*9 + [20000-30000]*3
This is an unconventional layout; it includes both unguarded minor resources and relics.
Also, there are 2 villages in each of the intermediate zones.

Guards: 3000 originating from the player respawn points and 6000 for all others.

The computer respawn points have gold mines.

Recommended rule adjustments:
1) Assign different races to all computers, distinct from the player races. The order doesn't matter; any race can be adjacent to any other.
2) When playing on TE/WT, disable the script for one-way teleporters, so they remain one-way.

The Diamond template is, in a sense, an ideological opposite to Mini-Nostalgia – it has the same size and number of computers, but while Mini has a strict structure with a map divided in half, Diamond is the opposite – the entire map is a battlefield, all computers are generally accessible, and only the nearest villages can be considered "yours," and even that's not always the case.

The template is quite rich, both due to the readily available resources and the large number of villages, which can increase income to 7-9 thousand per day by the end of the first week. For this reason, it makes sense to build several castles, not just the starting one.

In other words, this template implies a game with close contact with computers and the opponent; there are many roads in all directions, and a lot of teleporters and lifts.

The relatively easy guards and small size of the template imply a greater risk of restarting due to an early encounter than on other templates. This should be taken into account when scouting during the first week – it only makes sense to explore everything if the situation is bad and you need to either find loot or an encounter. If the situation is good, on the contrary, you should camp and hope that you won't be found.

I remind you that restarting due to an encounter is not just bad luck, but a mistake by the player who had the better starting position. This template illustrates this point in full. Therefore, if you have encountered the opponent for N generations in a row, this is a reason to think about the quality of your game. However, the guards of valuable objects in the intermediate zones can isolate players from each other for a while, which should also be taken into account.

For the same reason (the risk of restarting due to an encounter), it is recommended to play with classic one-way teleporters – they make scouting more difficult, but specifically on this template, they do not lead to "dead-end" situations with only one road leading out of the one-way teleporter. Because there are usually many roads, and the size of the zones is usually small, finding an entrance is not difficult.

(c) Article by Wicc on HP
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14 years ago
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If you set a value when creating/editing templates
9700 - 9900, there is a chance that it will spawn a Griffin Conservatory, a Cyclops Stockpile, or a Medusa Shed, a Crypt or a Naga Bank. It also spawns Imp Caches, a Dwarf Cottage, an Arena, and may spawn several level 6 dwellings. But I tested all of this on a very high density (500) )))

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