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Posts from Useful information: templates, maps.

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#62
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It would be nice to add links to skirmish templates, etc., in the header; this has been done for 8mm6a and 6lm10a, as it's inconvenient to scroll down the page.
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#63
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There is no Skirmish mode at all, just like in 2sm2c.
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#65
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Not long ago, I discovered that there is a template called 8MM6b. The main difference from 8MM6a is that it removes the one-sided monoliths that we all love. Taken from here. In my opinion, this is a worthy alternative to 8MM6a, and frankly, I am very surprised why no one is playing it yet. Compared to the 8mm6a template, only two cosmetic changes have been made: 1. Transitions 4-16 and 7-25 have been removed; 2. Transitions to treasure locations 17 and 24 are now single instead of multiple (the strength of the guards remains the same). Tested 80 times, and one-sided monoliths did not appear even once, but this does not guarantee that they cannot appear at all. *For those who are completely unaware, download it and place it in the DATA folder. For those using HDMod, set the default path to the \Data folder. XL+U settings for 2 players and 6 computers. I like to use these generator options: 2061. But essentially, nothing will change if you use 8000 either
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Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
#66
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Who were hindered by these passages??? I personally am against it, because 1) conservatism, 2) fewer possibilities in the game, and 3) an unnecessary argument for everyone against replacing a->b.
Or, because of the slight reduction in connections, are one-way connections not used (their priority is lower than usual)?
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#67
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Well, you're against it, and that's fine. What do I care?
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#68
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Actually, the 8mm6b template already existed. It differed from "a" in that red was in the orange zone, and blue was in the purple zone. The point was that to encounter the enemy, you had to move one zone further, which reduced the probability of respawns upon encountering the enemy.
In reply to Dirty_Player
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#69
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Dirty_Player
Actually, the 8mm6b template already existed. It differed from "a" in that red was in the orange zone, and blue was in the purple zone. The point was that you had to travel one more zone to reach the encounter, which reduced the probability of random encounters.
But here, the main feature is the absence of one-sided encounters.
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#70
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zoog
There is no Skirmish mode at all, just like in 2sm2c.

Где контент?! (с)
#73
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Lider1
Template 8MM6 WITHOUT one-way paths!
I ran it several times. One-way paths did appear once.
But there is also a problem – in (in my opinion) the incorrect choice of narrowing the passages – the passages to zones 17, 18, 23, 24 are almost half the time located deep within the respawn area, 1..7 days' travel, most often with a penalty – that is, they are practically not found and inaccessible. If you narrow the passages to 9, 10, 13, 14, their accessibility will not change – the road still leads there, but the playability with important treasures will increase noticeably. Improve, but don't make it worse.
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#74
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Leader1
Not so long ago, I discovered that there is a template called 8MM6b. The main difference from 8MM6a is that it removes the one-sided monoliths that we all love.
Taken from here. In my opinion, this is a worthy alternative to 8MM6a, and frankly, I am very surprised why no one has played on it yet.


Compared to the 8mm6a template, only two cosmetic changes have been made:*
1. Transitions 4-16 and 7-25 have been removed;
2. Transitions to treasure locations 17 and 24 are now single instead of multiple (the strength of the guards remains the same).
Tested 80 times; one-sided structures did not appear at any time, but this does not guarantee that they cannot appear at all.

*For those who are completely unaware: download, place in the DATA folder. For those using NDMod, set the default folder to \Data.
Settings for XL+U: 2 players and 6 computers. I like to use these settings in the generator options: 2061. But nothing will essentially change if you use 8000 either.
A version with a fixed bug-feature (inaccessibility of central treasures) -

http://zoog2.narod.ru/misc/8MM6c.zip
Explanations are probably unnecessary.
What might be bad is that it may be more stable/easier to play on.
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#75
I would appreciate if someone would be kind enough to add a link to some training maps, like Siberia Off (posted by Dirty_Player). Thanks in advance.
#76
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Notes on 6lm10a: there are also 2 gold mines in the center. There are 2 passages between the 4 main intersections (very wide and unguarded, according to the editor), but in reality, in 80+% of cases, they are guarded by 1-way sentinels. Once, a truly wide, unguarded passage was generated, and once, it had normal guards. Also, the passage to zone 7 actually has a strength of 6k (thanks, Vikku), which can be confusing during analysis – or deadly if misjudged. Furthermore, a sample of 20 generations shows that in 40+% of cases, blue receives completely unviable generations (15% of which are simply 1 road leading to a 1-way sentinel exit). In another 10+%, there is only 1 road for 3-4 respawn points. Red, on the other hand, always has a road everywhere. This is the end, comrades; for me, color is now everything. *By "unviable," I mean situations where the road network ends after 4-5 respawn points with villages or camps, and there are no forks – you have to develop through off-road areas or with control spells. It may not be fatal, but it is very unpleasant and makes the game less enjoyable. **Based on actual games, red sometimes gets unplayable maps, but it happens about 3-4 times more often for blue. "Blue, blue, I don't want to play as you" (c).
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