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Posts from All questions regarding mapmaking for Heroes of Might and Magic 3: The Shadow of Death.

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14 years ago
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That's an interesting question. Regardless of what anyone thinks, the best approach is to test it in practice. I know that global events are configured to target specific players, and you can choose whether they affect human players or AI players. I just checked in the editor: the properties of the event are the same for a global event, a timer event, and a city event. It seems to me that the event will affect a player after capturing a city if they are checked in the event properties. At least, when I captured enemy cities, various events occurred in them afterward: buildings were constructed, troops arrived...
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14 years ago
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Yes, I've practically verified it. The conclusion is that it doesn't matter whether a human player or an AI player encounters a particular event; it will still trigger, but the cyclical nature will remain. There was also another similar question that required testing (please excuse me, sometimes I really don't have time to check something, and I just don't get around to it – but what if someone already knows?).
Question: Geographical event (blue circle). Can you configure it to "cancel after the first visit" or not? If the event has "guards" configured, and the player who visited the event was unable to defeat them, does the event remain? Does the number of guards change? Otherwise, it's possible to have an absurd situation where an event is "guarded" by one thousand five hundred Azure Dragons, but it can be bypassed simply by sending a Cossack with a single skeleton ahead. Is that correct?
Also, I'm interested in (but I don't even know how to check) – does the "Diplomacy" skill and the artifacts associated with it only affect the surrender price, as stated in the description, or does it also affect the probability of monster loyalty? And when the game says that monsters want to join, is it just a random occurrence, or does diplomacy only influence the situations where "monsters want to join for a certain amount"?
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14 years ago
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The effect should influence the probability of joining (monster loyalty), and whether it's paid or free should be random (an element of chance). As for the Cossack with a single skeleton, it's an interesting question; I haven't had the chance to check it.
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14 years ago
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Kird
Does the "Diplomacy" skill and the artifacts associated with it only affect the surrender price, as stated in the description, or do they also affect the likelihood of monsters remaining loyal? And when the game says that monsters want to join, is that just random, or does diplomacy only influence the situations where "monsters want to join for a certain amount"?
Diplomatic artifacts, according to the game manual, only affect the cost of surrender if your hero wants to escape the battlefield while preserving all (remaining) troops. They have no effect on monsters. :)
However, the Diplomacy skill always plays a role when monsters decide whether to join you, and whether they will ask for money to join is a separate issue.
Regardless, read the game manual (section 5.6: Diplomacy and its specific applications): it describes all of this in detail and in an accessible way, including with an example.
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14 years ago
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As for the Cossack versus a single skeleton – that's an interesting question; I just haven't had the chance to test it.

I finally got around to checking it out, and I discovered something new.
So, pay attention, everyone who didn't know or doesn't know!))
In any event, whether it's a cancellable or infinite event, the GUARDS are limited in number. The event won't be cancelled until you defeat all the guards. Once you win, you'll get all the "loot" – once, if the event is cancellable, or an infinite number of times, but without the guards – if it's not cancellable. And, of course, you can try to defeat the guards in multiple attempts; if you kill 8 out of 10 dragons and run away, the next time you'll be greeted by 2 dragons.
That's all. Personally, I don't find this arrangement very appealing. On one of my maps, I wanted to create a kind of cursed area where a constant, unchanging number of ghosts would attack players in the same location (and morale would decrease). Not only does morale decrease only after defeating the ghosts, but they don't respawn. I wanted to place some kind of "immortal garrisons" on certain "points" on this map to prevent unfairness, where one player, for example, barely manages to capture a very important tent, while another takes it for free. Now I suspect that this is impossible.
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14 years ago
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In my opinion, the current system, where the remaining, unkilled guards attack again until the player defeats them all, and only then receives the guarded item, is the most logical and suitable for most situations. But, of course, it could also work as you suggest. To reduce morale, you could add a recurring event before this. Also, in WoG, it is probably possible to use scripts to create guards that infinitely spawn in one location (although I don't know how to use scripts myself, and I only make SoD maps; but anyone can play them).
Regarding tents and their guards: I recently considered this aspect for one of my future maps. For example, you could make it so that each player has a tent of their color on their territory, guarded by troops. Another option: garrisons of different colors, belonging to different players, in front of the tent, with unremovable troops. Then, each player can freely pass through the garrison of their color, while others will have to fight it!
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14 years ago
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He "allowed" Lord Haart, the undead, to appear on his map and put him in jail. Lord Haart, the human, also appears in the list of available heroes for the castle. These aren't identical heroes, but why is there only one Lord Haart in the editor list, and not two? If we leave it as is, won't there be glitches later in the game?
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14 years ago
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I won't get an answer, so I'll ask another question. After the global ban on 'walking on water,' I hoped that this spell wouldn't appear in the scholars, for example, and I manually banned it in all cities. But now I want one city to have walking on water as a mandatory spell, but the global ban simply doesn't allow this spell. At the same time, I remember that in my old map, with terrain 1000, I didn't manually ban spells in each city, and various flying spells appeared there despite the global ban. In general, I'm confused; explain to me how to deal with these bans.

Added 2 minutes later
And I noticed one more thing. The editor treats mines and beacons as related objects, with a shared limit. Therefore, when you want to create another mine, but the editor doesn't allow it, look for an extra beacon and decide what's more important. Here's some useful information.
In reply to Кирд
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14 years ago
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Regarding Lord Haart: I don't know why he is the only one in the editor's list. But you can do this, for example: take another hero and replace his portrait with Lord Haart's portrait.
Kird
I want it so that visiting a city is mandatory, but a global ban simply doesn't allow this spell.
Easy! :) Ban the spell globally, but in the desired city, mark the spells that should appear in the guild of mages. Of course, you can then check this through testing.
At the same time, I remember that in my old map, with land 1000, I didn't ban spells manually in each city, and various flying spells appeared there despite the global ban.
It cannot be as you described! There are four possible options:
a) at least in one city, it is specified that the banned spell should appear;
b) cheating by a leveled-up AI player (see the relevant topic);
c) if someone has built a Grail in the Conflux, then there will be all spells in the guild of mages, unless for this city any of them are banned forcibly;
d) a stupid, but real option that you might forget about: an artifact that gives a banned spell appeared somewhere on the map (if Flight is the Wizard's Hat or the Tome of Air Magic).
We would need to figure out what exactly your situation was while it was still fresh in your mind.
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14 years ago
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The joke is that the tests actually showed something obviously incredible, without any cheating or AI manipulation. I myself saw globally forbidden spells in city guilds without rainbows (earth 1000), and I also couldn't find the spell in the city where it was supposed to be (I checked in the editor, I rubbed my eyes). Maybe you can take a look later? I can't upload that map right now, but I'll do it sometime. I don't need to change the faces of the Haart units; the one that's a zombie is in prison, and the one that's alive is in the list of starting heroes. He has the 'Estate' skill, which bothers me too much; I'd put him in prison for such talent, but he's already not on the list of prisoners... Bureaucrats) they say, "Who is this? We already have one Haart in prison."
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14 years ago
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Share it, we'll definitely check it out, because I'm hearing about this for the first time; we need to figure out these "miracles"! By the way, to avoid wasting time, it's useful for map creators to use ProspectorRT for testing.
12 years ago
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Could you please tell me how to put a hero on a ship?
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11 years ago
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And, I apologize for repeating the question: I created a campaign for Heroes 3: The Shadow of Death, consisting of three maps. In which forum section can I share it with the community?
11 years ago
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Hello, dear forum members! I have a question. Is there any way to select multiple objects (trees, buildings, etc.) at the same time in the Heroes 3 map editor, copy them, and move them to another map? If it's not possible in the standard editor, is there a third-party editor that allows you to do this? Thank you in advance for your answer.

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