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Posts from Current questions and answers regarding the map editor.

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#3722
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Jack_of_shadows
I placed chasms (those hidden in the editor) on the map in the Dungeon. I encountered the following bug:
If a player reveals the fog of war over even a small part of the chasm, and then saves and loads the game, instead of the chasm, the landscape of the upper level of the map is duplicated – rivers, soil types, irregularities, and so on – all of this is displayed instead of the chasms. This doesn't happen until the fog of war over them is revealed.
I've seen chasms on many maps – has anyone else encountered this?

Someone described a similar bug regarding my map. I also had chasms there, and the upper level was duplicated as well. I never figured out what caused it.
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#3723
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If the surface were just a plain, it would appear at the very bottom of the abyss and might not even be noticeable. However, the highest part of the map is located right above this area, and as a result, this duplicate protrudes above the ground in some places. The abysses have turned into mountains.
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#3724
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Jack_of_shadows
If there were just a plain on the surface, it would appear at the very bottom of the abyss and might even go unnoticed. But I have the highest part of the map right above this area, so down below, in some places, this duplicate sticks out higher than the ground level. The abysses turned into mountains.

although no, I lied a little. This glitch happened to me not only in the areas where there are abysses. Here is a link to that post with pictures
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#3725
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Hmm, it seems the bug is more widespread and is likely caused by something. I remember having trouble when I moved certain objects stored in a Dungeon to the surface using a script; elements of the underground landscape would appear around them, but with other objects, nothing similar happened during the same operation. I'll investigate further.
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#3726
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Jack_of_shadows
Hmm, it seems the bug is more widespread and is caused by something. I remember having trouble when I moved some objects stored in the Dungeon to the surface using a script; underground landscape elements would appear around them, but nothing similar happened with other objects during a similar operation. I'll look into it.

It's funny that in this situation, an object from the surface was moved to the Dungeon using a script, and back.
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Одиночные сценарии Heroes V 3.1:


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#3727
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The funniest part about all this was that the bug turned out to be the very one that had been found a while ago: I needed to place campfires in one location from time to time, with their properties turned off, purely as an interior design element. At first, I placed them in a secluded spot in the dungeon and, when the time came, moved them to the surface. This caused the surrounding landscape from the dungeon to appear. Then I came up with a more clever solution: I placed them on the surface, but on the first turn, I moved them to a secluded spot in the dungeon and continued from there. It seemed like the bug had disappeared, but after a long time, thanks to the chasms, it turned out that the campfires had indeed dragged the upper landscape with them into the dungeon.
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#3728
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by the way, here's a question:

is there a way to disable diplomacy on the map? i.e., so that no creature can join the heroes? (of course, you can set "always fight" for each monster and block the recruitment of monsters, but maybe there are simpler options?)
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#3729
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for i, mob in GetObjectNamesByType "CREATURE" do
SetMonsterCourageAndMood(mob, playerID, MONSTER_COURAGE_ALWAYS_FIGHT, 0)
end

But weeks will still have to be blocked.
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#3730
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RedHeavenHero
for i, mob in GetObjectNamesByType "CREATURE" do
SetMonsterCourageAndMood(mob, playerID, MONSTER_COURAGE_ALWAYS_FIGHT, 0)
end

But you'll still have to block the weeks.

and monsters also have MOOD in addition to COURAGE. Will there still be a chance that a creature will join if its mood is Aggressive? I read about this somewhere, but I can't find it anymore.

Added 7 minutes later
oh, I found it
http://heroes.ag.ru/heroes5/advices/08/

Added 1 minute later
and composite stacks of creatures never join unless you specify "Always_join" for them?
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#3731
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Composite armies join, flee, and fight according to the same rules as single armies.
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#3732
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The fan-made manual states:
a mixed army has "Courage" but not "Morale." It attacks or flees according to the usual rules, but does not join the hero (unless "Courage" is specifically set to do so).

With ALWAYS_FIGHT, it doesn't look very good that no one will flee, which, in the case of attacking weakened enemy units, will look annoying.
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#3733
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Jack_of_shadows
The fan-made manual states:
A mixed army has "Courage" but not "Morale." It attacks or flees according to the normal rules, but does not join the hero (unless "Courage" is specifically set to do so).

With ALWAYS_FIGHT, it doesn't look very good that no one will flee, which, in the case of attacking weakened enemy units, will look annoying.

There's also another question that I've been wondering about for a long time:
If you place a unit on the map that has multiple stacks, depending on the difficulty and as new weeks pass, will the number of creatures increase in all stacks, or only in the one that was initially placed and to which the others were later added in the properties?
Кампании для Heroes V 3.1 (Трилогия):

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You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


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Красный кристалл
Синий кристалл
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Мультиплеерные карты для Heroes V 3.1:

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#3734
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Jack_of_shadows
The fan manual states:
a mixed army has "Bravery" but no "Morale." It attacks or flees according to the usual rules, but does not join the hero (unless "Bravery" is specifically configured to do so).

With ALWAYS_FIGHT, it doesn't look very good that no one will flee, which would be annoying when attacking remaining weak squads.
The manual is wrong:


In this image, the creatures' bravery is "can join or flee," and their morale is "friendly."
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#3735
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MasteR
then there's another question that I've been wondering about for a long time:
if you place a stack on a map that contains several units, will the number of creatures increase in all stacks, depending on the difficulty and as new weeks pass, or only in the one that was placed initially and to which the others were added later in the properties?
They will all grow, if growth is allowed in the properties.

Added after 13 minutes
ALWAYS_FIGHT doesn't look very good because no one will run away, which will be annoying when attacking weak, almost defeated units.
You can enable "quick battle".
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#3736
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Decided to try creating my own map again, and encountered an issue where the editor refused to open previously saved maps. After that, I renamed the directories so that the names were exclusively in English. The result: the maps continue to be saved in the old path, and moreover, this folder (where the maps are saved) is not visible in the Explorer. Question: how can I fix this?




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