Auto-translated
Will they behave the same way too?
If the orange unit kills you, then its clone will do the same to your opponent.
New here? I'm Roha — want a quick tour?
If the orange creature kills you, its clone will do the same to your opponent.
In general, I don't know what it's connected to, but I was playing on a mirrored Diamond map.
At the end of my turn, I entered the observatory on the territory of the orange Castle, and after passing the turn, it started. The AI ran into a teleport and started doing something – going back and forth, without leaving the teleport – and it lasted for a very long time (I figured it would be infinite, that the AI got stuck in a loop), until we decided to exit the game and reload from the opponent's turn, and I didn't enter the observatory this time. It seemed to work, but there was still a delay after passing the turn, specifically during the orange AI's turn, but it wasn't long. Well, and it turns out that you can't do without the observatory, so I opened it, and the AI repeated its trick. In general, I started waiting. I did wait. But something is wrong here.
And when viewing the turn, there's also some kind of glitch, a long delay – it feels like the game is about to crash. Then everything is normal, but the opponent's turn is still not visible.
We tested it with Diablo x3dm1, it's very interesting, great templates, thank you.
In the game, one zone was flooded; I wonder if there's any way to bypass the generator with this bug?
try experimenting with the contents of the spawn areas (ranges of spawn object values)
Will they also behave the same way?
Those who played – I have x3dm on L and L+U, 2 players – it says that it cannot create such a map, how is it fixed?
I think it would be better to remove the synchronization of starting bonuses. With trading available, gold is often more relevant for red, while artifacts/resources are more relevant for blue.
Bron came to the tavern from beyond the swamp.




Apparently, because he's not an expert on levels 1-3 and not an expert on combat units:rolleyes:
We'll fix it.
There's a possibility of an unpleasant situation: on one plane, there's a two-cell teleport, and on another plane in the same zone, there's a one-cell teleport. From the first, there are a maximum of 4 possible movement cells, and from the second, there are 5 (moves, the possibility of avoiding a guard).
Fixed, please :)
Was this the case in the actual generation? It seems like all symmetrical teleporters are the same size.
I tested it on HotA; the entrance and exit are the same size, but the teleport pairs themselves are different.