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Heroes Community > Library of Enlightenment > Thread: @angelito: Random Templates
Thread: @angelito: Random Templates This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
maretti
maretti


Responsible
Supreme Hero
posted November 07, 2007 02:05 PM

@Angelito:
About the jebus temp: I think you are right that stronghold and fortress gain from a poorer map. Tower is an expensive town but has the advantage that tradeposts are very common on snow. Inferno could have a hard time but if you have some topes you can get money from there week 3. I like the fact that you have to focus on money, you cant just expect to have a full line up week 1 to take the tough dwells. Creature or artillery specialists like Ivor, Shakti and Gurni can compete better with Crag, Taz and Gunnar. All in all I think its a good alternative to the rich jebus, also for allied games.

About the TR temp: This is the temp I focused mostly on. It dosent work as intended because the starting zones are to big. The intension was that you should have a very interesting starting area but you would still have to explore to gain what you need in terms of money and arts. As it is now you can break into a couple of other areas to take the towns and loose resources and then you will have all you need in the starting area to make a superhero and army. Exploring is a very interesting part of the game and was intended to be a necessity.

I believe the TR temp is really tough. You struggle for money and you wanna take some tough dwells early but you lack money and army to do so. Its really for expert players. You will sometimes have to accept that some things are simply not possible and leave them. Thats a hard thing to accept mentally and suicides will probably be pretty common. As I mentioned earlier with smaller starting areas there is a risk its unbalanced but in most cases I believe it would be a very good temp.
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Crag rules, Orrin and Ivor suck

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted November 07, 2007 03:20 PM

So do u think it would be better to reduce size of starting area again (but still make it bigger than in the original TR), and maybe reduce the values a bit aswell?
This would turn out as a mixture of original TR and my new TR....
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Better judged by 12 than carried by 6.

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maretti
maretti


Responsible
Supreme Hero
posted November 07, 2007 03:29 PM
Edited by maretti at 20:05, 07 Nov 2007.

Yes, I dont know how many sizes you can choose between. But I believe the starting area should only be slightly bigger than on the original TR. If thats not possible its better to make it the same size as the original than to make it a good deal bigger.

I liked the values as they were but what would it mean if the values were reduced 1 step? Lvl 7 dwells possible? I would like them to be possible.

To bad noone has given any response. Would be usefull. Did you try them some more? and how did the nativegame you mentioned go?
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Crag rules, Orrin and Ivor suck

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted November 07, 2007 03:45 PM
Edited by angelito at 15:47, 07 Nov 2007.

I will work on that TR template a bit again. Level 7 dwells should still be possible, but maybe no or fewer relics and big boxes.

About my game.
Castle didn't stand a chance. I found level 7 dwell week 1 and could built behemots and castle week 1. He could build portal week 2 day 7 only coz I sent him money (was a fun game). Coz of the fact I found a few treasuries and my crystal mine soon, I could even built clops week 2 when I found a clops dwell aswell.

I played 130% XL native Rampart vs Tower 2 days later. Was a completely nightmare for Tower. He found a giant dwell early, while I only had 1 pegasus and 1 dwarv dwelling. But Tower is just too expensive. When I came end week 5 he could barely buy 60% of his army. No tope for him, few money buildings. I had 3 topes in my area, but didnt hit any of them, coz I missed mass haste at that point and didnt want to lose much army coz I knew he had big dwells. But desert gave enough stat boosters to shorten the endfight down to 2 rounds...

I have yet to try fortress, but I really think stronghold, especially on natives, is pretty damn strong on that new Jebus.
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Better judged by 12 than carried by 6.

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maretti
maretti


Responsible
Supreme Hero
posted December 12, 2007 11:24 AM

I made some tests on the (new) jebus temp and I have to say it works very well. With the disappearance of some of the free resources it seems that trade posts and low lvl dwells are more rare as well. Still there is some free stuff lying around and you should still have at least 6 heroes week 1. All in all basicly all aspects of the game seems to be presents on this temp. Im looking forward to other people stating their opinion.
____________
Crag rules, Orrin and Ivor suck

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted January 21, 2008 04:12 PM

Who else tried this "new" Jebus template and could share his/her experience here?
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Better judged by 12 than carried by 6.

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dimis
dimis


Responsible
Supreme Hero
Digitally signed by FoG
posted January 21, 2008 04:59 PM

I played a game with maretti foo and I must admit it was very interesting. Certainly much more interesting than the initial jebus template! I 'll make a more thorough review once I play a few more games. Thanks for the effort you put angelito.
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The empty set

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted June 26, 2008 08:48 AM

I will try to give you a shot about creating an own rmg file soon.

I moved to a new house start of june, but still don't have access to the internet from there. Only my pc in my office gives me access to the "outta world"

The template you described isn't very hard to create. You should think about the richness aswell, maybe how many areas/zones you wanna have at all, also if u wanna have all mines accessible in starting area, and how many of each.

My "new" Jebus isn't hosted anywhere (to my knowledge that is...), but I can send it to you when I got back my internet access (2 or 3 more weeks I guess )
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PrinceJasca
PrinceJasca


Hired Hero
posted June 26, 2008 11:47 AM

Hey, I need a file with .txt in order to create random maps template 2sm4d (1,2,3) and 8mm6. Please send me. I've tried to find them on toheroes.com but no result.
I've played Jebus Cross template but I don't like I think 8mm6 and 2sm4d (1,2,3) are better.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted June 26, 2008 01:10 PM

@PrinceJasca: 2sm4d3 and 8mm6 templates are on WCL on Downloads page.
@Angelito: I can upload new Jebus to WCL too, though I need a name for it. Maybe Jebus III ?
I tried new Jebus and could break on 1.2.6 morning (Castle). However trez zone is less rich than usual, afair. Actually I didn't find much difference in gameplay.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted June 26, 2008 01:20 PM
Edited by angelito at 13:23, 26 Jun 2008.

Quote:
@Angelito: I can upload new Jebus to WCL too, though I need a name for it. Maybe Jebus III ?
Yes, would be cool if u upload it. Didn't think about a name as of yet. Jebus reloaded, Jebus poor, Jebusito ....
Quote:
I tried new Jebus and could break on 1.2.6 morning (Castle). However trez zone is less rich than usual, afair. Actually I didn't find much difference in gameplay.
Breaking 126 (every now and then) is ok with castle, but stronghold / fortress should be able to break that time nearly every time. You don't have many resource piles/gold piles laying around, so Castle should do hard building angels week 1, especially on natives.
Treasure zone is completely the same as original jebus, I didn't change anything there. Only changes have been in the starting zones, and only the richness/density was reworked.
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Better judged by 12 than carried by 6.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted June 29, 2009 08:33 AM

few new templates (Spider, Nostalgia, Poor Jebus) are available HERE

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Gmars3yp
Gmars3yp

Tavern Dweller
posted July 06, 2009 02:14 AM

Is there any way to generate a two-level random map with two overworlds rather than having one subterranean world and one overworld?

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Binabik
Binabik


Responsible
Legendary Hero
posted July 06, 2009 08:56 PM

That can be done on a fixed map, but I don't think it's possible on a random map. The only thing I could think of was setting the terrain type to something other than cave for the underground zone. I tried it and it didn't work.

Maybe someone else knows another way.


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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted July 06, 2009 10:38 PM

You can't define the terrain of the underworld at all in a custom template. All you can do is define the terrain of a specific area as "cave", and only THEN the comp will create an underground map at all.
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Better judged by 12 than carried by 6.

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Binabik
Binabik


Responsible
Legendary Hero
posted July 07, 2009 09:00 AM

I was wondering how the generator decides which zone is underground. I used a modified Jebus to test. The original Jebus has zone 5 set to sand only, and none of the other zones have a terrain setting except "match to town".

With a 2 level Jebus map, zone 5 is always the underground zone. Why? It doesn't have cave in any zone. I assume it's because that's where the connections are, but that's a guess.


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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted July 22, 2009 02:11 PM
Edited by angelito at 14:12, 22 Jul 2009.

Open the editor, there you can define which heroes/artefacts/spells/secondary skills etc... are available on the map. Mark the 2 heroes you mentioned, and close the editor again. After that, those heroes should appear in the taverns of your new created game. They won't be available as starting heroes though, because they do not really "belong" to specific towns, even though they belong to hero classes.
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Better judged by 12 than carried by 6.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted July 22, 2009 03:47 PM

Quote:
I was wandering if it were possible to make such heroes as DRACON and GELU selectable at the start of a game from a random map... jebus Cross template is what I'm using... can i edit it so I can allow the 'super' heroes to be selectable at start or at the very least available in game?


will be possible in future homm3 TE version based on ERA exe. At least, necessary code segment is found, so shouldn't be problem to add few campaign heroes into the game. But I don't plan to allow all campaign heroes - just few and with modified and balanced skills/specialties.
P.S. was unusual to see Tazar as starting hero for Casle but I don't plan to make such possibility in final TE exe

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Rufs
Rufs

Tavern Dweller
posted August 22, 2009 08:10 PM

Hi there,

I'm new here. Looking for good random templates with the following criteria:

- no fly, DD, TP
- no diplomacy
- no cartographers
- no overabundance of dragon fly hives
- average treasure
- average guards
- suitable for large or XL, with underground
- varied terrain (many small areas)

Anyone know of any templates that fit these?
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Binabik
Binabik


Responsible
Legendary Hero
posted September 27, 2009 08:26 PM
Edited by Binabik at 20:32, 27 Sep 2009.

Does anyone know the treasure value of refugee camps? I dug through several of the template threads including Angelito's Reviews and couldn't find it. I don't remember seeing them in my own tests either. I'm assuming they have a pretty high treasure value.

Also, just out of curiosity, I don't remember seeing refugee camps mentioned by the multi player people regarding rules. I just got a day 2 arch devil. That seems like it would be extremely unbalanced, a lot more imbalanced than some of the other rules I've seen.

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