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== Town Properties == <span class="mw-customtoggle-townprop" style="color:blue">''' List of Town Properties'''</span> <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-townprop"> <gallery mode="packed-overlay" heights=200px> File:Town properties.png|Town properties > General File:Town properties 2.png|Town properties > Garrison File:Town properties 3 h3hotamaped.png|Town properties > Buildings File:Town properties 4 h3hotamaped.png|Town properties > Spells File:Town properties 5.png|Town properties > Timed Events </gallery> Towns can be customized in the following ways: * General: ** Player: This denotes the owner of the town. ** Name: The name of the town. By default, a random name is chosen. ** Visiting Hero: A Hero may be added here. They will stand in the gate of the castle once the map is generated. The hero can be customized just like any other hero (including Patrol). (See: [[Map Editor - Objects#Heroes]]). This option is only available if the town has an owner. Note, that if the player already has 8 heroes, an attempt to transfer a town with a hero in garrison to his ownership will be met with a warning message. * Garrison: An army standing in the Garrison can be added. By default, no creatures appear in the garrison. ** Formation: The Garrison army's formation (spread or grouped) can be set. * Buildings: By default, towns have a fort, a tavern, and level 1 and 2 dwellings. Each building can be customized to be enabled (default), disabled (player cannot build it), not built (default) or already built. This can be quickly organized by using "Build All", "Demolish All", "Allow All" {{withmapedhota}} and "Forbid All" {{withmapedhota}} buttons. Note, that buildings may not be built without building their direct requirements (these are not actual building requirements, but rather the order buildings are placed in the expandable lists in the Map Editor. They usually include unupgraded versions of the same building, such as Mage Guild Level 1 being a direct requirement for the Mage Guild Level 2). ** Has fort: Changes the default to exclude (or include) the fort. * Spells: This allows for customization of spells appearing in the Mage Guild. Spells which "MUST appear" will always appear, while Spells which "MAY appear" will only appear if there are slots left once the mandatory spells have been given out. If no spells are available, and only some or none are necessary, the Mage Guild will use random available spells on the map. On the other hand, provided less spells than necessary are marked as possible and necessary to appear (and there is complete overlap between the two), the Mage Guild will contain empty spell slots that cannot be filled. ** Spell Research {{withmapedhota}}: This allows the town to utilise the HotA's spell research mechanic. Note, that spells that "MUST appear" may ''not'' be replaced by spell research. * Timed Events: In this section, Timed Events applying to the town can be added. Timed Events will always go one by one from the top to the bottom on the list, and only when their chosen day occurs. If two Timed Events have the same Day of occurrence, the one on the top of the list will take place first. Note, that town's timed events only apply to the player, who owns the town, provided they are of the right type (human or computer) as specified by the event. ** General: The mapmaker can customize the event name, message, applicable players, whether human or computer players can benefit from the event (or both), the day of first occurrence, as well as how often the event repeats ("subsequent occurrences"). ** Resources: This determines which resources are given or taken away from the player to whom the event applies. If the supply of any resource is not enough to fulfill a "Take" event, instead it is set to zero: there cannot be a negative amount of resources. ** Buldings: A building may be built as a town event. This includes buildings disabled in the "Buildings" section of the town. If the building has already been built, nothing happens (but the Event message still plays). ** Creatures: Chosen creatures will be added to the available recruitment pool. No creatures may be added if the player does not own their appropriate Creature Generator. Only basic creatures can be added to the supply (but if the player has the Upgraded Creature Generator, they may upgrade them immediately once the Event occurs). </div> {{clear|both}}
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