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= Monsters = Monsters are accessible in Tools -> Objects -> Monsters, on the Mode bar, and by pressing D {{withmapedhota}}. Monsters include all Faction-related and Neutral creatures in the order of their level, upgrade, with towns in the order of their alignment (with Cove and Factory placed last, right before the Neutral alignment), as well as Random Monsters. Note, that all Monsters (both 1-hex and 2-hex ones) occupy only one cell on the map. All monsters guard all cells that directly neighbour their cell, either vertically, horizontally or diagonally. Monsters only guard water cells if they are on water and vice versa. Pressing Right-Click on a Monster shows their level, alignment and default quantity. {{clear|both}} == Monster Properties == Monsters may be customized in the Monster Properties. <span class="mw-customtoggle-monsterprop" style="color:blue">''' List of Monster Properties'''</span> <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-monsterprop"> <gallery mode="packed-overlay" heights=200px> File:Monster properties h3hotamaped.png|Monster properties > General File:Monster properties h3hotamaped 2.png|Monster properties > Treasure </gallery> * General: ** Quantity: Determines the amount of Monsters, placed when the game is generated or restarted. It is vital to set monster Quantity for monsters with large range in AI values (particularly level 7 and 7+ units, whose strength can be even 2-3 times greater between two stacks when the random quantity is chosen) *** Quantity does not grow: This setting stops monsters from growing. By default it is off, which lets Monsters grow by around 10% per week. *** Value {{withmapedhota}}: Instead of customizing amount of monsters, the value of the stack can be set. This is particularly useful for customizing random monsters. Value can be calculated from the AI value with the following equation: Value = AI_value / 2.5 + 2300. For calculating the AI value from value (including from value below 2300) the following equation is used: AI_value = max(Value - 500, 0) x 1.5 + max(Value - 5000, 0) x 1. ** Disposition: Here, likelihood to join the hero can be set. Note, that the likelihood of joining is not set in stone, and is affected by [[Diplomacy]], [[Diplomat's Cloak|Diplomacy artifacts]], and hero's army strength. Disposition takes a value of 1-10, where 1 means "will always join" (no matter what) and 10 is "will never join" (again, no matter the previously mentioned modifiers). *** Compliant: Refers to a disposition value of 1. *** Friendly: Refers to a disposition value randomly chosen from 1-7. *** Aggesive: Refers to a disposition value randomly chosen from 1-10. *** Hostile: Refers to a disposition value randomly chosen from 4-10. *** Savage: Refers to a disposition value of 10. *** Precise setup {{withmapedhota}}: A specific disposition value may be chosen. ** Joining monster percentage of total count {{withmapedhota}}: If the monsters decide to join the hero, and the player agrees, their percentage, equal to this value, will end up in the hero's army. Only values of 25, 50, 75 or 100% may be chosen. This value is 100% by default (and always in the [[Shadow of Death]]). ** Monster never flees: The monster won't flee (but they may still decide to join the hero or attack him). ** Join only for money {{withmapedhota}}: Provided the monsters decide to join (see: [[Map Editor - Objects#Monster Properties|Disposition]]), they will ask for a monetary benefit. If this option is chosen, and the Joining monster percentage of total count is set to anything other than 100%, the monsters will ask for enough gold to pay for all of them, even though only a fraction will join the hero. Majority of standard multiplayer templates use these two options.<sup>{{unk}}</sup> This option is off by default (and always in the [[Shadow of Death]]). ** Stack count {{withmapedhota}}: Instead of letting the number of stacks be directly dependent on the army strength comparison, the number of stacks may be customized. This option is set to default, if not customized, and always in [[Shadow of Death]]. *** Average: This option does not differ from default.<sup>{{unk}}</sup> *** One less, one more {{withmapedhota}}: The number of stacks will be calculated normally, and then an extra stackk will be removed / added. *** 1-7: The troops will split into this exact number of stacks. ** Custom message: This message will play before the fight. Note, that the message will ''not'' provide an option to back out from the battle. * Treasure: Any number of any resources, as well as a chosen artifact (including those banned in the Map Specifications) may be added to the monster's treasure. The treasure will be awarded to the hero, provided they won the battle. If both the monster and the hero is defeated (f.e. due to [[Armageddon]]), the treasure will be lost. By default, monsters do not have any treasure. </div> {{clear|both}} == Random Monsters == Random Monsters can be of a specified or a non-specified level. Specified-level random monsters will be replaced with the random monster, of the appropriate level (randomly upgraded or unupgraded), when the map is generated or restarted. Their quantity will be randomly generated from the quantity pool for that monster (which is visible when right-clicking the appropriate monsters on the right). Note, that a random monster's properties may be customized just like any other monster's. Note, that the chosen quantity will override any default quantity, and thus if the random monster is particularly stronger than their equivalent-level comrades, the chosen quantity will pose an extra threat to the payer. Value option {{withmapedhota}} may be used to alter the quantity of monsters to always as closely resemble a chosen Value as possible (remember, that Value = AI_value / 2.5 +2300). This is particularly noticeable on lower-level creatures - since they have lower AI value per unit, the map editor will more readily replace them with the appropriate AI value. At the same time, a difference of up to a few thousand points of value can have no impact on the quantity of very powerful creatures, such as [[Crystal Dragon]]s, whose Value of 34000 and 41500 would produce 2 Crystal Dragons in each case, despite a 7500 Value difference. Non-specified level random monsters increase the pool of available monsters to all creatures, from a [[Peasant]] to an [[Azure Dragon]]. It is recommended to avoid using this feature. {{clear|both}}
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