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Random maps are not fully random. Behind every random map, there is a template that describes the structure and the main features of the map.
Random maps are not fully random. Behind every random map, there is a template that describes the structure and the main features of the map.


[[Horn of the Abyss]] includes:
Horn of the Abyss expansion offers both:


* An editor to create custom templates;
* An editor to create custom templates;
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Despite the fact that water objects are supported by RMG, and despite the fact this article frequently describes how certain options work with water maps, it should be kept in mind that the mechanism of water generation on random maps is imperfect and usually creates non-playable maps. At the moment, it is hardly possible to create a worth-playing template for water maps.
Despite the fact that water objects are supported by RMG, and despite the fact this article frequently describes how certain options work with water maps, it should be kept in mind that the mechanism of water generation on random maps is imperfect and usually creates non-playable maps. At the moment, it is hardly possible to create a worth-playing template for water maps.


== Template Pack Settings ==
== Template pack settings ==


In addition to template pack name and description, this section contains some settings that may restrict the choice of starting options that is performed by player before the template is chosen from template pack.
In addition to template pack name and description, this section contains some settings that may restrict the choice of starting options that is performed by player before the template is chosen from template pack.
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The template description is intended to play the same role as the map description does for non random maps. If it is non-empty, it is displayed in game on the place of the map description.
The template description is intended to play the same role as the map description does for non random maps. If it is non-empty, it is displayed in game on the place of the map description.


=== Allowed Towns ===
=== Allowed Town ===


This setting allows you to restrict the towns that can be selected at the start of the game, before generating the map. It applies equally to all players.
This setting allows you to restrict the towns that can be selected at the start of the game, before generating the map. It applies equally to all players.
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By default, the following are banned:
By default, the following are banned:


* Campaign heroes: [[Adrienne]], [[Catherine]], [[Dracon]], [[Gelu]], [[Kilgor]], [[Lord Haart#Lord Haart the Death Knight|Haart Lich]], [[Mutare]], [[Roland]], [[Mutare Drake]], [[Boragus]], [[Xeron]], [[Bidley]] and [[Tark]];
* Campaign Heroes: [[Adrienne]], [[Catherine]], [[Dracon]], [[Gelu]], [[Kilgor]], [[Lord Haart#Lord Haart the Death Knight|Haart Lich]], [[Mutare]], [[Roland]], [[Mutare Drake]], [[Boragus]], [[Xeron]], [[Bidley]] and [[Tark]];
* [[Galthran]] and [[Sir Mullich]];
* [[Galthran]] and [[Sir Mullich]];
* [[Sylvia]], [[Voy]] and [[Elmore]] if a random map is generated with "Water content: No";
* [[Sylvia]], [[Voy]] and [[Elmore]] if a random map is generated with "Water content: No";
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You can ban any number of heroes, but if the total heroes count is not greater than 10 * (number of players) + 48 heroes, no Prisons will be generated. And if the total count is smaller, there may be a situation where you can hire only one hero from the Tavern, or where you just cannot hire any. If all heroes of a certain class are banned, heroes from other classes will be generated instead.
You can ban any number of heroes, but if the total heroes count is not greater than 10 * (number of players) + 48 heroes, no Prisons will be generated. And if the total count is smaller, there may be a situation where you can hire only one hero from the Tavern, or where you just cannot hire any. If all heroes of a certain class are banned, heroes from other classes will be generated instead.


If the hero [[Gem]] is allowed, her starting spell will be either [[Summon Boat]], if water content is "Normal" or "Islands", or [[Bless]], if water content is "None".
If the hero [[Gem]] is allowed, her starting spell will be either [[Summon Boat]], if water content is "Normal" or "Islands", or [[Bless]], if water content is "No".


== Template Settings ==
== Template Settings ==
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<span id="zone_sparseness"></span>
<span id="zone_sparseness"></span>


=== Zone Sparseness ===
=== Zone sparseness ===


When creating zones, RMG sets a reference square, and tries to ensure, as much as possible, that all zone shapes individually fit into it. Zone sparseness option allows to adjust the size of this reference square by a scaling factor. Default value is 1.0. If value is less than 1.0, zones will be constrained to individually fit into a smaller reference square, so they will tend to be more even and more circular and proportionally sized, but there will be less diversity in shapes and less randomness in placement. If value is more than 1.0, zone shapes will be less constrained, so there will be more randomness in shapes and placement, but zones will tend to be less circular and to have irregular sizes.
When creating zones, RMG sets a reference square, and tries to ensure, as much as possible, that all zone shapes individually fit into it. Zone sparseness option allows to adjust the size of this reference square by a scaling factor. Default value is 1.0. If value is less than 1.0, zones will be constrained to individually fit into a smaller reference square, so they will tend to be more even and more circular and proportionally sized, but there will be less diversity in shapes and less randomness in placement. If value is more than 1.0, zone shapes will be less constrained, so there will be more randomness in shapes and placement, but zones will tend to be less circular and to have irregular sizes.
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=== Artifacts ===
=== Artifacts ===


This setting controls which artifacts can, or cannot, appear during the game. Banned artifact will not appear on the map, nor in any situation, including: as random artifact on map, as starting artifact, in map objects and Artifact Merchants, and as [[Seer's Hut]] quest artifact. Special artifacts ([[Spell book]], [[Spell Scroll]]s, [[War Machine]]s and [[Grail]]) are not affected by this setting. By default, the following artifacts are prohibited:
This setting controls which artifacts can, or cannot, appear during the game. Banned artifact will not appear on the map, nor in any situation, including: as random artifact on map, as starting artifact, in map objects and Artifact Merchants, and as quest artifact for [[Seer's Hut]]. Special artifacts (Spellbook, Spell Scrolls, War Machines and Grail) are not affected by this setting. By default, the following artifacts are prohibited:


* All assembled artifacts (they can be assembled from component parts, but they can not be found on the map already assembled);
* All assembled artifacts (they can be assembled from component parts, but they can not be found on the map already assembled);
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* [[Sea Captain's Hat]], [[Necklace of Ocean Guidance]] and [[Boots of Levitation]], if the random map is generated with "water content: No".
* [[Sea Captain's Hat]], [[Necklace of Ocean Guidance]] and [[Boots of Levitation]], if the random map is generated with "water content: No".


Any artifact can be allowed or banned. Template settings always take precedence over default settings (regardless the water level). However, it should be noted that if spell [[Summon Boat]] or [[Scuttle Boat]] is banned, then the Captain's Hat is automatically banned. Also, [[Seer's Hut]] quest artifacts are automatically disabled on the map and exist only in a single copy.
Any artifact can be allowed or banned. Template settings always take precedence over default settings (regardless the water level). However, it should be noted that if spell [[Summon Boat]] or [[Scuttle Boat]] is banned, then the Captain's Hat is automatically banned. Also, [[Seer's Hut]] Quest Artifacts are automatically disabled on the map and exist only in a single copy.


At least one artifact must be allowed. If all artifacts are banned, the [[Blackshard of the Dead Knight]] will automatically be allowed. If all artifacts of a certain class are banned, then artifacts of other classes will be generated instead (except for [[Seer's Hut]] quest artifacts, which can only belong to "treasure artifacts" class).
At least one artifact must be allowed. If all artifacts are banned, the [[Blackshard of the Dead Knight]] will automatically be allowed. If all artifacts of a certain class are banned, then artifacts of other classes will be generated instead (except for [[Seer's Hut]] Quest Artifacts, which can only belong to "treasure artifacts" class).


=== Spells ===
=== Spells ===


This setting controls which spells can or cannot appear. Banned spells will not appear in [[Mage Guild]]s, [[Shrine]]s, [[Pyramid]]s, [[Spell Scroll]]s, [[Pandora's Box]] and [[Scholar (Adventure Map)|Scholars]], and will not be granted by Tomes of Magic and [[Spellbinder's Hat]]. But they will still be available as hero starting spells. In particular, note that if the hero [[Gem]] is allowed, her starting spell will always be [[Summon Boat]] if water content setting is "Normal" or "Islands", and [[Bless]] otherwise. Special spells ([[Titan's Lightning Bolt]] and creature abilities: Stone, Poison, Bind, Disease, Paralyze, Aging, Death Cloud, Lightning Strike ([[Thunderbird]]s), Dispel Good, Death Stare and Acid Breath) are not affected by this setting. By default, the following spells are disabled:
This setting controls which spells can or cannot appear. Banned spells will not appear in [[Mage Guild]]s, Shrines, [[Pyramid]]s, [[Spell Scroll]]s, [[Pandora's Box]] and [[Scholar]]s, and will not be granted by Tomes of Magic and [[Spellbinder's Hat]]. But they will still be available as hero starting spells. In particular, note that if the hero [[Gem]] is allowed, her starting spell will always be [[Summon Boat]] if water content setting is "Normal" or "Islands", and [[Bless]] otherwise. Special spells ([[Titan's Lightning Bolt]] and creature abilities: Stone, Poison, Bind, Disease, Paralyze, Aging, Death Cloud, Lightning Strike ([[Thunderbird]]s), Dispel Good, Death Stare and Acid Breath) are not affected by this setting. By default, the following spells are disabled:


* [[Summon Boat]], [[Scuttle Boat]] and [[Water Walk]] if a random card is generated with water content: "None".
* [[Summon Boat]], [[Scuttle Boat]] and [[Water Walk]] if a random card is generated with water content: "No".


Any spell can be allowed or banned. Template settings always take precedence over default settings (regardless the water level). If [[Summon Boat]] or [[Scuttle Boat]] are banned, the Sea Captain's Hat it automatically banned.
Any spell can be allowed or banned. Template settings always take precedence over default settings (regardless the water level). If [[Summon Boat]] or [[Scuttle Boat]] are banned, the Sea Captain's Hat it automatically banned.
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* Level 5: [[Implosion]]
* Level 5: [[Implosion]]


[[Pandora's Box]] and [[Spell Scroll]] types that contain only forbidden spells will be automatically banned.
[[Pandora's Box]] and Spell Scroll types that contain only forbidden spells will be automatically banned.


=== Secondary Skills ===
=== Secondary skills ===


This setting controls which secondary skills can be learned. Banned skills will not appear when a hero levels up, nor anywhere else on the map, including [[Witch Hut]]s, [[Universities]] and [[Scholar (Adventure Map)|Scholars]], but they will still be available as heroes starting skills. By default, the following skills are banned:
This setting controls which secondary skills can be learned. Banned skills will not appear when a hero levels up, nor anywhere else on the map, including [[Witch Hut]]s, [[Universities]] and [[Scholar]]s, but they will still be available as heroes starting skills. By default, the following skills are banned:


* [[Navigation]] if a random map is generated with a water level of "None".
* [[Navigation]] if a random map is generated with a water level of "No".


Any secondary skill can be allowed or banned. Template settings always take precedence over default settings (regardless the water level).
Any secondary skill can be allowed or banned. Template settings always take precedence over default settings (regardless the water level).
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* [[#zone_sparseness|Zone sparseness]] setting;
* [[#zone_sparseness|Zone sparseness]] setting;
* [[#rock_blocks|Rock blocks]] setting. So zone size must be adjusted by trial and error until the right size is obtained. Adjusting [[#zone_sparseness|zone sparseness]] and [[#rock_blocks|rock blocks]] may also help to have better control over zone sizes.
* [[#rock_blocks|Rock blocks]] setting. So zone size must be adjusted by trial and error until the right size is obtained. Adjusting [[#zone_sparseness|zone sparseness]] and [[#rock_blocks|rock blocks]] may also help to have better control over zone sizes.
Note: Template generation works best when all zones are the same size. Size for Junction zone may differ and interfere with neighbour zones' sizes.


<span id="zone_placement"></span>
<span id="zone_placement"></span>
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<span id="allow_non_coherent_roads"></span>
<span id="allow_non_coherent_roads"></span>


=== Allow Non-Coherent Roads ===
=== Allow non-Coherent Roads ===


By default, all the roads passing through a zone are connected: all road tails, towns and shipyards can be accessed without leaving the road and without leaving the zone. Enabling the option "Allow non-coherent roads" will allow disconnected roads to coexist in the same zone. In most cases, all roads of the zone will still be connected, but if there are many zones with several towns in the template, zones with disconnected roads may appear frequently, making the entire road network of the template more unpredictable.
By default, all the roads passing through a zone are connected: all road tails, towns and shipyards can be accessed without leaving the road and without leaving the zone. Enabling the option "Allow non-coherent roads" will allow disconnected roads to coexist in the same zone. In most cases, all roads of the zone will still be connected, but if there are many zones with several towns in the template, zones with disconnected roads may appear frequently, making the entire road network of the template more unpredictable.
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* only dwellings of neutral creatures can be generated
* only dwellings of neutral creatures can be generated
* only neutral creatures can be found in [[Pandora's Box]] that contain creatures
* only neutral creatures can be found in [[Pandora's Box]] that contain creatures
* if the prize for a quest artifact generated in this zone is creatures, they can only be neutral (note that the [[Seer's Hut]] for this artifact will be located in another zone, see [[#quest_artifact_for_seers_hut|here]] for more information about the quest artifact mechanism).
* if the prize for a Quest Artifact generated in this zone is creatures, they can only be neutral (note that the [[Seer's Hut]] for this artifact will be located in another zone, see [[#quest_artifact_for_seers_hut|here]] for more information about quest artifacts mechanism).


In case this option is not activated, zone faction is determined by the [[#zone_faction|default rules]] and depends on main town type or terrain type.
In case this option is not activated, zone faction is determined by the [[#zone_faction|default rules]] and depends on main town type or terrain type.
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<span id="advanced_zone_placement"></span>
<span id="advanced_zone_placement"></span>


== Advanced Zone Placement ==
== Advanced zone placement ==


Controlling zones placement is one of the most difficult tasks when creating a template. By nature, zones are randomly laid out, based on template structure, and template format does not offer direct control over zone placement. However, several tricks can be used to control zone placement better, improving the playability of the map:
Controlling zones placement is one of the most difficult tasks when creating a template. By nature, zones are randomly laid out, based on template structure, and template format does not offer direct control over zone placement. However, several tricks can be used to control zone placement better, improving the playability of the map:
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If you choose the appropriate zone dimensions and if you use a small enough [[#zone_sparseness|Zone Sparseness]], you can force peripheral zones to be located in the corners: the first peripheral zone will be placed diagonally from the center due to the small Zone Sparseness, and the second peripheral zone will be put in the adjacent corner, due to both Zone Sparseness and Zone Repulsion settings.
If you choose the appropriate zone dimensions and if you use a small enough [[#zone_sparseness|Zone Sparseness]], you can force peripheral zones to be located in the corners: the first peripheral zone will be placed diagonally from the center due to the small Zone Sparseness, and the second peripheral zone will be put in the adjacent corner, due to both Zone Sparseness and Zone Repulsion settings.


== About Objects and Guards ==
== About objects and guards ==


To effectively control how objects appear on a map, one must understand the general principles of object generation. They are described in this section.
To effectively control how objects appear on a map, one must understand the general principles of object generation. They are described in this section.
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** Frequency: 25.
** Frequency: 25.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum per zone: 1 (cannot be increased).
** Maximum per zone: 1.
** Terrain types: any except water.
** Terrain types: any except water.
* [[Corpse]]
* [[Corpse]]
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** Maximum per zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: sand, rough.
** Terrain types: sand, rough.
* [[Derrick]]
** Value: 750.
** Frequency: 30.
** Maximum on the map: unlimited*.
** Maximum per zone: unlimited.
** Terrain types: wasteland.
* [[Marletto Tower]]
* [[Marletto Tower]]
** Value: 1500.
** Value: 1500.
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** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum per zone: 1 (cannot be increased).
** Maximum per zone: 1.
** Terrain types: any except water.
** Terrain types: any except water.
* [[Faerie Ring]]
* [[Mushroom Rings]]
** Value: 100.
** Value: 100.
** Frequency: 100.
** Frequency: 100.
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** Maximum per zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: water.
** Terrain types: water.
* [[Fountain of Fortune (adventure map)|Fountain of Fortune]]
* [[Fountain of Fortune]]
** Value: 100.
** Value: 100.
** Frequency: 100.
** Frequency: 100.
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** Maximum per zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: dirt, grass, swamp, subterranean, highlands.
** Terrain types: dirt, grass, swamp, subterranean, highlands.
* [[Grave]]
** Value: 500.
** Frequency: 30.
** Maximum on the map: unlimited.
** Maximum per zone: unlimited.
** Terrain types: wasteland.
* [[Hut of the Magi]] (disabled by default)
* [[Hut of the Magi]] (disabled by default)
** Value: 100.
** Value: 100.
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** Maximum per zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any except water.
** Terrain types: any except water.
* [[Prospector]]
** Value: 500.
** Frequency: 30.
** Maximum on the map: unlimited*.
** Maximum per zone: unlimited.
** Terrain types: wasteland.
* [[Pyramid]]
* [[Pyramid]]
** Value: 5000.
** Value: 5000.
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** Maximum per zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Terrain types: any except water.
** Terrain types: any except water.
* [[Scholar (Adventure Map)|Scholar]]
* [[Scholar]]
** Value: 1500.
** Value: 1500.
** Frequency: 100.
** Frequency: 100.
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** Maximum per zone: 1.
** Maximum per zone: 1.
** Terrain types: any except water.
** Terrain types: any except water.
* [[Sirens]]
* [[Mermaids]]
** Value: 100.
** Value: 100.
** Frequency: 20.
** Frequency: 20.
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** Maximum per zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Terrain types: dirt, grass, rough, highlands.
** Terrain types: dirt, grass, rough, highlands.
* [[Trailblazer]]
** Value: 200.
** Frequency: 40.
** Maximum on the map: unlimited*.
** Maximum per zone: 1.
** Terrain types: wasteland.
* [[Learning Stone]]
* [[Learning Stone]]
** Value: 1500.
** Value: 1500.
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** Maximum per zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any except water.
** Terrain types: any except water.
* [[Warlock's Lab]]
** Value: 10000.
** Frequency: 100.
** Maximum on the map: unlimited*.
** Maximum per zone: 1.
** Terrain types: wasteland, snow.
* [[Warrior's Tomb]]
* [[Warrior's Tomb]]
** Value: 6000.
** Value: 6000.
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** Terrain types: highlands.
** Terrain types: highlands.
* [[Ancient Lamp]] (disabled by default)
* [[Ancient Lamp]] (disabled by default)
** Value: 5000.
** Value: 7000.
** Frequency: 200.
** Frequency: 10.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum per zone: unlimited.
** Maximum per zone: unlimited.
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** Value: 30000.
** Value: 30000.
** Frequency: 2.
** Frequency: 2.
* You can also add a [[Pandora's Box]] with a custom level range and a custom set of [[magic school]]s, but there are no default settings for such object.
* You can also add a [[Pandora's Box]] with a custom level range and a custom set of [[school of magic|magic school]]s, but there are no default settings for such object.


If all spells of some [[Pandora's Box]] are banned at template level, then that [[Pandora's Box]] is automatically banned too.
If all spells of some [[Pandora's Box]] are banned at template level, then that [[Pandora's Box]] is automatically banned too.
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** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum per zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: water.
** Terrain types: any except water.
* [[Temple of the Sea]]
* [[Temple of the Sea]]
** Value: 10000.
** Value: 10000.
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There is also a Random Resource object, with its own settings, which is replaced by a specific resource at the start of the game.
There is also a Random Resource object, with its own settings, which is replaced by a specific resource at the start of the game.


<span id="quest_artifact_for_seers_hut"></span> '''[[Seer's Hut]] quest artifact'''. This object is a random artifact of level 1 (treasure artifact), which is not part of any compound artifact. This artifact is unique on the map. When this object is generated, an unguarded [[Seer's Hut]] is created in another zone on the map, looking for the artifact. Usually seer is placed in a neighbour zone or 2 zones away. This object is divided in several categories depending on the reward given by the [[Seer's Hut]].
<span id="quest_artifact_for_seers_hut"></span> '''[[Seer's Hut]] Quest Artifact'''. This object is a random artifact of level 1 (treasure artifact), which is not part of any compound artifact. This artifact is unique on the map. When this object is generated, an unguarded [[Seer's Hut]] is created in another zone on the map, looking for the artifact. This object is divided in several categories depending on the reward given by the [[Seer's Hut]].


* Maximum on the map: unlimited.
* Maximum on the map: unlimited.
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* You can also add an object with custom gold reward (from 0 to 99999), but there are no default settings for such object.
* You can also add an object with custom gold reward (from 0 to 99999), but there are no default settings for such object.


'''[[Spell Scroll]]'''. The amount on the map / per zone is not limited. It can be generated on any terrain except water.
'''Spell Scroll'''. The amount on the map / per zone is not limited. It can be generated on any terrain except water.


* Level 1 spell
* Level 1 spell
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** Frequency: 30.
** Frequency: 30.
** Maximum per zone: 2.
** Maximum per zone: 2.
* [[Spell Scroll]] with [[Town Portal]], [[Water Walk]], [[Dimension Door]], or [[Fly]]
* Spell Scroll with [[Town Portal]], [[Water Walk]], [[Dimension Door]], or [[Fly]]
** Value: 20000.
** Value: 20000.
** Frequency: 30.
** Frequency: 30.
** Maximum per zone: 1.
** Maximum per zone: 1.


If all spells of one of these categories are disabled, the [[spell scroll]] for this category is automatically disabled.
If all spells of one of these categories are disabled, the spell scroll for this category is automatically disabled.


'''War Machine Shops'''. The amount on the map is unlimited, the maximum per zone is 1 (there can be only one type of machine shop per zone). It can be generated on any terrain except water.
'''War Machine Shops'''. The amount on the map is unlimited, the maximum per zone is 1 (there can be only one type of machine shop per zone). It can be generated on any terrain except water.
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* Gold Mine
* Gold Mine
** Value: 7000.
** Value: 7000.
<div id="*">* This is probably a bug. If you select unlimited in the settings of this object on the map, there will be no more than 32 of them.


==== Creature Rewards ====
==== Creature Rewards ====
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If this count exceeds 150, the actual creature count will be reduced to 150, but the value of [[Pandora's Box]] will still be calculated based on the raw count.
If this count exceeds 150, the actual creature count will be reduced to 150, but the value of [[Pandora's Box]] will still be calculated based on the raw count.


'''<span id="zone_faction"></span>Zone faction - conditions for the generation of dwellings and [[Pandora's Box]] and quest artifacts for the [[Seer's Hut]] with creatures'''
'''<span id="zone_faction"></span>Zone faction - conditions for the generation of dwellings and [[Pandora's Box]] and Quest Artifacts for the [[Seer's Hut]] with creatures'''


Each zone has a town faction that determines:
Each zone has a town faction that determines:
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* Which [[#creature_dwellings|dwelling objects]] can be hosted.
* Which [[#creature_dwellings|dwelling objects]] can be hosted.
* Which kind of creature can be found in [[#pandoras_box|Pandora's Box]].
* Which kind of creature can be found in [[#pandoras_box|Pandora's Box]].
* Which kind of creature reward can be obtained from [[#quest_artifact_for_seers_hut|quest artifacts]] generated in this zone (the reward is located in another zone).
* Which kind of creature reward can be obtained from [[#quest_artifact_for_seers_hut|Quest artifacts]] generated in this zone (the reward is located in another zone).


Zone faction is determined as follows:
Zone faction is determined as follows:
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*** [[Sand]]: [[Stronghold]], [[Cove]].
*** [[Sand]]: [[Stronghold]], [[Cove]].
*** [[Snow]]: [[Tower]].
*** [[Snow]]: [[Tower]].
*** [[Grass]]: [[Castle]], [[Rampart]], [[Necropolis]].
*** [Grass]]: [[Castle]], [[Rampart]], [[Necropolis]].
*** [[Swamp]]: [[Fortress]], [[Necropolis]], [[Cove]].
*** [[Swamp]]: [[Fortress]], [[Necropolis]], [[Cove]].
*** [[Rough]]: [[Stronghold]].
*** [[Rough]]: [[Stronghold]].
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* If [[#force_neutral_creatures|force neutral creatures]] is checked in zone settings, zone faction is always neutral, regardless the above criteria.
* If [[#force_neutral_creatures|force neutral creatures]] is checked in zone settings, zone faction is always neutral, regardless the above criteria.


Note that the value calculation of dwellings, [[Pandora's Box]] with creatures and [[Seer's Hut]] quest artifacts with creatures counts only zones with towns and the types of the main towns of the zones. Zone faction does not influence value, although it is usually the same as zone main town type.
Note that the value calculation of dwellings, [[Pandora's Box]] with creatures and [[Seer's Hut]] Quest Artifacts with creatures counts only zones with towns and the types of the main towns of the zones. Zone faction does not influence value, although it is usually the same as zone main town type.


<span id="treasure_generation"></span>
<span id="treasure_generation"></span>
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Each group is generated as follows. A random number '''total_value''' is generated within the value range of the group's treasure category. Then, an object with a value between '''total_value / 4''' and '''total_value''' is randomly selected among valid objects for this zone. The probability for an object to be selected is proportional to its frequency.
Each group is generated as follows. A random number '''total_value''' is generated within the value range of the group's treasure category. Then, an object with a value between '''total_value / 4''' and '''total_value''' is randomly selected among valid objects for this zone. The probability for an object to be selected is proportional to its frequency.


Then, as long as the value sum '''group_value''' of already generated objects meets one of the conditions '''total_value - group_value &gt;= 1500''' or '''group_value &lt; total_value / 2''', another object with a value between '''0.25*(total_value - group_value)''' and '''1.25*(total_value - group_value)''' is randomly selected and added to the group. This process is repeated until none of the 2 conditions are met, or no valid object can be found within the requested value range. Object groups can be made of a single object.
Then, as long as the value sum '''group_value''' of already generated objects meets one of the conditions '''total_value - group_value &lt; 1500''' or '''group_value &lt; total_value / 2''', another object with a value between '''0.25*(total_value)''' and '''1.25*(total_value - group_value)''' is randomly selected and added to the group. This process is repeated until none of the 2 conditions are met, or no valid object can be found within the requested value range. Object groups can be made of a single object.
 
In HotA strength of treasure object guards that can block the road is limited to one third of zone maximum treasure value (possible bug - it looks like right now the limit is rather ~42,25% instead of 33%. Also take into an account, that number of creatures will always be lower than final value, f.e. if max value in zone is 10000, then max road block is ~4225. However, 76 pixies * 55 = 4180 < 4225, so pixies will block the road).


=== Objects and Connections Guards ===
=== Objects and Connections Guards ===
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Parameters can be left unchanged by setting them to "default". A parameter set to "default" will not be changed when the rule is applied. If the new object is added, "defaulted" parameters will have the values from the template settings (the list of objects that is created by adjusting only template level rules to default list). If there is no such object in this list, "defaulted" parameters will have the default, hard-coded value (see [[#object_default_settings|here]]). Thus, by setting all parameters to "default", you can simply allow the object to be generated in a standard way.
Parameters can be left unchanged by setting them to "default". A parameter set to "default" will not be changed when the rule is applied. If the new object is added, "defaulted" parameters will have the values from the template settings (the list of objects that is created by adjusting only template level rules to default list). If there is no such object in this list, "defaulted" parameters will have the default, hard-coded value (see [[#object_default_settings|here]]). Thus, by setting all parameters to "default", you can simply allow the object to be generated in a standard way.


Dwellings, [[Pandora's Box]] with creature reward, and [[Seer's Hut]] quest artifacts with creature reward can be disabled, enabled, or customized individually (for each creature type), but also by entire level. If so, parameters defined for an entire creature level will be individually applied to each object, for each creature. It is recommended to use this mechanism instead of customizing individual objects, because each zone can only host objects with creatures from [[#zone_faction|a single faction]].
Dwellings, [[Pandora's Box]] with creature reward, and [[Seer's Hut]] Quest Artifacts with creature reward can be disabled, enabled, or customized individually (for each creature type), but also by entire level. If so, parameters defined for an entire creature level will be individually applied to each object, for each creature. It is recommended to use this mechanism instead of customizing individual objects, because each zone can only host objects with creatures from [[#zone_faction|a single faction]].


=== Restrictions ===
=== Restrictions ===
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* When setting the list of objects in a zone, one must ensure that for any value in any treasure range, there is at least one object that fits between 25% and 100% of this value, and is not limited in number. Otherwise, RMG may not be able to create any object for a given random value, and after several failed attempts, zone filling will stop, even if more objects could eventually have been generated with other random values. To avoid such situation, it is recommended to always enable a sufficient number of objects of different values. It is also recommended to avoid very wide treasure ranges (like 100-30000), because it increases the chances of randomly picking a value that is not suitable for any object. Instead, try to use several shorter ranges that match the values of allowed objects.
* When setting the list of objects in a zone, one must ensure that for any value in any treasure range, there is at least one object that fits between 25% and 100% of this value, and is not limited in number. Otherwise, RMG may not be able to create any object for a given random value, and after several failed attempts, zone filling will stop, even if more objects could eventually have been generated with other random values. To avoid such situation, it is recommended to always enable a sufficient number of objects of different values. It is also recommended to avoid very wide treasure ranges (like 100-30000), because it increases the chances of randomly picking a value that is not suitable for any object. Instead, try to use several shorter ranges that match the values of allowed objects.
* It is recommended to ensure that in each zone, there is a sufficient number of one-cell objects - that is, with a single trigger cell and without obstacle cells (for example, Resources, Artifacts, [[Pandora's Box]], [[Serpent Fly Hive]] and fit into treasure ranges. Otherwise, due to the amount of obstacles in the zone, RMG cannot place large objects properly, and may interrupt object generation, leaving some areas empty.
* It is recommended to ensure that in each zone, there is a sufficient number of one-cell objects - that is, with a single trigger cell and without obstacle cells (for example, Resources, Artifacts, [[Pandora's Box]], [[Serpent Fly Hive]] and fit into treasure ranges. Otherwise, due to the amount of obstacles in the zone, RMG cannot place large objects properly, and may interrupt object generation, leaving some areas empty.
* For external dwellings, for [[Pandora's Box]] with creatures, and for [[Seer's Hut]] quest artifacts with creatures, value cannot be customized. It is calculated based on the number of zones with towns/castles of different factions. But you can adjust the treasure ranges of zones so they include required values.
* For external dwellings, for [[Pandora's Box]] with creatures, and for [[Seer's Hut]] Quest Artifacts with creatures, value cannot be customized. It is calculated based on the number of zones with towns/castles of different factions. But you can adjust the treasure ranges of zones so they include required values.
* When maximal number per zone is defined for [[Pandora's Box]] with creatures and for [[Seer's Hut]] quest artifacts with creatures, it could be doubled if only level of unit is selected. F.e. if only 1 level 2 pandora is allowed, two will be created instead - one with archers and one with marksman (upgraded level 2). Similarly, selecting f.e. max of 1 quest artifact for level 5 may create 3 boxes on neutral zone - troll, gold golem and fangarm.
* External dwellings, [[Pandora's Box]] with creatures and [[Seer's Hut]] Quest Artifacts with creatures can be generated only in zones where [[#zone_faction|zone faction]] is the same as creature faction. But it is possible to [[#force_neutral_creatures|force zone faction to be neutral]].
* External dwellings, [[Pandora's Box]] with creatures and [[Seer's Hut]] quest artifacts with creatures can be generated only in zones where [[#zone_faction|zone faction]] is the same as creature faction. But it is possible to [[#force_neutral_creatures|force zone faction to be neutral]].
* Sometimes an object is rarely generated due to its low frequency. Increasing object frequency increases the probability of generation.
* Sometimes an object is rarely generated due to its low frequency. Increasing object frequency increases the probability of generation.
* Entrance to a building will not be generated directly above another building entrance, at least 1 square will be left. F.e. shrine will not be placed directly on top of another shrine. This doesn't count pickable objects or terrain. [pending for tests]
== See also ==
* [[Mirror Template]]
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