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== Creation of a Mirror template == '''Warning''' Template generator contains some bugs and restrictions. Usually creating more complex, non-standard templates will result in randomly messed-up generations. Right now mirror templates are not handled by the HotA [[Template Editor]]. It is possible however, to create a base template with this tool and then transform it into the mirror template. Edition of the template file can be performed with any csv or text editor (f.e. Txt Edit by GrayFace). * Change the name of the folder containg rmg.txt, to '''mt_YourTemplateName''' or '''h3YourTemplateName'''. Folder name must begin with '''mt_''' or '''h3'''. * Edit the rmg.txt: ** Col 12: Put a single '''x''' under '''Mirror''' column ** Col 15: Change the Map name so that is starts with '''mt_''' or '''h3'''. If there are multiple templates in a template pack, make sure that they all follow this rule. ** Col 16-17: Make sure that the '''size''' of the template will accept map with underground. F.e. for mirror template M (Medium size), use Minimum size = 4 and Maximum size = 8. ** Col 29, 38: Confirm, that the number of players is less than 4 (it will be duplicated to 8. Extra players zones will be neutral). Check columns '''Zone -> Type -> human start''' and '''Zone -> Player towns -> Ownership''' ** Col 117-118: Create connections with the underground, to allow players to meet. Add normal zone number in the column 117 and '''-1''' in column 118. F.e. <code>5</code> <code>-1</code> will create connection from the zone number 5 to the exact same zone underground. ** Col 121: Set connection as a '''Border Guard'''. Insert the value as follows: *** First you may put '''x'''. If you do, this monolith will be connected with a road. Put a space after x. *** Choose the [[Monolith]] that will be present on the surface: **** '''t1''' - Two Way Monolith or Portal. Choose a number between 0-20 (without 8), to select the monolith color and type. **** '''o1''' - Monolith One Way Entrance. Choose any number between 0-11, to select the monolith color and type. **** '''e1''' - Monolith One Way Exit. Choose any number between 0-11, to select the monolith color and type. '''WARNING''' - one way exits are currently bugged and won't work properly for non-host in online lobby. This can be temporary fixed - after launching the game each player needs to generate such map f.e. on a single player mode. This puts some data to temporary HD Mod cache. This will work until H3 is closed. **** '''s''' - [[Subterranean Gate]]. Impossible to select a variant. **** '''r''' - Unknown *** Follow up with a space and type the monolith type that will be present in the underground, in the mirrored zone. Follow the same rules as above. Be careful, road is connected the the portal on surface. When using a different type (1 squared monolith / 2 squared portal), the underground guard can be misplaced. <p>F.e. <code>x t0 t1</code> will create a green monolith on the surface and a brown monolith in the underground and both will be connected to the road (it will be necessary to create at least one <code>t0</code> monolith in the underground and one <code>t1</code> monolith on the surface to allow players to meet).</p> ** Setup Connection Restrictions the same way as for non-mirror map. F.e. if you create 1 vs 1 mirror template, create restrictions as 1 1 1 1 (min. human positions 1, max. human positions 1, min. total positions 1, max. total positions 1). <span style="font-size:125%;">Extra notes</span> * If maximum number of object on the map is restricted, half of them will be generated on surface and half underground. F.e. maximum number of 16 [[Star Axis]] can appear on surface and 16 underground. * When using the number of the zones in any calculation, f.e. for the dwellings values, only surface is taken into the account. Then, the underground is mirrored. * When Red color is not a human player, the remaining player positions will be shifted, it might result in an unplayable scenario. If human is picked only on a secondary color in the pair (f.e. Red computer + Blue human), human will receive AI's resources ([[Difficulty level]]). Most likely AI strenght will be correctly assigned to the difficulty, but it wasn't confirmed. * Normal border guard connections cannot be created on mirror maps
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