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== Connection Settings == Connections are ways to move from one zone to another. It includes direct land contact between zones, but also contact through underground gates or monoliths. On maps with water, it also includes contact through shipyards. However, this last type of connection often violates the structure of the map and will not be considered in detail in this article. The only possible connections between zones are the ones described in the template. === Connection Types === * Standard connections are typically guarded by monsters, whose strength depends on connection value. If the value is too low, monsters may not be generated. If the connection takes the form of a direct land contact between zones, there may be, depending on the length of the common boundary, several contact points, each of them being guarded by its own monster stack. If the connection takes the form of a monolith, there always will be a single monolith guarded from both sides. Idem for underground gates. * Wide connections are never guarded. If the connection takes the form of a direct land contact, and if both zones are located on ground level (as opposed to underground), then the passage between zones is wide, practically covering the entire common boundary. In any other case, the connection is similar to a standard connection without monsters. * <span id="border_guard_connection"></span> Connections with Border Guard are blocked by two successive Border Guard objects, with different colors (instead of normal monsters guard). Both zones will have the [[Keymaster's Tent]] (without monster protection) that unlocks the Border Guard of the opposite side. So in order to pass through, one must first visit the [[Keymaster's Tent]] on the other side (as well as the local one). In the case of a direct land connection, more than two colors of Border Guard can be used. The number of Border Guard colors is limited. If there are no colors left, the remaining border guard connections will be generated as standard connections (you can set the value for these links). Note that each Border Guard color can only be dedicated to a single purpose, which is either guarding a connection or guarding Keymaster Tent treasure (see [[#keymasters_tent_the_object|here]]). In case there are not enough Border Guard colors available to fulfill the template needs, Border Guards dedicated to connections will take precedence over the ones dedicated to treasure. Using Border Guard connections is not recommended. * Fictive connections, unlike regular connections, will not materialize into some way of traveling from one zone to another. However, like other connections, they will affect the placement of zones, increasing the chances for connected zones to be close to each other (given that they have adequate [[#zone_placement|zone placement]] settings, and compatible [[#connection_placement|connection placement]] settings). <span id="connection_placement"></span> === Placement === Placement setting affects the location of the connected zones. Note that in most cases, this setting only acts as a hint: there is no guarantee that zones will actually meet the requested placement (RMG may not always be able to fulfill your requests). However, RMG creates zones one after another, in ascending zone number, so [[#advanced_zone_placement|choosing adequate zone ID]] is often an efficient way to achieve the desired placement. For example, connected zones that have successive numbers are more likely to follow the placement request. Placement options are: * Free: This is the default setting. RMG tries to place connected zones either next to each other with direct land contact, or one on top of the other with underground gate contact. Monoliths are avoided as much as possible. * Ground: RMG will try to place zones on the same level, next to each other so they can have direct land connection. If a zone has both "Ground" and "Free" connections, "Ground" setting takes precedence for zone placement. * Underground: RMG will try to place connected zones one under the other so that they can be connected by an Underground Gate. If a zone has both "Underground" and "Free" connections, "Underground" setting takes precedence for zone placement. If the map has no underground level, this setting is automatically replaced by "Free". * Monolith: connection will not affect zone placement, and zones will always be connected via a monolith (even if they are close enough to be connected by direct land connection or Underground Gate). * Random: connection will not affect zones placement. If zones end up being close enough, they will be connected by direct land contact or underground gates. Otherwise, they will be connected via a monolith. The more links with "Ground" or "Underground" option, the more difficult it will be for RMG to comply with all the placement hints, and the more difficult it will be to lay out zones tightly (as a result, zone sizes will fluctuate more). "Monolith" and "Random" options, on the contrary, simplify RMG's task, favoring the respect of other placement constraints, and allowing tight zone placement. === Roads === This setting allows to control the generation of roads from one zone to another. Roads options are: * "Random" (default): the roads a generated under the default mechanism. The possibility of their presence depends on the template structure and includes a random element. * "Yes" (obligatory road): if the connection is part of a simple path (without zone and connection reoccurrence) between two zones with towns, and all the connections along this path have their road option set to "Yes", then a road will always go through this path. Otherwise this setting works like "Random". Less formal, obligatory roads must always connect zones with towns (possibly through intermediate zones without towns), otherwise they are ignored. * "No": no roads will pass through this connection. This option is automatically turned on for connections through water (from shipyard to shipyard). RMG first creates obligatory roads. Then it connects resulting road networks with each other and with remaining towns and shipyards with the default algorithm (one that connects towns in the original game) using some of the connections with "Random" road setting. In case there are several parallel connections between two zones, they are considered one connection with the "maximum" road option ("Yes" > "Random" > "No") from all gathered connections. For connections that take the form of a one-way monolith, a road will go to their enters. By default, all the roads passing through a single zone are connected: all road tails, towns and shipyards can be accessed without leaving the road and without leaving the zone. If the option [[#allow_non_coherent_roads|allow non-coherent roads]] in zone settings is turned on this rule can be not fulfilled. In this case obligatory roads connect the closest towns or shipyards of the zones, and all other towns and shipyards are connected to the road network with the default algorithm. <span id="advanced_zone_placement"></span>
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