Editing
Map Editor - Objects
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= Towns = Towns are accessible in Tools -> Objects -> Towns, and on the Mode bar, as well as by pressing S {{withmapedhota}}. Each of the standard Towns is available, as well as a Random Town. {{clear|both}} == 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 owner of the town, provided they are of the right type (human, computer or neutral{{-wh}}) as specified by the event. In {{hota}}{{-wh}} the map editor can also specify a difficulty required to trigger 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}} == Random Towns == [[File:Random town small.png|right|thumb|The way a random town appears in the map editor.]] Random Towns can be used by the mapmaker to replace any other town. Except for standard town properties, their Alignment can be customized to be one of the following: * Same as Owner or Random - If an owner has a specified alignment (either by choice, randomly chosen when the map is generated or set in the Map Specifications), a Town of this Alignment will replace the Random Town when the map is generated or restarted. If the Town is unowned, the Alignment is random, and a random town will replace the Random Town when the map is generated or restarted. * Same as player (number) (color) - Only works if the player has a specified alignment, otherwise the town alignment will be randomly chosen instead. Note, that the player does ''not'' have to be the owner of the Town for this setting to apply. * Not as player (number) (color) {{withmapedhota}} - Only works if the player has a specified alignment. The town will be replaced with a randomly chosen town but ''not'' the one assigned to the player. The player may still be the owner of the Town, even if that setting is chosen (but it will be a differently aligned town). Random Towns can be used to give a player a town of their choice. By setting the alignment to "Same as Owner or Random" and marking a player as the owner, the player may choose the town when they choose their alignment before the game. Random Town buildings customization is different than normal: instead of enabling, forbidding, building or demolishing specific buildings, the mapmaker may do all of the above on building alternatives: Level i Creature Generators, Level i Creature Hordes, etc. As a result, unique buildings may ''not'' be built, and neither can some non-special buildings (such as: Gunpowder Warehouse, Gantry or the Vault of Ashes). In HotA {{withmapedhota}}, this has been fixed and expanded, and Random Towns can be customized to enable, forbid, build or demolish any unique and special buildings. {{clear|both}}
Summary:
Please note that all contributions to Heroes 3 wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information