Template Editor

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Horn of the Abyss Only available when the unofficial expansion, Horn of the Abyss, is installed.

The actual template editor that comes with Horn of the Abyss is fully translated. This is the full documentation for that editor.

At the moment this document is (mostly) google translated. The official translation will eventually be here.

Introduction

Each file created by the template editor is a set of templates. At the beginning of the game, a random template selected from the set of templates is selected, suitable for the player's chosen settings. Quite often a set of templates contains only one template, then when using this set the template is fixed.

In everyday life (including in the interface of the game) often the word "template" is used instead of the phrase "pattern set" (for example, they say "choose a template", whereas you can select only a set of templates, and a particular template from it is selected randomly). This is due to the fact that in most such cases the set of templates contains only one template, and for the player the difference between these concepts is insignificant. In this article, the concepts "set of templates" and "template" will be clearly divided.

Despite the fact that water objects are permissible for generation and in many cases the article describes the operation of options on random maps with water, it should be borne 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 an interesting template for water maps.

Template set settings

In the settings of the set of templates, in addition to the identification settings of the name and description, those settings that affect the ability to select settings before generating a map when a particular template is not selected are included.

Name

The name is the identifier of the pattern set, similar to the map name for fixed maps. It is displayed (along with the name of the particular template selected for this map from the set) in the description of the generated map. However, in the future, the name of the template set (unlike the name of the template, which is only needed to show which template from the set was dropped for this map) can be used more widely in the template selection menu. If the template is added to the HoMM 3 HD template selection list, it is recommended that the template set name and the template folder name (which appears in the template set selection list in HD) are the same. If the template set contains only one template, it is recommended that you select the same set name and pattern name.

Description

The template description performs a role similar to the description of the map. At the moment it is not displayed anywhere in the game, but in the future it can be added.

Allowed cities

This setting allows you to limit the ability to select a city before generating a map by a specific list of city types. It acts equally on all players.

It should be noted that the setting only affects the choice of the city before generating the map. It does not affect the possible type of the city in the event of a random city selection, as well as those cities whose type does not depend on the choice before generation. For these cases, the permissibility of cities is controlled through the appropriate fields in the zone settings. It is recommended to synchronize city bans in this setting with bans in all starting areas of players.

In the event that all cities are banned, the Castle will automatically be allowed.

Heroes

This setting controls how different characters appear on the map. The prohibition extends to the choice of the hero or his generation as a starting one, his appearance in the Tavern and in the Prisons and other opportunities for the appearance of the hero in the game. By default, the following characters are prohibited:

There is an opportunity to prohibit or allow any heroes. The settings specified in the template always take precedence over the default settings (regardless of the water level). But it should be borne in mind that always on the maps with the water of Gem, the Starter spell will be Summon Boat, and on the maps without water - the Bless. In addition, the choice of the hero before the start of the game is always limited to 16 characters. If the allowed heroes for a given city are larger, then the first 16 will be available for selection, and the rest can only be generated at the random site.

You can prohibit any number of heroes, but if the map is allowed no more than 10 * (number of players) + 48 heroes, then Prisons will not be generated. If less than this number of heroes is allowed, then there can be a situation where you can hire only one hero in the Tavern or you cannot hire anyone at all. If all heroes of a certain class are banned, heroes of other classes will be generated in place of heroes of this class.

Template Settings

The template is randomly selected from the set before generation and determines the structure and basic settings of the map.

Monster / plague weeks

This setting allows you to enable or disable the weeks and months of monsters (except for the case of the constructed Deity of Fire) and the months of the plague. By default, they are enabled.

Exploring Spells

This setting allows you to enable or disable spell research, which allows you to change spells in the mage Guild for a fee. The setting is valid for all the cities in the template. By default, spell research is turned on.

Arrays of rocks

By default, the areas on the surface occupy the entire area of ​​the map. Since not always the set of zones fits correctly into the square of the map, when distributing the remaining cells, some zones (usually close to the border or corner of the map) increase substantially in size regardless of the settings in the template. When you turn on rock arrays around the set of zones, dummy areas filled with obstacles are placed. These zones take away part of the extra map cells, as a result of which the map becomes not completely filled with game zones, but the playing areas become more uniform in size and shape. You can adjust the radius of the rock arrays. The smaller it is (up to a certain limit), the closer the zones-cliffs will be to the game zones and the more they will fit into more zones between the zones, respectively, the more cells they will take back.

For zones in the underground, a similar algorithm always works. If the rock arrays are disabled, the dummy zones have a radius of 4.0. If enabled, the radius is equal to the radius for the surface.

In the presence of water, rock massifs are not placed on the surface, their role is played by water zones. The radius of rock massifs on water zones is not affected.

This setting should be used if necessary to achieve the desired size of the zones or their ratio at a fixed size of the map. At the same time, it is necessary to select the correct radius by an experimental method. If you change the structure of the template or the size of the map, the value may need to be recalculated.

Zone rarefaction

When the zones are located, the generator first sets them freely, and when they stop placing in some predetermined minimum square, they begin to try to set the zones so that this square has to be expanded as small as possible so that all the zones in it fit. Adjusting the sparseness of the zones allows you to influence the length of the side of the minimum square. By default it is equal to 1.0. The more it is reduced, the more tightly the generator will try to set the zones to each other, and the more uniform their shapes and sizes will be. But at the same time, it reduces its freedom of choice when placed, and the placement becomes less random. With increasing this number, on the contrary, the zones are set more freely, but there is a greater chance of unevenness in their sizes.

This setting should be used if necessary to achieve the desired size of the zones or their ratio at a fixed size of the map. At the same time, it is necessary to select the correct value by experience. If you change the structure of the template, the size of the map, or the presence of water, the value may need to be recalculated.

Artifacts

This setting controls how different artifacts appear on the map. The prohibition extends to the artifacts on the map (including the goals of the Seers of the Seers), the possibility of an artifact in the objects and the Merchants with artifacts, the possibility of generating an artifact in the form of a start bonus and other possibilities for the appearance of artifacts in the game. Special artifacts (Spellbook, Spell Scrolls, War Machines and the Grail) are not affected by this setting. By default, the following artifacts are prohibited:

It is possible to prohibit or allow any artifacts. The settings specified in the template always take precedence over the default settings (regardless of the water level). However, it should be noted that the Sea Captain's Hat is automatically banned at the start of the map, if the spell of Summoning a Ship or Drowning a Ship is prohibited. Also, artifacts that are targets of the Seers of the Seers are automatically disabled on the map and are present only in a single copy.

For the map to work, it must always be allowed at least one artifact, so if you prohibit all artifacts, the Blackshard of the Dead Knight will automatically be allowed. If all artifacts of a certain class are prohibited, then artifacts of other classes will be generated in place of the artifact of this class (except for the goals of the Seers of Providence, which can always be only artifacts-treasures).

Spells

This setting controls how different spells appear on the map. The prohibition extends to the appearance of spells in Mage Guilds, Shrines, Pyramids, Spell Scrolls, Pandora's Box, Scholars, in Elemental Tomes and the Spellbinder's Hat. Special spells (Titan's Lightning Bolt]] and creature abilities: Petrification, Poison, Disease, Paralysis, Death Cloud, Lightning Strike (Thunder Birds), Death Gaze and Acid Breath) are not affected by this setting. By default, the following spells are prohibited:

It is possible to prohibit or allow any spells. The settings specified in the template always take precedence over the default settings (regardless of the water level). In this case, the prohibition of any of the spells Summon a Ship or Sink a Ship automatically entails the prohibition of the Sea Captain's Hat. However, it should be noted that the prohibition of spells does not affect the starting spells of the characters. At the same time, on the water maps of Gem, the Starter spell will be Summon Boat, and on the maps without water - Bless.

For the map to work properly, at least one spell of each level should always be allowed on it, so if you disable all spells of a certain level, depending on the level, one of the Magic Arrow, Lightning Bolt, Fireball, Chain Lightning, or Implosion spells will be automatically enabled.

If some type of Spell scroll or Pandora's Box with spells contains forbidden spells, it is automatically disabled as an object.

Secondary skills

This setting adjusts the appearance of various secondary skills on the map. The prohibition extends to the emergence of a skill when raising the level of the hero, in Witch Huts, Universities and Scholars. By default, the following skills are prohibited:

  • Navigation if a random map is generated with a water level of "No".

It is possible to prohibit or resolve any secondary skills. The settings specified in the template always take precedence over the default settings (regardless of the water level). However, it should be noted that the bans do not affect the starting skills of the characters.

To work the map on it, at least four secondary skills should always be allowed. If less is allowed, the missing skills are automatically resolved to four from the beginning of the list.

Zone settings

The zone is the territorial unit of the template. From the zone settings depends on its size, location, territory and placed objects.

Accommodation

The option allows you to specify the zone so that it appears only above ground or only in the underground. By default, both options are valid for the zone (and the player's starting zone with the town of an evil alignment can appear only above ground). When playing without the underground, this option is ignored, and when playing with the underground, forcibly indicates the location of the zone, ignoring any other conditions (including the above condition for the player's starting area).

Inconsistent roads

By default, a connected road network is formed in the zone, that is, all roads, cities and shipyards in the zone can be bypassed, without leaving the road and without leaving this zone. Enabling the option "Allow disconnected roads" will allow roads in the zone to be disconnected (in this case, for example, two non-intersecting roads can pass through the zone). In most cases, road zone networks will still be generated by connected networks, but if there are many zones with several cities in the template, disconnected road networks can meet regularly, making the entire network of the template more unpredictable.

Pushing zones

If the option "Push zones" is enabled, the random map generator will try to place this zone as far as possible (by total distance) from all other zones with the option "Zone pushing" turned on. This setting has a lower priority than the location of the zone according to its connections and the more dense the placement of zones in the square of the map.

Neutral creatures

When the option "Only neutral creatures" is activated, the outer dwellings, Pandora's Boxes with creatures and artifacts are the targets of the seer quests, rewarding creatures in this zone will contain neutral creatures. If this option is not activated, then the type of city of creatures for these objects is determined by standard: the type of the main city or the type of the area of ​​the zone.

Communication settings

Communication is the passage between zones. It can be laid on the ground (in the ground or underground world), through the underground gates, through monoliths or through the shipyard. The latter case is possible only in the presence of water, it often violates the structure of the map and will not be considered in detail in this article. All links are specified in the template.

Type of connection

  • Standard communication has a common security, depending on the value of the connection (if the value is low, security is not available). If the connection is realized in the form of a passage on the ground, then depending on the length of the common boundary between the passage zones there can be several, each with its own guard. If the connection is realized in the form of a monolith, then the monolith is always put alone, and the guard stands on either side of it. The same is true for underground gates.
  • Broad communication never has protection. If a broad connection is laid on the ground and on the surface, then the passage between the zones is wide, practically across the entire boundary. If the zones are placed in the underground or connected by a monolith or underground gates, the link is placed in the same way as the standard one (only there is no guard).
  • Communication with the Border Guard instead of guarding is blocked by Border Guards. On the one hand, the Guard uses the Border Guard of the same color, and on the other hand, the other. In the case of passage through the ground, more than two colors of the Guardians of the Border can be used for one connection. The tents of the Keymaster of the corresponding colors are placed unguarded in the related zones, each not in the zone on whose side the tent's color is used (that is, to open the passage, one player needs to visit the Tents of the Keymaster in both zones, different players each of their zone together open pass cannot). The number of Border Guardian colors is limited, and if they are over, the remaining links to the Border Guardians are generated as standard (you can set the value for these links). The Border Guard colors used by the Border Guardians cannot be used to generate the Keymaster's Tents as filling zones. It is not recommended to use this type of connection.
  • A fictitious link is not routed in the form of a pass and does not affect the structure of the map. But, like the other types of links, it affects the placement of zones, increasing the chances of such zones connected by such a link to be next to each other, depending on the setting of the recommended location.

Location:

The "Recommended Location" setting allows the communication to affect the location of the zones on the map that it connects. It should be noted that in most cases this setting is advisory and the generator does not guarantee that the zones will actually be placed as indicated by their connections (the generator may not be able to put them so). But, given that the generator has zones in the order of increasing numbers, the correct choice of numbering zones can often achieve the desired effect (for example, if the communication zone numbers follow one another, this increases the chance that the location recommendation will be executed).

  • By default, the generator tries to place the zones next to each other or each other to connect them on the ground or the underground gates and avoid adding monoliths.
  • When set up "On the ground" the generator will try to place the zones near and on one level (so that they can be connected by a passage on the ground). This setting takes precedence over the "Default" settings of other links.
  • When setting up the "Underground Gates" the generator will try to place the zones under each other (so that they can be connected by the underground gates). This setting takes precedence over the "Default" settings of other links. In the absence of an underground level, this setting is automatically replaced by the "Default" setting.
  • When setting up the "Monolith", the link will not affect the location of the zones and will always connect the zones with a monolith (even when they can be connected by a passage on the ground and underground gates).
  • When you configure "Random", the link will not affect the location of the zones. If possible, the zones will be connected by a passage on the ground or underground gates, if this is not possible, then a monolith.

The more instructions in the template for recommended locations "On the ground" and "Underground gate", the more difficult it is for the generator to comply with all the recommendations, and it is also more difficult to tightly fit all the zones on the map (as a result, the unevenness of the sizes of zones increases). Arrangements of "Monolith" and "Random", on the contrary, simplify the generator the implementation of the remaining recommendations and tight placement of zones.

Roads

In the communication settings, you can configure the location of roads: by default, mandatory or prohibited.

If roads for communication are prohibited, then through this connection the road will not pass. Connections that are generated through water are equated to connections with the forbidden road.

If the roads for communication are mandatory, they can be laid only in some cases. If this link belongs to some simple way (a simple path is a path without repeating zones and links) between two different zones with cities for connections only with mandatory roads, then the obligatory road for this connection is guaranteed to be laid. Otherwise, the obligatory road on this connection is treated as the default road. Less formally, that mandatory roads appear, it is necessary that they connect some zones with cities (possibly through intermediate zones without cities).

After constructing the required connections, the generator connects the resulting road networks with each other (and with the remaining cities and shipyards) with the usual algorithm, using some of the links with the roads by default.

Parallel links for roads are considered one link to the highest road traffic from all the combined roads.

If the connection is realized by unilateral monoliths, then the road goes to their entrances.

By default it is guaranteed that all cities, shipyards and roads in the zone will be connected by a road network passing within this zone. If you enable the option "Allow disconnected roads" for the zone, this condition is no longer mandatory. At the same time, compulsory roads connect the nearest cities or shipyards of zones, the remaining cities and shipyards join the road network with a standard algorithm.

Placement of zones

Managing the location of zones on the map is one of the most difficult tasks when creating a template. According to their initial concept, random maps have not fixed positions and sizes of zones and do not imply their specification in the template. However, in some cases, the correct placement of zones on the map is critical to the playability of the template, so there are a number of tools that allow you to manage the placement of zones and with the proper skill to achieve the desired results.

  • For any zone, you can specify whether it should be generated on the ground or underground. This setting always works and allows you to separate the ground and underground zones.
  • You can ask the generator to place the zones side by side, linking them with usual or fictitious links to the recommended location "Default", "By ground" or "Underground gate". It should be noted that the settings "On the ground" and "Underground gates" have much more weight than "By default", so the generator will prefer those positions of the zones where they have maximum connections "On the ground" and "Underground gate". To make connections "On the ground" and "Underground gate" should be deliberately, only so that the generator could accurately fulfill the recommendation. Otherwise, the generation will be potentially unstable: the generator can disrupt more important layout elements for the sake of implementing these recommendations.
  • The numbering of zones is important. The generator puts the zones in the order of their numbers, each time selecting for the new zone a provision that best implements the recommendations of the zone's links to the zones already located. After placing all the zones, the generator randomly mixes them, however only in cases where it is possible to improve the implementation of the recommendations of the zone links. Thus, in a number of cases, it is possible to model the process of arranging the zones by a generator in a mental way and to assign them such a numbering so that each next zone is placed in a well-known place clearly identified by connections.
  • The zone allocation is affected by the setting of the "Zone sparse" template. If several variants of setting up a zone that equally well implement the linkage recommendations are acceptable, the position is chosen either randomly (if there are few enough zones) or so that the entire set of allocated zones fit most squarely. The sparseness of the zones affects the time from which the zones will begin to be placed most tightly. With a sufficiently small sparseness, the first two zones will always be placed diagonally from each other (since such a configuration of the two zones best fits into the square).
  • Some of the zones can include the option "Pushing zones", then the generator will try to place these zones as far apart as possible. This option has the lowest priority: when setting the zone, the generator first selects from among all possible positions those that best implement the zone link recommendations. Then from the resulting set of positions are selected those in which the zone is best placed in the above-mentioned square (if it is sufficiently small). And only from the remaining positions is chosen the position with the largest sum of distances to the zones with the option "Pushing zones" turned on.

Let us illustrate some of the described mechanisms by an example. Let there be no underground and it is required to make one zone central and place several extreme zones around it in a certain (predetermined) order.

The first way to achieve this is to create fictitious links with the center for every extreme zone and link each zone with fictitious links to its neighbors in the circle. However, not with any numbering of zones this will work as expected. For example, let the center have the largest number. In this case, the extreme zones will be placed first, and it is unlikely that their configuration will be exactly the circle inside which the central zone will fit (with a small sparse zone, the configuration will not exactly represent such a circle, the zones will stand tightly together without large gaps ). Therefore, the central zone will be placed on the side. Further mixing can correct the situation (and, for a simpler configuration, really correct), but in this case the placement needs to be set quite hard,

Another option: let the center has the smallest number, and the next after it - two not adjacent zones from the circle. After placing the two zones, the third one can get to any place around the center, including near the second zone (with a small sparseness of the zones, it will always be near the second zone). But in this case next to the second and third zone it is already impossible to place two neighbors each. In order to place them, the generator will have to tear off some zones from the center and disrupt the required placement.

You should specify such a numbering: the first zone is the center, the second is the arbitrary one, and the next one is adjacent to one of the already placed marginal ones. In this case, the generator will always place the zone in a known correct place (next to one of its neighbors and with an empty space for another neighbor on the other side) and immediately place the zones correctly.

It is necessary to note one more difficulty with this circular arrangement of zones. To ensure that all zones are placed in a circle around the center and there are no gaps between them, you need to correctly choose the dimensions of the zones. In practice, due to the random factor, it is almost impossible to choose such dimensions, and one should expect that the gap will always be. But with the above allocation method, this means that there will be an unrealized fictitious link between those zones between which the gap will appear. To avoid this, you must first select a pair of zones, between which there will be a gap, and remove a fictitious link between them (or put the recommended location "Random", if the link is not fictitious and needed by the template structure). This pair of zones will have an increased size when generated, since they will get a part of the cells from this gap. After this, by changing the size of the zones, it is possible to achieve the maximum possible reduction of the gap, so that its cells are given out for the most part to the extreme zones, and not to the center, and it does not affect the appearance of the generated map (but in so doing there was no chance that the extreme zones would not fit around central).

This method works if there are at least 6 extreme zones. Otherwise, you either need to make the center small enough, or the extreme zones will occupy an insufficient part of the center boundary (the above interval will always be large, and its space will move in the main central zone).

If you want to solve a similar problem for 4 zones around the center, you can use the "Push zones" option. The numbering should be specified as follows: the first zone is the center, the second one is one of the extreme zones, the third is the one that should be opposite to it, then the two remaining ones. All zones except the center should have the option "Push zones", the "Zone sparse" of the template should be large enough. Links between the extreme zones should be removed or made to their recommended location "Randomly", with each extreme zone connected by a normal or fictitious link to the center.

As a result, the random map generator will first put the central and first extreme zones. Further, he places the second extreme zone opposite the first (due to the repulsion of the zones). The third extreme zone he will put in the middle between the first and second, and the fourth in the remaining place.

If you correctly choose the dimensions of the zones and put a small "Zone sparseness" of the template, you can achieve that the extreme zones will be strictly in the corners: the first extreme zone due to the small sparseness will be placed diagonally from the center, the second due to sparseness and repulsion - in the next corner.

About objects and security

To effectively control the generation of objects on a map, one must understand the general principles of generating objects. They are described in this section.

Object parameters

General information

Each object has the following set of parameters:

  • Value defines the protection of the object and the types of filling of the zone in which the object can meet. In essence, it usually determines how valuable this object is to the player.
  • The frequency determines how often an object is generated relative to other objects of similar value.
  • The maximum number on the map and the maximum number in the zone.
  • Admissible types of terrain determine what types of terrain the object can appear on. On the types of terrain that are not included in the list of allowed, the object cannot be generated.

Using the template settings, you can change the value, frequency and maximum number of objects on the map and in the zone (but you cannot change the allowed terrain types). Restrictions on changes are indicated in the form of comments to the list below. Most objects can be generated by default on random maps. Those that are disabled by default are marked separately. They can be resolved by the template settings.

Object Types

Ordinary objects.

  • Altar of Sacrifice
    • Value: 100.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Terrain types: any land.
  • Arena
    • Value: 3000.
    • Frequency: 50.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Black market
    • Value: 8000.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Buoy
    • Value: 100.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Campfire
    • The value: 2000.
    • Frequency: 500.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Swan Pond
    • Value: 100.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Types of terrain: dirt, grass, swamp.
  • Cover of Darkness (prohibited by default)
    • Value: 500.
    • Frequency: 25.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Terrain types: any land.
  • Corpse
    • Value: 500.
    • Frequency: 100.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Types of terrain: sand, rough.
  • Marletto Tower
    • Value: 1500.
    • Frequency: 100.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Eye of the Magi (forbidden by default)
    • Value: 100.
    • Frequency: 50.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Terrain types: any land.
  • Mushroom Rings
    • Value: 100.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Types of terrain: dirt, grass, swamp, highlands.
  • Shipwreck
    • Value: 500.
    • Frequency: 1000.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Fountain of Fortune
    • Value: 100.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Types of terrain: dirt, grass, swamp.
  • Fountain of Youth
    • Value: 100.
    • Frequency: 50.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Types of terrain: dirt, grass, swamp, water.
  • Garden of Revelation
    • Value: 1500.
    • Frequency: 100.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Types of terrain: dirt, grass, swamp, subterranean, highlands.
  • Hut of the Magi (not allowed by default)
    • Value: 100.
    • Frequency: 25.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Terrain types: any land.
  • Idol of Fortune
    • Value: 100.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Terrain types: any land.
  • Lean To
    • Value: 500.
    • Frequency: 100.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Types of terrain: snow.
  • Library of Enlightenment
    • Value: 12,000.
    • Frequency: 20.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • School of Magic
    • Value: 1000.
    • Frequency: 50.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any (including water).
  • Magic Spring (has several entry cells, so it cannot be generated in groups of objects, it is never guarded, regardless of the configured value)
    • Value: 500.
    • Frequency: 50.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: 1 (cannot be increased).
    • Types of terrain: rough.
  • Magic Well
    • Value: 250.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Terrain types: any land.
  • Mercenary Camp
    • Value: 1500.
    • Frequency: 100.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Mermaids
    • Value: 100.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Mystical Garden
    • Value: 500.
    • Frequency: 30.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Types of terrain: dirt, grass, swamp.
  • Oasis (it has several input cells, therefore it cannot be generated in groups of objects, it is never guarded, regardless of the value set)
    • Value: 100.
    • Frequency: 50.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Types of terrain: sand.
  • Obelisk
    • Value: 350.
    • Frequency:.
    • Maximum on the map: 48 (cannot be increased).
    • Maximum in the zone: 1 (cannot be increased).
    • Terrain types: any land.
  • Star Axis
    • Value: 1500.
    • Frequency: 100.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Pyramid
    • Value: 5000.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: sand.
  • Rally Flag
    • Value: 100.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Terrain types: any land.
  • Random treasure artifact
    • The value: 2000.
    • Frequency: 150.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Random minor artifact
    • Value: 5000.
    • Frequency: 150.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Random major artifact
    • Value: 10000.
    • Frequency: 150.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Random relic artifact
    • Value: 20000.
    • Frequency: 150.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Random resource (at the start of the map, this object is randomly replaced by a specific resource, objects for specific resources also exist, with other generation parameters)
    • Value: 1500.
    • Frequency: 2000.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Refugee Camp
    • Value: 5000.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Sanctuary (not allowed by default)
    • Value: 100.
    • Frequency: 50.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Terrain types: any land.
  • Scholar
    • Value: 1500.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Sea Chest
    • Value: 1500.
    • Frequency: 500.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Shipwreck Survivor
    • Value: 1500.
    • Frequency: 50.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Shrine of Magic Incantation
    • Value: 500.
    • Frequency: 50.
    • Maximum on the map: 32.
    • Maximum in the zone: unlimited.
    • Terrain types: any (including water).
  • Shrine of Magic Gesture
    • The value: 2000.
    • Frequency: 100.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any (including water).
  • Shrine of Magic Thought
    • Value: 3000.
    • Frequency: 50.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any (including water).
  • Shrine of Magic Mystery
    • Value: 7000.
    • Frequency: 100.
    • Maximum on the map: 32.
    • Maximum in the zone: 1.
    • Terrain types: any land.
  • Sirens
    • Value: 100.
    • Frequency: 20.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Stables
    • Value: 200.
    • Frequency: 40.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Types of terrain: dirt, grass, rough.
  • Tavern
    • Value: 100.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 3 (cannot be increased).
    • Terrain types: any (including water).
  • Temple
    • Value: 100.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Terrain types: any land.
  • Den of Thieves
    • Value: 100.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Terrain types: any land.
  • Trading Post
    • Value: 3000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Types of terrain: dirt, grass, rough, highlands.
  • Learning Stone
    • Value: 1500.
    • Frequency:.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Treasure Chest
    • Value: 1500.
    • Frequency: 1000.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Tree of Knowledge
    • Value: 2500.
    • Frequency: 50.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Types of terrain: dirt, grass, snow.
  • University
    • Value: 2500.
    • Frequency: 20.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Wagon
    • Value: 500.
    • Frequency: 50.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Types of terrain: rough.
  • School of War
    • Value: 1000.
    • Frequency: 50.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Warrior's Tomb
    • Value: 6000.
    • Frequency: 20.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Water Wheel
    • Value: 750.
    • Frequency: 30.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Types of terrain: dirt, grass, snow, swamp.
  • Watering Hole (has several entry cells, so it cannot be generated in groups of objects, it is never guarded, regardless of the set value)
    • Value: 500.
    • Frequency: 50.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Types of terrain: rough.
  • Windmill
    • Value: 2500.
    • Frequency: 90.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Witch Hut
    • Value: 1500.
    • Frequency: 80.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: 3 (cannot be increased).
    • Terrain types: any land.
  • Freelancer's Guild
    • Value: 100.
    • Frequency: 50.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1 (cannot be increased).
    • Terrain types: any land.
  • Temple of Loyalty
    • Value: 100.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Terrain types: any land.
  • Skeleton Transformer
    • Value: 500.
    • Frequency: 15.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Types of terrain: subterranean.
  • Colosseum of the Magi
    • Value: 3000.
    • Frequency: 50.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Watering Place
    • Value: 500.
    • Frequency: 50.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Types of terrain: rough.
  • Mineral Spring
    • Value: 500.
    • Frequency: 50.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Types of terrain: highlands.
  • Hermit's Shack
    • Value: 1500.
    • Frequency: 80.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: 3.
    • Types of terrain: highlands.
  • Gazebo
    • Value: 1500.
    • Frequency: 50.
    • Maximum on the map: 32 (cannot be increased).
    • Maximum in the zone: unlimited.
    • Types of terrain: highlands.
  • Junkman
    • Value: 200.
    • Frequency: 40.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Types of terrain: highlands.
  • Ancient Lamp (not allowed by default)
    • Value: 7000.
    • Frequency: 10.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Sea Barrel
    • Value: 500.
    • Frequency: 400.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Jetsam
    • Value: 500.
    • Frequency: 600.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Vial of Mana
    • Value: 3000.
    • Frequency: 50.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Seafaring Academy
    • Value: 8000.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Terrain types: none (the object is temporarily prohibited for generation).
  • Observatory
    • Value: 500.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Types of terrain: water.
  • Altar of Mana (has several entry cells, therefore cannot be generated as part of groups of objects, it is never guarded, regardless of the value set)
    • Value: 100.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Types of terrain: water.
  • Town Gate
    • Value: 10000.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Terrain types: any land.

Pandora's Box.

  • Maximum on the map: 200 (cannot be increased, common for all types).
  • Maximum in the zone: unlimited.
  • Terrain types: any land.

Pandora's Box with creatures (one object for each type of creature). The number of creatures depends on the level of the creature and its AI Value (roughly the same total AI Value for each creature level). It is generated only in zones with cities corresponding to the type of creature. It is recommended to allow and disable entire levels of creatures, rather than individual creatures in this object.

  • Value: (AI Value of the creature) * (Number of creatures) * (1 + (number of zones with the city of this creature) / (number of zones with the city)) cannot be changed.
  • Frequency: 3.

Pandora's Box with experience.

  • 5000 experience
    • Value: 6000.
    • Frequency: 20.
  • 10,000 experience
    • Value: 12,000.
    • Frequency: 20.
  • 15000 experience
    • Value: 18000.
    • Frequency: 20.
  • 20000 experience
    • Value: 24000.
    • Frequency: 20.
  • You can also add Pandora's Box with any other amount of experience from 0 to 99999999, but for this object there are no default settings.

Pandora's Box with gold.

  • 5000 gold
    • Value: 5000.
    • Frequency: 5.
  • 10,000 gold
    • Value: 10000.
    • Frequency: 5.
  • 15000 gold
    • Value: 15,000.
    • Frequency: 5.
  • 20,000 gold
    • Value: 20000.
    • Frequency: 5.
  • You can also add Pandora's Box with any other amount of gold from 0 to 99999, but for this object there are no default settings.

Pandora's Box with spells.

  • All 1st-level spells
    • Value: 5000.
    • Frequency: 2.
  • All 2 level spells
    • Value: 7500.
    • Frequency: 2.
  • All 3 level spells
    • Value: 10000.
    • Frequency: 2.
  • All 4 level spells
    • Value: 12500.
    • Frequency: 2.
  • All 5 level spells
    • Value: 15,000.
    • Frequency: 2.
  • All Spells of Air
    • Value: 15,000.
    • Frequency: 2.
  • All Water Spells
    • Value: 15,000.
    • Frequency: 2.
  • All Fire spells
    • Value: 15,000.
    • Frequency: 2.
  • All Earth spells
    • Value: 15,000.
    • Frequency: 2.
  • All spells
    • Value: 30000.
    • Frequency: 2.
  • You can also add a Pandora's Box with spells that are limited to any range of levels and any set of elements, but there are no default settings for this object.

If all spells of some Pandora's Box are banned, it is automatically banned.

Keymaster's Tent (prohibited by default). When generating the Keymaster's Tent, a reward is placed on the map in another area behind the Border Guard of the same color. The award is a group of 1.5 * value objects (tent value) generated according to the rules of the zone to which the Keymaster Tent is supplied (regardless of the type of terrain, settings of objects and ranges of the value of the filling of the zone with the reward). The tent of the Key of each color can be only one on the map. There are no restrictions on the amount in the zone, generated on any land. Frequency for all Keymaster Tents 10. Keymaster's tents are of the following values:

  • 5000
  • 7500
  • 10000
  • 15,000
  • 20000
  • You can also add the Keeper's Tent of any other value, but for such an object there are no default settings.

It is not recommended to allow this object.

Cartographer (not allowed by default). The maximum number on the map is unlimited. The maximum number in zone 1 (cannot be increased).

Bank Creatures.

  • Derelict Ship
    • Value: 4000.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Dragon Utopia
    • Value: 10000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Crypt
    • Value: 1000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: dirt, sand, grass, snow, swamp.
  • Shipwreck
    • The value: 2000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Cyclops Stockpile
    • Value: 3000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Dwarven Treasury
    • The value: 2000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Griffin Conservatory
    • The value: 2000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Imp Cache
    • Value: 5000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Medusa Stores
    • Value: 1500.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land, except subterranean.
  • Naga Bank
    • Value: 3000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Dragon Fly Hive
    • Value: 9000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Beholders' Sanctuary
    • Value: 2500.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Temple of the Sea
    • Value: 10000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: water.
  • Pirate Cavern (prohibited by default)
    • Value: 3500.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: rough.
  • Mansion
    • Value: 5000.
    • Frequency: 50.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Spit (forbidden by default)
    • Value: 1500.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: swamp.
  • Red Tower
    • Value: 4000.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum in the zone: 1.
    • Terrain types: any land.
  • Black Tower
    • Value: 1500.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Ivory Tower (prohibited by default)
    • Value: 7000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: sand, snow.
  • Churchyard
    • Value: 1500.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Experimental Shop
    • Value: 3500.
    • Frequency: 80.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Wolf Raider Picket
    • Value: 9500.
    • Frequency: 70.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Terrain types: any land.
  • Ruins
    • Value: 1000.
    • Frequency: 100.
    • Maximum on the map: unlimited.
    • Maximum in the zone: unlimited.
    • Types of terrain: highlands.

Creature Dwellings (each dwelling is a separate object). The number on the map and in the zone is unlimited. It is generated on any land. It is generated only in zones with cities corresponding to the type of creature. It is recommended to allow and prohibit entire levels of creatures, rather than individual dwellings.

  • Value: (AI Value of the creature) * ((Increment of the creature) * (1 + (number of zones with the city of this creature) / (number of zones with the city)) + (number of zones with the city of this creature) / 2), cannot be changed. For the Manor (the home of the Vampires) and the Shack (the dwelling of the Peasants), the value is tripled.
  • Frequency: 40.

A compound dwelling of creatures (Golem Factory and Element Pairing). The number on the map and in the zone is unlimited. It is generated on any land. Generated only in zones with cities corresponding to the type of creature (at least one of the creatures of the dwelling).

  • Value: (sum for all creatures of the dwelling ((AI Value of the creature) * ((Creature of the creature) * (1 + (number of zones with the city of this creature) / (number of zones with the city)) + (number of zones with the city of this creature) 2))) / 2, cannot be changed.
  • Frequency: 20.

Hill Forts. The number on the map is unlimited, the maximum in zone 1 (cannot be increased, the total restriction on both types).

  • Old Hill Fort for level 1-7 with reduced cost of improving creatures 1-4 level (prohibited by default)
    • Value: 7000.
    • Frequency: 20.
    • Types of terrain: dirt, grass, snow.
  • New Hill Fort for Level 1-5 with a double creature enhancement cost
    • Value: 7000.
    • Frequency: 20.
    • Terrain types: any land.

An object that opens a circle of a map with a radius of 20 cells. The value is 750, the frequency is 100. The number on the map is unlimited. Maximum in the zone: 1 (cannot be increased).

Prison. The number on the map is limited in such a way that there are at least 10 * (number of players) left for the free heroes + 48. The number in the zone is unlimited. It is generated on any land.

  • Hero level 1 (0 experience)
    • Value: 2500.
    • Frequency: 30.
  • Hero 5 level (5000 experience)
    • Value: 5000.
    • Frequency: 30.
  • Hero 10 level (15000 experience)
    • Value: 10000.
    • Frequency: 30.
  • Hero level 20 (90,000 experience)
    • Value: 20000.
    • Frequency: 30.
  • Hero level 30 (500000 experience)
    • Value: 30000.
    • Frequency: 30.
  • You can also add a Prison with a hero with any other experience (0-99999999), but there is no default setting for this object.

Resource. There are no restrictions on the number on the map or in the zone. It is generated on any land.

  • Wood
    • Value: 1400.
    • Frequency: 300.
  • Mercury
    • The value: 2000.
    • Frequency: 300.
  • Ore
    • Value: 1400.
    • Frequency: 300.
  • Sulfur
    • The value: 2000.
    • Frequency: 300.
  • Crystal
    • The value: 2000.
    • Frequency: 300.
  • Gems
    • The value: 2000.
    • Frequency: 300.
  • Gold
    • Value: 750.
    • Frequency: 300.

There is also a random resource object with its own generation parameters, which is replaced at the start of the map randomly by one of the specific resources.

Seer's Hut Quest Artifact. This object is a random artifact of level 1 (artifact-treasure), which is not part of the prefabricated artifact and exists on the map in a single copy. When this object is generated, an unguarded Seer's Hut in another zone is also placed on the map, the purpose of which is this artifact. This object is divided into varieties depending on the reward given by the Seer's Shield for the artifact.

  • Maximum on the map: unlimited.
  • Maximum in the zone: unlimited.
  • Terrain types: any land.

The Seer's Hut gives creatures (one object for each type of creature). The number of creatures depends on the level of the creature and its AI Value (roughly the same total AI Value for each creature level). It is generated only in zones with cities corresponding to the type of creature. It is recommended to allow and disable entire levels of creatures, rather than individual creatures in this object.

  • Value: (2 * (AI Value Creatures) * (Number of creatures) * (1 + (number of zones with the city of this creature) / (number of zones with the city)) - 4000) / 3, cannot be changed.
  • Frequency: 3.

The Seer's Hut gives experience.

  • 5000 experience
    • The value: 2000.
    • Frequency: 10.
  • 10,000 experience
    • Value: 5333.
    • Frequency: 10.
  • 15000 experience
    • Value: 8,666.
    • Frequency: 10.
  • 20000 experience
    • Value: 12,000.
    • Frequency: 10.
  • You can also add an artifact to the Seer's Lodge with any other experience from 0 to 99999999, but there is no default setting for this object.

The Seer's Hut gives gold.

  • 5000 gold
    • The value: 2000.
    • Frequency: 10.
  • 10,000 gold
    • Value: 5333.
    • Frequency: 10.
  • 15000 gold
    • Value: 8,666.
    • Frequency: 10.
  • 20,000 gold
    • Value: 12,000.
    • Frequency: 10.
  • You can also add an artifact to the Seer's Shack with any other amount of gold from 0 to 99999, but for this object there are no default settings.

A scroll with a spell. There is no limit to the number on the map. It is generated on any land.

  • 1st level spell
    • Value: 500.
    • Frequency: 30.
    • Maximum in the zone: 6.
  • Level 2 Spell
    • The value: 2000.
    • Frequency: 30.
    • Maximum in the zone: 5.
  • Spell 3 levels
    • Value: 3000.
    • Frequency: 30.
    • Maximum in the zone: 4.
  • Spell 4 levels (except City Portal and Walking on Water)
    • Value: 8000.
    • Frequency: 30.
    • Maximum in the zone: 3.
  • Spell 5 level (except for the Door of Measurements and Flying)
    • Value: 10000.
    • Frequency: 30.
    • Maximum in the zone: 2.
  • Scroll with City Portal, Water Walking, Measurement Door or Flight
    • Value: 17500.
    • Frequency: 30.
    • Maximum in the zone: 1.

If all spells allowed for some type of scroll are prohibited, it is automatically disabled.

The object selling combat vehicles. The number on the map is unlimited, the maximum in zone 1 (cannot be increased, the total restriction on both types). It is generated on any land.

Warehouses. The number on the map is not limited. It is generated on any land.

  • Wood
    • Value: 2250.
    • Frequency: 30.
    • Maximum in the zone: 1.
  • Mercury
    • Value: 2500.
    • Frequency: 25.
    • Maximum in the zone: 1.
  • Ore
    • Value: 2250.
    • Frequency: 30.
    • Maximum in the zone: 1.
  • Sulfur
    • Value: 2500.
    • Frequency: 25.
    • Maximum in the zone: 1.
  • Crystal
    • Value: 2500.
    • Frequency: 25.
    • Maximum in the zone: 1.
  • Gems
    • Value: 2500.
    • Frequency: 25.
    • Maximum in the zone: 1.
  • Gold
    • Value: 6000.
    • Frequency: 15.
    • Maximum in the zone: 1.

Mines. The mines are not included in the standard filling of the zone and are configured separately. But each mine has a value that defines its protection in a manner similar to ordinary filling objects. Near to each mine there can be 1-3 corresponding resources to it, they are not protected.

  • Sawmill
    • Value: 1500.
  • Alchemist's Lab
    • Value: 3500.
  • Ore Pit
    • Value: 1500.
  • Sulfur Dune
    • Value: 3500.
  • Crystal Cavern
    • Value: 3500.
  • Gem Pond
    • Value: 3500.
  • Gold Mine
    • Value: 7000.

Creature objects

The principle of selecting the number of creatures for Pandora's Box and Seer's Shack

The total AI Value is selected depending on the level of the creature.

Level: General AI Value

  • 1: 5000
  • 2: 7000
  • 3: 9000
  • 4: 12,000
  • 5: 16,000
  • 6: 21000
  • 7: 27,000

The preliminary number of creatures is (total AI Value) / (AI Value of the creature). The division is performed rounded down, but the result is always at least 1.

Further rounding occurs, depending on the preliminary number of creatures (we think that if 2 numbers are the same, then more is chosen)

  • 1-5: without rounding.
  • 6-12: rounded to the nearest even number.
  • 13-50: rounded to the nearest number, dividing by 5.
  • more than 50: rounded to the nearest number, divisible by 10.

The rounded value is the final number of creatures in the Pandora's Box or Seer's Shack.

If the number of creatures has turned out to be more than 150, then when calculating the value of this Pandora's Box or the artifact for the Seer's Hut, the resulting number is used, but in reality 150 creatures will be placed there.

The principle of counting the number of zones with cities to determine the value of external dwellings and Pandora Boxes and artifacts for the Seers of the Providence with creatures

An area with a city is considered to be a zone in which there is at least one city. Zones with the city of the creature are counted among zones with cities and are determined by the main city of the zone (and not by the fact that the outer dwellings of the zone belong). In the case of neutral creatures, the zones with the creature city are always 0.

Conditions for the generation of external dwellings and Pandora Boxes and artifacts for the Seers of the Providence with creatures

If the option "Neutral creatures" is activated in the zone, then the outer dwellings, Pandora's boxes with creatures and artifacts, are the targets of the Quest of the Providence hijens, rewarding creatures in this zone will contain neutral creatures (all other creatures will be banned for this zone). If this option is not activated, then the type of city of creatures for the specified objects is defined as follows (in any case, each zone in the specified objects can have only one type of city):

  • If there are cities in the zone, then the creatures correspond to the main city of the zone;
  • If there are no cities in the zone, but there are permitted cities, then the type of creatures is selected randomly from the permitted cities;
  • If there are no cities in the zone and all cities are banned, then with the probability of 25% the creatures of the zone will be neutral, otherwise the type of the city is chosen randomly from a set of options depending on the type of terrain:
    • Dirt: Castle, Rampart, Necropolis.
    • Sand: Stronghold, Cove.
    • Grass: Castle, Rampart.
    • Snow: Tower.
    • Swamp: Fortress, Necropolis, Cove.
    • Rough: Stronghold.
    • Subterranean: Inferno, Necropolis, Dungeon.
    • Lava: Inferno.
    • Highlands: Conflux.

Filling zone

The generator places the filling of the zone in the form of groups of objects, each of which refers to a certain type of filling. In the zone settings, you can specify three types of filling. For each type, the minimum value, maximum value and frequency are indicated. The frequency determines the number of groups of objects suitable for the type of filling the value in the zone (in fact, the frequency is the density of groups of objects of this type, the actual number of groups depends also on the area of ​​the zone on the map).

The group is generated as follows. The generator selects a random number the total value between the minimum and maximum value of the type of zone filling. A random object is generated from the total value / 4 to the total value (taking into account object bans and their frequencies: the probability of generating each permissible object is proportional to its frequency). Its value is written into the variable used value.

Further, it is checked: if the total value is the value used> = 1500 or the used value <total value / 2, then the following object is generated with value from 0.25 * (total value is used value) to 1.25 * (total value is used value). Its value is added to the value used. This step is repeated until the condition is no longer satisfied or the object is within the specified range of values ​​and, given other constraints, it cannot be generated.

The value of a group of objects is the sum of the values ​​of all objects included in it.

Generation of protection

The protection of objects is calculated as follows. Calculates the index of the force of protection = the strength of the monsters of the zone + the adjusted strength of the monsters.

the strength of the zone monsters is adjusted in the zone settings in the template: Weak = -1, Medium = 0, Strong = 1.

the tuned strength of the monsters is selected before generating the map: Weak = 2, Normal = 3, Strong = 4.

Thus, the index of the security force can vary in the range of 1 to 5, while for further calculations it does not matter which of the terms it was derived from.

The monster is always generated by the total AI Value. The total AI Value of the protection of the object consists of 2 parts: the total AI Value = (the value of the object is the minimum value of 1 ) * the coefficient of 1 + (the value of the object is the minimum value of 2 ) * the coefficient of 2.

the value of the object is the value of the protected object, a group of objects or a passage (in the latter case, the value is directly spelled out in the communication settings).

the minimum value of 1, the coefficient of 1, the minimum value of 2 and the coefficient of 2 are determined by the value of the index of the force of protection :

index of security force : minimum value of 1

  • 1: 2500
  • 2: 1500
  • 3: 1000
  • 4: 500
  • 50

index of security force : coefficient 1

  • 1: 0.5
  • 2: 0.75
  • 3: 1
  • 4: 1.5
  • 5: 1.5

index of security force : minimum value of 2

  • 1: 7500
  • 2: 7500
  • 3: 7500
  • 4: 5000
  • 5: 5000

index of security force : coefficient 2

  • 1: 0.5
  • 2: 0.75
  • 3: 1
  • 4: 1
  • 5: 1.5

If some minimum value is greater than the value of the object, then its term is removed from the sum.

To guard passages, only the adjusted strength of the monsters is' used as the value of the guard strength index.'

If the total AI Value turns out to be <2000, then protection will not be placed. Otherwise, select a random type of monster and its average amount equal to the total AI Value / AI Value of the monster. If the average number of monsters is less than ((the minimum of the monster on the map + the maximum of the monster on the map ) / 2 rounded down) or greater than or equal to 100, then such a monster cannot fall out. The minimum and maximum on the map are set for each monster (you can see, for example, in the map editor).

After determining the type of monster, the number of monsters is selected as follows:

  • average = total AI Value / AI Value of the monster with rounding to the nearest side (if equally close, then up).
  • If the average number is <4, then the number of monsters = the average number.
  • Otherwise, the number of monsters = average number + random number 1 - random number 2. A random number is generated in the range from 0 to an average number of / 4 (rounded down), both numbers are generated according to the same rules, but separately. Thus, real protection can be from 75% to 125% of the average, but the closer the number of monsters to the average, the more likely it is.

Example 1.

  • The adjusted strength of monsters - Strong, the strength of monsters in the zone - Strong. The Hive of Poisonous Zmiev is generated (value 9000).
  • index of security force = 1 + 4 = 5.
  • 9000> 0, 9000> 5000.
  • The total AI Value = (9000 - 0) * 1.5 + (9000 - 5000) * 1.5 = 19500> 2000.
  • 19500 is, for example, 26 Fanatics (AI Value of each is 750).

Example 2.

  • The adjusted strength of monsters - Weak, the strength of monsters in the zone - Weak. The Hive of Poisonous Zmiev is generated (value 9000).
  • index of security force = -1 + 2 = 1.
  • 9000> 2500, 9000> 7500.
  • The total AI Value = (9000 - 2500) * 0.5 + (9000 - 7500) * 0.5 = 4000> 2000.
  • 4000 is, for example, 26 Harpies (the AI ​​Value of each is 154).

Example 3.

  • The adjusted strength of monsters is Normal, the strength of monsters in the zone is Medium. The Gold Mine is generated (value 7000).
  • index of security forces = 0 + 3 = 3.
  • 7000> 1000, 7000 <7500.
  • The total AI Value = (7000 - 1000) * 1 = 6000> 2000.
  • 6000 is, for example, 24 Spirits (the AI ​​Value of each is 252).

Example 4.

  • The adjusted strength of monsters - Weak, the strength of monsters in the zone - Weak. Prison with a 5th level hero is generated (5000 value).
  • index of security force = -1 + 2 = 1.
  • 5000> 2500, 5000 <7500.
  • The total AI Value = (5000 - 2500) * 0.5 = 1250 <2000.
  • Protection is not generated.

Example 5

  • The adjusted strength of monsters is Strong. A passage protection of 6000 is generated.
  • index of security force = 4.
  • 6000> 500, 6000> 5000.
  • The total AI Value = (6000 - 500) * 1.5 + (6000 - 5000) * 1 = 9250> 2000.
  • 9250 is, for example, 56 Stone Gargoyles (AI Value of each equals 165).

Setting up objects

General information

Template settings allow you to allow and deny objects, as well as control the parameters of their generation. Setting of objects is present in the template settings and the settings of each zone. It looks like an ordered set of rules.

Initially, there is a list of objects available for generating by default with their parameters. Each rule can remove from this list an object or group of objects, add an object or change the parameters of the object. The rules are applied in the order in which they are listed, in some cases this order is important (for example, if you want to disallow all objects and then allow a particular set, then the ban must be the very first rule, because otherwise, if it works, it will delete what it says, that added the previous rules).

First, the rules from the template settings apply to the list of objects. At the time of generating objects in each zone, the rules from the zone settings apply to the resulting list of objects.

Rules can be of two types: "Deny" and "Allow / Edit". The ban excludes the forbidden object from the list of objects to generate the filling of the zone, completely prohibiting its appearance. In addition to individual objects, you can prohibit groups of varieties: you can disable all objects at once (clear the list of objects to generate content), disable all creature banks, all Pandora Boxes and other groups of varieties of objects.

It should be noted that the ban applies only to objects that are placed on the map in a standard way of generating zone filling. It is impossible to prohibit objects that are set up according to other rules: cities, mines (and resources near them - although other resources cannot be forbidden), unguarded Keymaster Tents for connections (passages between zones) with Border Guardians (but you can prohibit Protected Tents of Keymaster with a reward for the Guardian Borders in another zone). These objects are managed using other zone and link settings. In addition, it is impossible to prohibit the Seer's Shack or the Keymaster Tent award for the Guardian of the Border in the zone, but if you prohibit the Keymaster Tents or artifacts for the Seers' Hits on the entire template, these objects will not appear anywhere.

The rule "Allow / Edit" requires indicating the value of the object, its frequency, the maximum number on the map and in the zone (in the zone settings - without the maximum number on the map). If this object already exists in the list, then its parameters will be changed to the specified ones. Otherwise, the object will be added to the list with the specified parameters.

You cannot specify some parameters by specifying them "by default". These parameters will not be changed when the rule is applied. If a new object with "default" parameters is added, then the values ​​of these parameters are taken from the corresponding object from the list of objects for the entire map (with the applied rules of the template objects). If the object is absent and in the list of map objects, its default parameters are taken as default parameters (indicated in the previous subsection). Thus, by setting all parameters to the "default" value, you can simply allow the object to be generated.

Outside dwellings, Pandora's boxes with creatures and artifacts for the Seers of Seers with creatures can be forbidden, allowed and reigned not only individually (for each creature), but also entire levels (specified frequency, maximum number on the map and the maximum number in the zone will be applied to each suitable object independently). It is recommended to use this particular mechanism, because anyway in each zone these objects can have creatures from only one predetermined type of city.

Restrictions

Adding an object to the list of objects to generate the content does not guarantee that this object will actually appear on the map. The following are some of the limitations that should be considered when managing objects.

  • Many objects cannot be generated on all types of terrain (in the previous subsection, the allowed types of terrain of objects are indicated). It is not possible to change the types of terrain on which the object is generated, but it is possible to set the zone to a particular type of terrain, if an appropriate object appears in it.
  • Many objects have restrictions on the number on the map and in the zone, which cannot be increased.
  • As indicated in the previous subsection, objects are always selected within a range of value. At the same time, the "Minimum" and "Maximum" values ​​in the zone filling settings are the range limits from which the maximum value of the permissible object for generation is randomly selected. The minimum of its value is a quarter of the maximum (objects of even lower value can appear only as part of groups of objects). Thus, the chances of generating a value object that is exactly equal to the "maximum" range are very small (except when the "Minimum" coincides with the "Maximum", since otherwise this "Maximum" from the entire range should accidentally fall out). In addition, if the minimum value in all ranges is not less than 500,
  • When determining the list of objects in the zone, care should be taken to ensure that for any value of any of the specified filling ranges, there is a permitted object without limits on the quantity from a value of 1/4 of this value to this value itself. Otherwise, the generator will not be able to deliver any objects when such a value falls out, and after several attempts it will decide that the zone is already full and will stop placing objects in it. To avoid this situation, it is recommended to always allow a sufficient number of objects of different values, as well as to avoid too wide ranges (like 100-30000), instead using several shorter ranges that correctly correspond to the values ​​of the allowed objects.
  • It is advisable to ensure that in each zone a sufficient number of 1-cell objects (such as Resources, Artifacts, Pandora's Box, Dragon Fly Hive with a single entry cage and without impenetrable cells) are allowed in different zones according to the values ​​indicated in zone ranges. Often happens that due to the resulting arrangement of obstacles in the zone, the generator cannot accommodate large objects, and if there are few unicellular objects available in the zone, generation can be interrupted and empty areas will remain.
  • For external dwellings, Pandora's Boxes with creatures and artifacts for the Seers of the Seers with creatures, the indication of value is impossible (it is calculated by a special algorithm and takes into account the number of zones with different cities). But you can adjust the range of filling zones for their values.
  • Outer dwellings, Pandora's boxes with creatures and artifacts for Hijin Seers with creatures are generated only in zones of their type of city (more details are described in the previous subsection). But it is possible for any zone to specify that in it these objects are generated with neutral beings.
  • Sometimes an object can rarely be generated because of a small frequency. Changing the frequency of the object can increase the chances of its appearance.