![]() Magic Well (if you gain mana, instead of standart text, a mana-scroll image with the amount of points will be displayed in the status window) Resource mines, Windmills, Mystical garden, Shack, Prison, Cover of Darkness, Lighthouse, Keymaster’s tent, Buoy, Obelisk, Den of Thieves, Mermaids, Water Hole, Flotsam, Sanctuary, Learning stone, Oasis, Campfire, Stables, Pillar of Fire, Observatory, Abandoned Mine, Shrines of Magic, Magic Scrolls īorder Guard/Gate (if a keymaster’s tent was not visited) Objects/events that underwent this change: Displaying time is 7 sec (original displaying time when picking resources – 5 sec). This information is now displayed in the status window in the right bottom corner of the adventure screen, as when picking resources. No ‘OK’ window when visiting/picking objects. Tl dr - is it possible to generate random maps in H3 editor from custom template? If yes, how?Ĭheers I don't usually play random maps, but this forum post may be of some help.The interaction with the map is now much faster: Copy/paste Jebus Cross template into RMG.txt? Install some mod? AFAIK HotA editor has some improvements, so maybe use that? But does it have possibility to create SoD compatible maps? So I was thinking that there should be a way to get custom templates into normal map editor. Create couple of maps this way and have them for later. Not perfect, but still better than restarting game at day 6. So it's not rare sight to see some artifacts, that can be snatched from guards, free passage next to creature guarding road to central area or even directly connected player zones (with half of the barier not generated).įor now the workaround I found is to just create new hot seat game, exit it and check if map is playable in editor. ![]() ![]() ![]() Even though HD+ Mod and custom temeplates are great, it's still H3 random map generator we're talking about. Recently I've been playing some evening H3 games with my 2 friends - mainly Jebus Cross on medium map with no underground and with strong enemies. ![]()
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