VEGVISIR 2.5
4/8 Heroes-format template.
Template is played with ally-AI: red+tan VS blue+green.
4/8 Heroes-format template.
Template is played with ally-AI: red+tan VS blue+green.
❖ Round template with stable generation (layout of the map looks like the scheme) played on L or L+U.
❖ Pandora boxes can have all standard rewards: experience, money, spells or army.
❖ Players don't rely on Creature Banks: you will play around your own faction units.
❖ Players will have 3 mostly unguarded (value 200) Town Gates in their "biomes".
❖ It is a pack of 200 templates in 1, but the difference between them will be the location where Magic Eyes will spawn and terrain. Random terrain is mirrored for both players.
❖ No side "biomes" to go for. For more strategic gameplay just enable underground. Underground has the same shape, it is more rich but dangerous at the same time and will have a treasure zone in the middle. But even when playing L+U, games will never be as long as JC typical matches after side-breaking 131+.
❖ Cancer Earth Magic is nerfed by removing 3 spells. 2 of them you can get only by using Scholar or by choosing a hero which has those spells from the start.
❖ Summon Elementals are nerfed by the template rules (2 max allowed).
❖ Monster behavior is set to 1 - 10 for "biome", 4 - 10 for all other zones. 75% of monsters join and only for money on all biome zones and 50% on all other zones.
❖ No prisons in treasure zones.
❖ Special weeks are enabled (creature weeks and the Plague).
Check your HOTA version, if it's not go to: HOTA downloads
Download template.
Place your .h3t file into Heroes 3 > HotA_RMGTemplates directory.
Make sure that there are no subfolders otherwise it won't work. Don't rename the folder to avoid matching errors in lobby. Restart the game if template doesn’t appear on the list.
4 heroes limit gaming rules.
Refer to these rules in case of conflicting opinions. If the situation at hand is not covered in this ruleset, then write about it in the feedback channel.
If host gets a mistake message when he generates template - it is a technical restart. The thing is, that RMG editor first chooses a template, then it checks the settings inside. That can cause a bug. I already told about this to HOTa developers, hope it will be fixed. This bug won't crush the game though, all you need to do is to go for technical restart in this case. Chance of this is not huge, but can happen.
4 heroes for both players in pool only allowed including heroes, who stay in cities. If you want to open a prison having 4 heroes already - you must delete one of them before opening;
You can not have more than 2 summoned stacks on the battlefield;
Recommended timers for 4 heroes play: 6 - 4 - 1 or blitz 5 - 3 - 0.30;
Restarts are ( like on JC template, for example) - 2x111 / 1x112;
160% difficulty (10000 gold, 10 ore and wood and 5 gems / crystals / mercury / sulfur) is recommended. For more dynamic gameplay you can also set 130% difficulty (15000 gold, 15 ore and wood and 7 gems / crystals / mercury / sulfur). 130% doesn't affect on AI behavior in battles;
Monster strength: strong;
Water content: none;
Road types: fast, medium or dirt. You can also set 2 or all types at the same time, random type will be generated;
Fly / Dimension Door on other zone without "breaking" is not allowed;
Sim turns: 123 - for fast roads, 125 for medium roads, 127 for dirt roads (might be changed later). You can always prolong sim turns if needed;
Tournament rules: on.
AI: red + tan / blue + green. Faction of AI - random.
8 heroes (standard format) gaming rules.
Refer to these rules in case of conflicting opinions. If the situation at hand is not covered in this ruleset, then write about it in the feedback channel.
If host gets a mistake message when he generates template - it is a technical restart. The thing is, that RMG editor first chooses a template, then it checks the settings inside. That can cause a bug. I already told about this to HOTa developers, hope it will be fixed. This bug won't crush the game though, all you need to do is to go for technical restart in this case. Chance of this is not huge, but can happen.
You can not have more than 2 summoned stacks on the battlefield;
Recommended timers for 8 heroes play: 12 - 6 - 1 or blitz 8 - 4 - 1.00;
160% difficulty (10000 gold, 10 ore and wood and 5 gems / crystals / mercury / sulfur) is recommended. For more dynamic gameplay you can also set 130% difficulty (15000 gold, 15 ore and wood and 7 gems / crystals / mercury / sulfur). 130% doesn't affect on AI behavior in battles;
Monster strength: strong;
Water content: none;
Road types: fast;
Sim turns: 121. You can always prolong sim turns if needed;
Restarts are ( like on JC template, for example) - 2x111 / 1x112;
Fly/dimension door on other zone without "breaking" is not allowed.
Tournament rules: on.
AI: red + tan / blue + green. Faction of AI - random.
Standard lobby trades (like on JC template, for example) for both 4 or 8 heroes limit play.
Optional for 4 heroes limit play - [RH] Random Hero trade system. Host rolls a random pair of factions. Then players select these factions and start the game with random Heroes (in game you can do as many restarts for heroes as you want. First hero pair reroll is free. Each next reroll costs 500 gold. If the pair of heroes is same after restart then it is auto-restart for free). After that players go back to the lobby and begin standard trades, keeping in mind what Heroes were generated for this match. First players trade for heroes, then - for colors.
how does different terrain work exactly?
Mostly you will get the terrain of your own faction type. If not - as I said before, terrain will boost/punish both players at the same way. That is why I made 200 templates in 1 pack. For example if both players will have dirt terrain, there can be only 4 versions: 1) players are playing Dungeon vs Necropolis; 2) players are playing any faction but Dungeon or Necropolis; 3) both players are playing either Dungeon or Necropolis factions, which is "exotic" way to play that makes no sense, it is no mirror template; 4) one player will have either Dungeon or Necropolis on dirt terrain, while another player will have for example Stronghold on snow terrain. This is technical restart. Middle zone terrain will work the same, either boosting or punishing both players at the same way.
why not just set your own faction terrain always ?
Because some objects can be generated only on a specific terrain. This template allows for the possibility to play as Necropolis while having genie lamps. Oasis. Pyramids. Many and many and many other objects. This presents HoMMIII from different side.
why do I get a bug message when I generate the template?
Just go for technical restart. It is not a template's fault, but critical bug of RMG editor that I found while was working on this template. Hope HOTa will fix it one day.
why do I have unguarded Town Gates?
For dynamic gameplay.
why some creatures join my army on "biome", though my hero has no diplomacy skill ?
Behavior of monsters on starting "biome" zones is set to 1-10 for dynamic and none-standard gameplay, opponent will have the same.
why is it called "Vegvisir" ?
Because layout of map always looks like Vegvisir symbol, you can google what it is.
won't be guards stronger since I have 3 same faction towns on biome ?
Of course they will. It can not be changed in RMG editor, and even if it could be - I will let it be as it is now. I was making not a clone of JC, but a template with own logic. You will have 3 same cities and much more units than on JC to deal with guards.
why is Resistance enabled ?
Because it is cool random.
won't some faction like Necropolis and Dungeon be overpowered since you will have 3 own cities ?
I made some personal fixes for factions. There is no reasons for detailed description, I will just give some examples here: there won't be any mansions for Necropolis, there won't be too many dwellings for Dungeon, there won't be over 1 elf/pirate/marksmen dwelling per zone etc... I think it will be fine, tests will show.
why play it on 4 heroes, not on "standard" 8 heroes ?
I want to try new format between dynamic of 1 hero template and standard 8 heroes playstyle. Of course, you won't break, most likely on 121 on 4 heroes, but look at this from different side: one player plays JC on 8 heroes, another player plays this template on 4 heroes, and third player plays JO on 1 hero. One hour passed. What do we see? It is 117 for JC player, 131 for Vegvisir player and JO player already finished his match or is having final battle. On another hand, on 131 you will have 2 incomes of creatures from factions, not just 20 wyverns, 12 cyclops and 3 angels. Maybe JC match will already end by 117, maybe opponent is just standing in front of your break - all happens. I think you understand the idea: 4 heroes is no worse / better, no more strategic / noob play, it is just different and that's it.
why banning Stone Skin, Shield, Implosion, Antimagic and Shitte...oh, sry, earth elementals summon ?
RMG editor can "balance" magic only by enabling / disabling spells. My position is clear: earth magic is stronger than all 3 other schools of magic on most of the templates, and I played them all in HOTa, not just JC-playing. Among russian community, for example, water magic is very often called (I am sorry) - "sh%t magic". I don't want this cancer to be presented on this template, but I understand, that even after banning 5 spells out of broken earth magic - it is still very strong. But still other schools of magic will be more effective. You still can get Shield and Stone Skin on main hero using Scholar. I hope and believe that HOTa will rebalance schools of magic somehow or at least they will make it possible in RMG editor to do with it what you want.
2.5 version changes:
❖ Ash unbanned, Geon banned;
❖ All skills are available.
2.4 version changes:
❖ template is played with ally-AI (red+tan against blue+green). Faction of bots are always set on random;
❖ players have 2 towns instead of 3;
❖ zones on L+U size are slightly more rich;
❖ zones on L size are greatly more rich;
❖ main breaks value on L size is decreased by 5000;
❖ treasure zones on L size can have more creature banks;
❖ Implosion and Antimagic are allowed.
2.3 version changes:
New link for this web-site made under template description.
2.2 version changes:
❖ players now start with 3 cities, the hero of each player spawns in corner city.
Reasons:
1) capturing cities is must-have on this template (unlike on JC, for example). This will avoid this routine;
2) to provide more scouting before player will decide if restarts need to be taken;
3) to balance factions, which require lot's of buildings in contrast of "fast" factions like "Fortress". You can focus on units/economy now from the start.
❖ L size portal disposition is changed.
2.1 version changes for L size:
❖ template value is more rich, 3 mines are added on biome zones (1 ore pit, 1 sawmill and 1 golden mine);
❖ diplomacy on biome zones is set to 75% joiners;
❖ value of treasure zones is remade, they are more rich now. Creature banks frequency is higher than it was before;
❖ now portals will have roads;
❖ random chance for cities on treasure zones having fort;
❖ value of break guards increased to 55000. Alternative breaks are 45000.
2.1 version changes for L+U size:
❖ subterranean gates on treasure zone will have roads;
❖ diplomacy on biome zones is set to 75% joiners.
2.0 version is a remaster of old one. No need for any patches yet.
Banned Spells
Added Secondary Skill
Banned Artifacts
Added artifacts
Banned Heroes
Added Heroes
Made by John Denver. Twitch link: https://www.twitch.tv/john666denver