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Thread: Map Editor: Multiple Loss Conditions | |
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Parmenides
Tavern Dweller
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posted March 15, 2018 07:21 PM |
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Map Editor: Multiple Loss Conditions
Hello,
I am currently working on a rather large campaign that attempts to draw upon the events that take place in Armageddon's Blade. I am using the vanilla HoMM3 map editor and in some of my maps, want there to be multiple loss conditions (like you see in some SoD or AB scenarios). For example, if (i) a hero is lost OR (ii) time expires, then you lose the scenario. I do not currently see how its possible to do this with the current map editor.
I have never played any heroes game beyond III Complete and the only mod I currently use is the HD+. Does anyone know how to implement multiple loss conditions in the map editor, either via mod or text editing? Is there a different version of the map editor available that uses this feature? Much appreciated!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 15, 2018 07:52 PM |
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I don't see many possibilities outside wog scripting. In AB/SoD you can create artificial loss conditions, with both a time limit (the real), then hero loss(artificial - no tavern, border guards require that hero to pass, further heroes come from prisons etc so when he is lost, your progression is over). With a bit of cleverness and knowledge of editor/game possibilities, you can come with other similar creative ideas.
Just an insight: many players hate the options "hero loss" because that makes the game go through end screen/animation every time when a battle is lost, and as a map should be challenging in first place, you will certainly lose a lot of battles. When I get a map like that, I usually remove such condition which I consider a bit noobish. Of course, when you lose a battle, you will reload.
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Rince
Hired Hero
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posted March 15, 2018 09:40 PM |
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Edited by Rince at 21:44, 15 Mar 2018.
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Certainly, It can be done, though a solution isn't an elegant one.
As Salamandre said it is only possible when the victory condition is "acquire a specific artifact" and it also applies to the AIs.
Then you put an AI hero in some distant corner of the map with the said artifact behind a quest guard.
Now you have several options.
Time limit - the quest guard requires huge amount of resources (40000 sulfur, for instance) and the AI gets it through a timed event on the map or in a specific town.
Loss of specific player hero - the quest guard obviously requires the death of said hero.
So you can be rather creative. For instance on my map I have several loss conditions:
- If you fail to capture a specific town from AI in 2,5 months
- If you later lose this city to another AI and fail to recapture it in one day
- If the final AI enemy defeats one of your main heroes (it was done to avoid abuse of 6424 level hero via multiple retreats/surrenders)
- If the final AI captures too many of your towns for too long
- Finally if it just captures the artifact itself (the one that you should eventually acquire).
Not sure, if I've written clear enough. I'm not the one to write mapmaking guides in English
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