Mt templates


















There can be multiple towns in the zone. Town type castles — with Fort; non-fortified, aka villages — without Fort and amount is denoted by town icon s castles — with windows; villages — without and number s alongside them.

Neutral and player-controlled towns are distinguished as well neutral towns have grey tower tops, while player-controlled towns have tower tops of corresponding color. Basic connection between two zones is denoted by a single black line.

The number on it is connection value, which specifies the power of units guarding it. Connection with a Border Guard is crossed by another shorter line in place of the number. Wide connection is denoted by thick grey line. Thin dashed line denotes fictive connection: the zones will not be actually connected, but despite this fact, the generator will try to place these zones close to each other, if possible. If the connection has an obligatory road, thin white dashed line is added inside the connection line.

Note that if several connections with obligatory roads occur between the same pair of zones, only one road will be generated. Mirror templates have their underground layer generated as an exact copy of the surface level.

On the template layouts surface zones are drawn at the left and the underground ones — to the right. Note that the right side of the layout is turned upside-down — if some zone is found on the top of the surface part, its copy will be at the bottom of underground part. It means that this zone or connection may or may not appear during generation, depending on the map settings selected before start number of players, map size. This way several templates may be configured differently, depending on the number of players or on the map size.

If you want more detailed view on any of the templates, you may open it using built-in template editor. To do so you need to run Rmg Template Editor. In this mode each zone displays all towns and castles total number, maximum allowed number of towns if more than standard amount may be generated , allowed towns and castles alignment and notification if all the towns and castles in the zone must belong to the same alignment.

Asterisk, as in the Standard view, signifies the custom settings or restrictions of certain objects generation. Double-clicking any zone or connection allows you to edit it.

Host player templates are used to generate map during multiplayer session. At the beginning of new map generation all players have their templates compared between each other and with the reference template on HotA server.

If no message appears after the check is performed, it means that host uses the template that is either to your corresponding template or corresponding reference template. Assuming that joining player has default template, it means that the host has also used the default template for map generation, and the players are free to proceed.

Otherwise the user is shown a message describing inconsistency type and possible solutions to this issue. This template pack is also known as Default template.

It is a template pack that consists of multiple different templates suitable for various map configurations in terms of size and amount of players. Before generation starts, if this pack is used, one template is randomly selected from all the templates corresponding to the selected configuration.

Although extensive, this template pack is believed to be not quite optimized for multiplayer sessions. One of the most popular mirror templates. Treasure zones contain rich rewards, but are often small and lack the most valuable treasures, like Relic artifacts.

Connection guards are considered difficult on the first week, but starting from the second week they become an easy goal, thus letting players to pass them and get in contact with their opponents. This template is considered to be among the most balanced ones. This template is a mirror variant of Diamond template. AI zones are located between the treasure zones. Treasure zones content varies from unguarded gold, as well as some other small rewards, to the objects of immense value, like Relic artifacts.

This template is a mirror variant of Jebus Cross template. Each player has a big ang rich treasure zone on their native terrain at their disposal. There is also a heavily guarded access to an extra-rich central treasure zone. Central treasure zone consists of two parts — one on each layer — connected by unguarded portals. This treasure zone tends to be even richer than on original Jebus Cross maps. This template is a mirror variant of Jebus Cross template for 2v2 team games.

Ally zones lack direct connections, but hiring heroes in allied taverns, as well as using Town Portal spell is still available. Treasure zones are not so rich and cannot contain Relic artifacts.

This is a mirror template for early contacts and quick expansion. Treasure zones are small and not so rich, cannot contain Relic artifacts as well. This template is mirror version of Firewalk template and is focused on highly dynamic game.

The connection to white zone is worth opening soon: there the big piles of gold, banks with gold in reward and a Conflux village can be found. Map layout is heavily branched, and therefore there is no distinct centre.

There is some variety in treasure zones: 4 gold zones which may contain Relic artifacts being the most valuable, but hard to access, because all connections that lead there are imperatively roadless.

From their area players may enter one of the 2 central treasure zones, where clash is the most probable. The zones are moderately rich, Relic artifacts cannot be found on their own. The template has a rich central treasure zone with Relic artifacts inside and several poorer treasure zones. The town number here is above usual, connections are poorly guarded. The players are expected to base their gameplan on exploration and spell research.

Treasure zones are quite valuable though they may not contain Relic artifacts , but they are roadless and quite heavily guarded. Every player has access to their own half of the map, halves being connected via rare treasure zones.

The treasure zones are valuable, but only the central one may have Relics generated. Though this template is non-contact, the tempo is compensated by obligatory roads in each connection. It consists of a large number of zones. ETBs are targeted, are designed to induce their own internalization, even against non-internalizing receptors, and destroy tumor cells that are resistant to other modalities.

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Because the empty string '' and the value 0 are both valid return values for this method, you should check specifically for undef :. Only applicable if the template is an Index Template, this method returns the url for the page which is the result of building the index template. If the template is not of type index, or if the index template has not built yet if the template is static , or if the index template does not have corresponding FileInfo record if the template is dynamic , this method returns undef.

When this is called through the MT::ObjectDriver classes upon loading a template object , and if the template is linked to a file, it will also load the contents of that file, setting the 'text' property. The MT::Template object holds the following pieces of data. These fields can be accessed and set using the standard data access methods described in the MT::Object documentation. The name of the template.

The type of the template. This is only applicable if the template is an Index Template. If the template is linked to an external file, the body of the template is automatically synced between this data field and the external file.



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