newest version for RoC editor?

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1. Seems like a lot of the stuff in the stickies doesnt apply to the map editor I have. I am running war3 RoC v1.17 and there are no such options as "advanced=>game constraints" etc to edit spells and skills.

Is there some way to get an editor that has the same options as TFT but that also works for RoC? I'd like to be able to get spell editing without having to use a 3rd party tool.

2. I am trying to make some custom heroes but a few things have gone wrong. Basically the game doesnt count them as heroes. They level and have inventories and abilities, and they appear in the heroes section of the post-game score screen, but I can make as many as I want. How do you build a limiting factor into a custom hero the same way you can with a regular hero, so that you can't have more than one of a kind and you cant have more than 1 hero per level of your town hall?

Also, all my custom heroes are based on copies of the human paladin (as in, new custom unit, pick base, then edit fields to make custom). In the post-game score screen, his icon appears instead of the one I customized. Is there any way to fix this?

3. I saved a copy of "lost temple," an included map, so that I could have the clean old version and a new version to add heroes to for testing. However in the new version all the game values were from an older version of RoC...for instance priests and sorceresses had 'pierce damage' and 'light armor' instead of 'magic damage' and 'unarmored' armor. How can merely copying the level and renaming it cause all the game values to revert to a previous patch? I'm confused.

Thanks if anyone can help me.
 
First of all, thank you for reading the stickies :-)

as far as the editor goes, if you want an editor with the "same options" as the TFT editor, that is called the TFT editor. The things you want to do are not simply hidden away in the RoC version, they simply don't exist.

TFT is not very expensive anymore anyway, because its been out for about 1.5 years now. Anyone should be able to afford it.

As someone once said, making maps in the RoC editor is like trying to be a professional artist using just a crayon.
 
WHEW yea, you have to use ALOT of backdoors and such with the ROC editor or use ALOT of illusion and work around things. I've tried it once and BOY was it HARD.
 
That said, does anyone know how to fix the problem of limiting heroes to one per type and one per town hall level in RoC?

If not, are there any guides or forums based around RoC and not TFT? I'm not trying to do anything really ambitious like the rest of these folks are doing, camera work and score boards etc. I'm just making custom heroes by swapping around abilities already present in the game.

Also is there any way to give a non-hero model the hero glow around their feet if I choose it as a hero?

Thanks
 
TFT is a max ammount of only $15. get that everything is better. when i saw the roc editor i was like omg kill me now if i wanna make maps. tft is way more friendly. get it and everything will be better. trust me.
 
when i saw the roc editor i was like omg kill me now if i wanna make maps

*rolls on floor laughing*

when I get home I think I can help out with the hero thing, its covered in my unit editor glossary (which isn't on the tutorial site yet but hopefully will be soon).

The glow thing I think can be done if you use WE Unlimited (see the FAQ). I believe WE Unlimited actually adds a trigger action that is called something like "unit - add hero glow". It does require the glow file(s) to be imported into your map, but I think they come with WE Unlimited.

btw WE Unlimited = the TFT editor on crack (i.e. lots of extra cool, crazy and insane things in it)
 
CnP from my unit glossary (the following are explanations for unit editor fields)

Techtree - Dependency Equivalents (Unit List)

This field was originally the main method for getting custom heroes to count in the default “3 heroes per player” limit in melee-style games. This functionality has now been deprecated with the presence of the Gameplay Constants field “Techtree – Dependency Equivalents – Hero”. The current method for achieving the objective of this field is as follows:

1. Use the trigger action “Player – Limit Training of Unit-Type”, and limit training of the custom hero in question to 1 (for melee-style maps, but you can make the number higher if you are trying to do something else). Put the action in a trigger that has the event “Map Initialization”.

2. Add the custom hero to the Gameplay Constants field “Techtree – Dependency Equivalents – Hero”.

3. The custom hero will now contribute towards the “3 heroes per player” limit.

EXTRA NOTES:

The trigger action “Melee Game – Hero Limits” resides in the “Melee Initialization” trigger by default when creating a new map. This action causes the number of allowable trained heroes per player to be set to 3. To change this limit, delete that action and instead use the trigger action “Player – Limit Training of Heroes”.


Techtree - Requirements - Tier 2 (Techtree Requirement List)

Sets the unit/building/hero requirements for creating another hero in melee-style maps. In a typical scenario, 1 hero per tier is allowed to be trained, with the maximum number of tiers set at 9. By default, the first hero trained by a player is available from the beginning of a game.

For making melee-style maps where you want to include custom heroes in the 1 hero per tier limit, you must verify that the tier requirements are properly set for all your melee and custom heroes. Check all the “Techtree – Requirements – Tier x” fields and also “Techtree – Requirements – Tiers Used” for each hero. It will be typically the case that, for all the heroes that can be trained by a player, these Techtree field requirements will all be identical.
 
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