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Walkthroughs for custom maps.

#2627
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Marmot
Thank you very much! You don't need to rush with the continuation and details: I need to read and digest what has been written, look at the screenshots...
It would still be good to insert the translation of the description at the beginning of the review:

And also, please include a link to the discussion page so that I don't have to search for the map on the site: http://karten.drachenwald.net/mapcomm.php?map=783 You can also download it from there. If anyone needs a "raw" and incomplete translation of the texts, I made it for myself and can share it.
Generating a good starting save is valuable, but how much time and how many restarts are needed to get it?..
The fact that the author's main hero is not the best "warrior" is quite unexpected (for me). Usually, the player follows the author's "dictate," and if there are no taverns on the map, there is no choice. It's easier here.

At the beginning, you usually explore the starting area and the approximate terrain of the map (to understand, for example, whether we need pathfinding, tactics, ranged attack, intelligence, diplomacy, or resistance - these are secondary skills, but they can become decisive during the playthrough), what artifacts can be obtained, whether there are any boosts at all, and what is the approximate order of quests for at least the next month or two. This takes 10-30 minutes.
Then, the starting save is generated based on the need. I described the criteria for the starting save; you can add a couple more points, but you have the list: the development tree of the starting hero or main hero, the starting artifact (or resources) for the hero or in the starting area, starting heroes in the tavern, the starting army (presence of archers), the presence of a specific type of magic in the guild. You can also add: the size of conservatories or utopias of dragons, etc. Generating a starting save can take from 3-5 minutes to half an hour, depending on the criteria (the more criteria, the harder it is to get the desired result). I can also recall generations that took up to an hour on some individual maps, including, for example, the Chinese "Jedi Counterattack" (there, the "quicksand" magic in the third castle is CRITICAL, without which you cannot complete the map + a critical upgrade tree for a secondary hero; I described my struggles in detail in the review of that map), or the recently completed Chinese "Road to Destruction" (there, too, a specific size of an external object is needed, in my opinion, with a 10% probability + random chance for the desired upgrade tree for the main hero).
I can only add that, specifically on this map, the starting save is NOT critical at all. But with a good start, the whole journey will be faster :)

:)
regarding the hero Casimir. The author, for some reason, liked him. His special ability is the "prayer" spell, which, as I understand it, should be effective in some battles. Casimir also unlocks 80-90% of the guardians, and he WILL HAVE TO be taken around all the surrounding areas.
Hahahaha! I'll make an announcement that in the middle of the playthrough, Adelaide and Malcolm SUDDENLY become the main heroes! :) I'll try to make the next part of the review in the coming days!