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Walkthroughs for custom maps.

#3446
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scars of reality, Minchev recently released an S-size map. You can check it out. I also started playing one of his maps recently, played for a couple of days, and decided to make plans for the future, delved into the editor, and got engrossed for a month or two. I got bored and quit. There was also a need to manage creatures, sending them across vast distances to certain quest guards. I don't like that.) A Cold Day In Hell also looks interesting, it's an M-size map.

Dandy, The traditional question is - will there be streams? Not about the Lime map, but in general?
 
And a few questions about the Lime map: how many snakes, resources, and other troops do you have at the beginning of the 4th month? I tested the final battle using a save from Marlo, reduced his army by half, and ended up with 3288 snakes with single units. I only attacked with snakes, using the rest of the army to absorb damage from the archers. A big advantage here is that the AI doesn't want to attack the archers if it has alternatives like cows, vipers, etc. It even prefers to attack the cows that are just standing in defense and can't reach it due to the walls.
 
With this army, the AI is defeated with 3 hitran units and a finishing blow. The finishing blow can be done with a lock or main hero, depending on the situation. Two hitran units are paid for - buying snakes for 400,000 and 300,000. There is plenty of money left after selling all unnecessary troops and resources, buying snakes, and upgrading. Almost a million gold remains. This is on version 6.1.1, without the quick battle bug, but with a monstrous amount of randomness. I assume that it is possible to defeat it with 2 hitran units + a finishing blow, meaning money will only be needed for 1 purchase.
 
Because of this, it turns out that you need to aim for at least 5 months, but for this, you need to play not from Marlo's save, but start from the very beginning. In the case of the bug, if you have at least 3,000 snakes, meat, and money at the beginning of the 4th month, you can complete it in 4 months. Well, that's what I think, I haven't played the map, I just tried the final battle + the necropolis garrison that guards the tent. Everything is defeated there too. With the bug, it may not even be necessary to kill all the archers - the gremlins have 8 shots, although they hit hard.
 
I thought about ballistics, but didn't find much use for it, at least for the main hero. It works very well for the lock in the final stage - killing the stack of nagas and golems. But even then, you can manage without it. Lure the AI with a stack of archers so that it kills the ballista. You will only need to destroy 1-2 towers without breaking the walls. Pathfinding will also be needed when you have to walk across the sand in several steps. And the lock should have good attack and preferably positive luck; even after being poisoned by a duck, one naga can regenerate from an attack of 87 vampires, even though the lock has 22 attack and attack bonus. It's barely defeated. Most often, it happens when luck triggers. There is also an option - finishing with vampires + cyclops, but I haven't checked if the tower will attack the vampires or the cyclops; if it attacks the former, then everything is fine.
 
Test final battle recording:
1) https://www.youtube.com/watch?v=J3CmnegDKN8
2) https://www.youtube.com/watch?v=3i4V3iXc_vo
3) https://www.youtube.com/watch?v=Y-XIE0b5yw4
4) https://www.youtube.com/watch?v=2_ELvF-sqMo
 
In some places, it can be improved, fewer birds can be taken, the dragonling shouldn't be lost in the first battle, the third battle was done in a hurry because a reserve is already felt, but for a test run, it's good enough for now.
 
P.S. Have you tried using the SoD_SP function, which allows a creature to stand in defense automatically? There seems to be such a function; it might help in some battles in quick battle, so that a creature doesn't move from its place. And very encouraging results with unexpected twists, a start for gold! It would also be interesting to see more screenshots, with the arrangement of snakes before pressing the quick battle button; that's where the essence of this bug lies.