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#41
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I sent the archive to the organizer... I think that if there's no option to join forces, the map becomes too difficult for a quick playthrough. I had to use the "hero digger" tool extensively and analyze which heroes are best at managing logistics (among the mages, the focus was initially on magic). So, it's not surprising that people probably just gave up. I would still play through it to reach the required number of players, but the idea for a faster, more viable option came to me after about 5 hours of playing around... By the way, I'm not very familiar with map editors and other nuances. Question for the experts: how was it done so that the starting monsters of the computer opponents didn't move more than one day's journey away from their castle? I spent about 10 hours using the "vernicle" tool to check. They weren't even bought by several weak heroes who were one day's journey away, but further away from the castle. And then there was this blatant cheating by the computer. As soon as the first sorceress was defeated (and it was a tough battle, by the way – 20 minutes were spent developing it, and everyone fell except for one pig), the remaining barbarian immediately recruited the neutral creatures that had just been destroying him in battle... The necromancer stood out by increasing his army with skeletons after playing more actively instead of losing the battle, even though he lost a couple of units. The warlock did the same thing and extended the game by one day using the "vernicle" tool. Therefore, only someone who knew about the join on the respawn point or a genius who wanted to show off their skills on this map could call it an easy map.

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It was funny to click the "quick reply" button after this post

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