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Hive Leader

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#47
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Rambo1969: Yes, you are absolutely right, most of the errors you encountered are related to an outdated version of the map. It's nothing. Especially, a bug with the undead outpost was fixed, and everyone is actively using it now =) =) =)
Regarding attacking the Necromancer's Castle, well, you can certainly get creative. First, make the Necromancers your allies, then, a second before attacking Nicholas, make them enemies again, and after his death, make them allies again. Although, their city doesn't really play a significant role. (It immediately reminds me of the last mission in Warlords of the Horde with 900 Cyclops)

As for the boredom and true hardcore difficulty, I'll honestly think about it. In the first version, each city had an outpost, but the AI would gather one army and crush any player. Then, I left normal troops only in the first three cities and the final one - the eighth. Again, it's very difficult to control the AI that has 7!!! cities and infinite resources. As an option, I can simply create a script to add armies to the remaining cities under AI control, but not all at once, but every n number of days, and even n*number of days, then the difficulty will be approximately the same throughout the game.

jjjoker777: The green quest was specifically made as a secondary one. I might add some meaning to it, or I might not.
As for the Haven lands, everything was done intentionally, just consider it as a landscape. After all, they are at war now...

Thank you all for your feedback. Regarding the ideas with the green faction, this can be postponed to version 1.1.0, and as for the difficulty, I will try to think about it. (Since I am a very bad player, unfortunately, I cannot test the difficulty on myself)

Whatever