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Posts from Tamriel

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11 years ago
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Name: Tamriel
Map name: Tamriel
Map type: Multiplayer
Two-level map: No
Number of players: 8
Size: (XXXL) Incredible
Author: Nerevarine

Map description:

Hello everyone!
Recently, I thought about it and decided why not create a global map based on the world of The Elder Scrolls.
Those who haven't played Morrowind, Oblivion, or Skyrim should probably skip this, as this is my first time creating a map, and you shouldn't expect too much from it yet.
For those who are interested, I plan to actively improve it, and of course, I would like to hear your wishes and suggestions.

Faction-to-TES state correspondence:
Dungeon - Morrowind
Dwarves - Skyrim
Haven - Cyrodiil
Orcs - Daggerfall
Sylvan - Valenwood
Academy - Aldmeri Dominion
Necromancer - Argonian
Inferno - Hammerfell
(Yes, if you have a WTF feeling about the last two, I do too, but I couldn't come up with anything better)

Recommended difficulty - Hero.

The following problems exist:
1) The AI plays, to put it mildly, not very well.
2) The Inferno, Necromancer, and to a lesser extent, Orc factions are not yet fully developed, but they are quite playable for the AI.

Imperial City:


Red Mountain:


Summerset Archipelago:
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11 years ago
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Interesting idea. Regarding the last two factions, look for the map called "Astralia." There, the Inferno faction represented Australian (or Astralian?) aborigines.
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11 years ago
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I remember that in one of the maps, Egypt was depicted as demonic.
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11 years ago
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Thank you to those who responded. Regarding the factions: one possible solution is to implement the Oblivion Crisis (in which case Inferno is more than suitable), but I haven't fully figured out the editor yet.
So, for now, it's just a multiplayer war in Tamriel.

Also, if you have any suggestions on how to improve the AI, I'd be happy to hear them and make improvements.
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11 years ago
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AI is a fundamental gameplay challenge. So far, I haven't been able to come up with anything better than adding experience and troops to computer players through scripts, so that they can break through defenses faster and behave more aggressively.
In reply to Ment
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11 years ago
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Ment
AI is a fundamental gameplay problem. So far, I haven't been able to come up with anything better than adding experience and an army to computer players through scripts so that they can break through defenses faster and behave more aggressively.

I understand this :). But still, on some maps, the AI is very good.
For example, judging by this map, which is one of my favorites:
/topic/5320/
There don't seem to be any enhancing scripts there (judging by the answers on page 3, and I also checked it in the editor).
Therefore, I wanted to know if I might be doing something wrong.

Scripts are, of course, also a good option; I will look into them.
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11 years ago
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There is a mod called MegaAI that enhances the AI using scripts.
In reply to RedHeavenHero
11 years ago
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I checked out the map while playing as the Human Castle. It turned out to be acceptable for initial playthroughs. However, it would definitely have been better to start with a map of a smaller size. The space is organized poorly: most of it is wasteland. There are many groups of monsters that stand alone, not guarding anything and not blocking any roads. In some cases, several groups of monsters block the road in a row, but to clear a path, it is enough to remove one of them. What is the purpose of the others? I repeatedly encountered objects that were "misaligned" relative to the direction of the road. I didn't like the multi-turn teleport vortex. Its presence significantly slows down the game. This is a well-known "problem" with the AI – the hero jumps around in the teleport until they're exhausted. On this map, the AI behaves, one might say, passively: it develops very slowly, moves aimlessly (the infamous teleport contributes to this) – the gameplay doesn't come together.
In reply to 13га
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11 years ago
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13ga
I looked at the map while playing as the Human Castle. It turned out to be acceptable for initial playthroughs. But it would definitely have been better to start with a map of a smaller size. The space is organized poorly: most of it is wasteland. There are many groups of monsters that stand alone, not guarding anything and not blocking any roads. In some cases, several groups of monsters block the road in a row, but to clear a path, it is enough to remove one of them. What is the purpose of the others? I repeatedly encountered objects that were "turned" relative to the direction of the road. I didn't like the multi-turn teleport vortex. Its presence greatly slows down the game. This is a well-known "problem" with the AI: the hero jumps in the teleport until they are exhausted. On this map, the AI behaves, one might say, not at all: it develops very slowly, moves aimlessly (the infamous teleport contributes to this) - the gameplay does not develop.


Thank you for your feedback; I always welcome criticism. I really didn't think about the vortex; I'll remove it today, and I hope the AI will actually start playing more interestingly.
The rest is, of course, also true; I will gradually fill and supplement the map.
11 years ago
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Hello! I'm in a hurry to share a serious flaw in the map. These are the names and descriptions of the cities - the capital is named correctly, but the description of it and the names/descriptions of all other cities correspond to the universe of Heroes, not Scrolls. (It took 3 in-game days) I wish you good luck in improving the map!
9 years ago
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Is there a similar map available for Heroes 3?
9 years ago
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Daedric sanctuaries – that’s what the cities of Inferno should represent. And/or locations of Dagoth Ur’s fanatical followers...

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