Skip to content

Posts from The Necromancer's Path.

4.6 (7 ratings)
7 years ago
Auto-translated
Thank you for the map! It was quite interesting. I played the latest version on "hero" difficulty and completed it in 197 days. I focused on Zoltan, developing his wizardry and chaos magic skills. His keen eye allows him to acquire the necessary spells in a relatively short time. (Chaos enhancement artifacts are also available on the map). I agree with the previous commenter: there are some difficulties in the early game, but otherwise, it's possible to accumulate resources and "crush" the AI with a large army gathered from three castles and dwellings. Brown doesn't cause any problems in the middlegame, and blue barely appeared once with a "low" threat level and was otherwise passive. Suggestions: strengthen the AI (blue) so that its incursions are as challenging in the middle of the game (around the 3rd month) as brown is in the early game.
User Avatar
7 years ago
Auto-translated
Oh, now that's more like it ;) thanks for the comments :) I'll take everything into account)

And a special thanks for the replays)

Added after 3 minutes
MerlKori
Essentially, the whole difficulty of the game is surviving the initial stage while there's not enough meat to repel Giovanni's advances. I played slowly, scouring the entire map, and spent 223 days. , Final build - mentorship, distraction, fire warriors, storm wind, and darkness. By the way, how do you take the Necromancer amulet from Giovanni? He doesn't want to give it up on his own territory.

Bad luck :rolleyes:

In 9 out of 10 cases, Giovanni brings it, based on my observations.
7 years ago
Auto-translated
When I add a map to the maps folder, and then try to launch the game, I get the error "empty pointer to creature #180", followed by "Press ok to skip the following creatures checks", and then "Original version of the game Heroes of Might and Magic V not found". Version 3.1! As soon as I delete the map, the game launches immediately. Please help! :D
In reply to TheVovikPanda
7 years ago
Auto-translated
TheVovikPanda
When I add a map to the maps folder, and then try to launch the game, I get an error: "empty pointer to creature #180". Then, "Press ok to skip the following creatures checks", and then "Original version of the game Heroes of Might and Magic V not found". Version 3.1! As soon as I delete the map, the game starts immediately. Help me :D

You are most likely launching the game through H5_Game.NCF. Try launching it without the mod.
If that doesn't help, clear the folder with mods and maps.
In reply to TheVovikPanda
User Avatar
7 years ago
Auto-translated
TheVovikPanda
When I add a map to the maps folder, and then try to launch the game, I get an error: "empty pointer to creature #180". Then, "Press ok to skip the following creatures checks", and finally, "Original version of the game Heroes of Might and Magic V not found". Version 3.1! As soon as I delete the map, the game launches immediately. Help me :D

The map is conflicting with the NCF.
7 years ago
Auto-translated
You could say I completed the game using a specific hero. The map is excellent, and I thank the author for it. Now, some details and observations about the playthrough: 1. First, I leveled up Kaspar to level 20 so I could always return to his dwelling. Arantir stood by the cliff and was left untouched. I leveled him up later, at the top. Then, a blue knight appeared and started harassing Giovanni. He kept harassing him until he died himself. This was beneficial to me in two ways. Was this strategy unexpected for the author? Because it makes the game significantly easier. 2. Regarding the scripts. It's clear that any player can perform the exchange. The script involving three necromancers is only for Arantir, as there is a warning about this. However, only Arantir transforms cities. But I took a human city with Kaspar and used it for a long time to gather resources for conversion, which was advantageous to me. And finally, the portal script. I completed it again with Kaspar; they took everything I had, but they didn't close the portal. They only closed it when Arantir arrived, but he was quickly defeated. The game isn't worth it because Kaspar can easily close it by sacrificing himself, and Giovanni doesn't emerge. 3. Arantir accepted the final battle in a rebuilt knight's castle, and it ended with him easily defeating the enemy (killing the catapult + dispersion + berserk + raise dead). A new day arrived, and a message appeared, something like "Leave the old man alone." The OK button responds, but the message doesn't close. So, technically, I didn't finish the game.
User Avatar
7 years ago
Auto-translated
Completing the quest to close the portal does not close the portal itself. You need to revisit the portal with any hero, but Arantir will be the one to take control of it.

No one has forbidden the blue hero from attacking Giovanni, although it might be worth changing that.

You can transform the city by having Arantir enter an already captured city. As for hiring humans, that's up to the player.

This bug has not been fixed yet. You need to click OK many times, and then it will stop. The problem is with the AI visiting a scripted object.

Hmm. Maybe Giovanni was just afraid to attack Kaspar?

Added 3 minutes ago
In short, it's clear. The map needs to be made more difficult in the middle. Okay. This is better than making it easier.

Added 1 minute ago
The next version will definitely be better.
In reply to ass1952
User Avatar
7 years ago
Auto-translated
ass1952
A new day has arrived, and a message appeared, something like "Leave the old man alone." The OK button responds, but the message doesn't close. So, technically, I haven't finished the game.
You need to press OK many times – as many times as the computer clicked on the hut; I already wrote about this to the author. The computer arrives on the island and keeps clicking on the hut until it's blue in the face. And you have to keep pressing OK for it.
7 years ago
Auto-translated
I completed the map with a hero in 145 days (and received a Cyclops as a reward). At the beginning, it was difficult; I was leveling up Zoltan because Arantir suffered heavy losses without the "Raise Dead" spell (by the way, I could have given him that spell, plus the "Lord of Life" ability). After about two or three weeks, Zoltan reached level 20 and generally repelled the attacks of Giovanni and Benedict without major problems. Then, with Zoltan (level 29), I trapped Giovanni, and Arantir went upwards, where he successfully developed to level 31. Of the enemies, the most formidable turned out to be the last one – Benedict (a level 40 build with a lot of units). However, he made a mistake by chasing Arantir and catching up with him in the upper-left Castle. Naturally, I destroyed his catapult and stunned his archers, and as a result, he just stood near the walls, obediently taking my spells like "Enslave" and "Berserk." In general, the battle ended without losses (I had about 600 vampires and around 300 liches). Overall, I liked the map, but I have some questions (perhaps rhetorical). Why make the hero's path to the Barbarian Castle so complicated (what's the point?). What should be done with new artifacts like the Skull of Corruption and the Bundle of Wood? Finally, I never understood how to capture Giovanni's Castle (the game ended, and he, the rascal, remained alive). But overall, thank you to the author for their work.
User Avatar
7 years ago
Auto-translated
the Necromancer's Path map crashes; the game is unable to run.
In reply to ZTwo
User Avatar
7 years ago
Auto-translated
ZTwo
The Necromancer path map crashes; the game is unplayable.

Did you even try reading your own message?)

Added 12 minutes ago
Antik
I completed it with a hero in 145 days (I got a Cyclops). It was difficult at the beginning; I was leveling up Zoltan because Arantir suffered heavy losses without the "Raise Dead" spell (by the way, they could have given it to him, plus the "Lord of Life" ability). After about two or three weeks, Zoltan reached level 20 and, in general, successfully repelled the attacks of Giovanni and Benedict without any major problems. Then, with Zoltan (level 29), I locked up Giovanni, and Arantir went north, where he successfully developed to level 31. Of the enemies, the most formidable turned out to be the last one – Benedict (a level 40 build with a lot of creatures), but he made a mistake by chasing Arantir and catching up with him in the upper-left castle. Naturally, I destroyed his catapult and stunned the archers, and as a result, he just stood near the walls, obediently taking my spells like "Charm" and "Berserk." In general, the battle ended without losses (I had about 600 vampires and about 300 liches). Overall, I liked the map, but I have some questions (perhaps rhetorical). Why make the hero's path to the Barbarian castle so complicated (what's the point?). What to do with new artifacts like the Skull of Corruption and the Bundle of Wood. Finally, I still don't understand how to capture Giovanni's castle (the game ended, but he, the scoundrel, remained alive). But still, thank you to the author for the work.

Arantir should acquire Raise Dead in another way.))
The Bundle of Wood is an Easter egg.
The Skull of Corruption is actually a very useful artifact.
Giovanni's castle cannot be captured.
The point of the path to the Barbarian castle is that this obstacle can be overcome by slightly exploring the area.

Thank you for the Walkthrough.)

Added 1 minute ago
A new version will be released soon. I couldn't log in to the forum for a long time, by the way... and it's still glitching terribly for me...
In reply to AstralLein
7 years ago
Auto-translated
I won map V 1.1 playing as a “hero,” after 100 days (as Aranthir). The rumors about the map’s difficulty are greatly exaggerated, but I didn’t find it particularly easy or enjoyable. The map’s landscape turned out well, and in some places, even beautifully. There are some nicely executed dialogue scenes. However, everything that happens on the map feels like a rough sketch. As I understand it, the main entertainment for the player should be fighting Giovanni. He came with a more or less serious army a couple of times. Then he started grabbing whatever he could and attacking again. This hard-working guy developed logistics and tried to grab something at least a couple of times a week. There was no difficulty in dealing with him, but this kind of tediousness is beyond measure. An orc running out of a human castle looked very strange. The under-knight, with its racial inferiority, didn’t exactly make the air any fresher. In contrast, the two final heroes turned out to be quite likable. (I didn’t expect them to be, so Naadir participates in the final battle). Aranthir doesn’t have the “raise dead” spell at the start, which encourages the player to use other necromancers, because any other necromancer has this spell in their spellbook. It’s a bit strange to create a map centered around a main character while simultaneously discouraging players from using him. This is further emphasized by the magic Temple where you get the necessary spell, but the guards are completely overwhelming. (You can break through them without losses either by having “PM” or by having a well-developed hero, but that takes time). It turns out to be easier to get “PM” in another way, and the Temple is not needed at all. The swamp with ghosts is a bad idea, in the form it was implemented. I ventured into the swamp, had a couple of encounters with ghosts, and stopped going there. First, how can the player know that there is actually a passage there? Randomly trying to find it is not a rewarding activity. Second, what is there to do? I didn’t read anywhere in the game about the art on the swamp. Third, the AI moves freely through the swamp, and its heroes are the first to reach the desired location. In my case, the special artifact dropped from a randomly defeated brown hero. Finally, the newly created artifacts are very questionable. The transformation of a city when captured by Aranthir happens automatically; it would have been better to ask the player if they want this to happen. The cities are fully built, and turning the living into undead in your own castle is not a problem. During the transformation, the city is destroyed. Another reason not to make Aranthir the main character. I agree with the previously expressed opinion about the road to the orc city. It’s not well done. Only the hero who defeated the orc horde can freely travel there and back. I used a “city portal” to send a supporting hero into the city, but getting out of it is an impossible task. The fat officials look disgusting and are not particularly functional. What is the point of creating them? Or is this an attempt to completely discredit the Castle army?
User Avatar
7 years ago
Auto-translated
13ga
Map V 1.1 was won by a player using the "hero," 100 days (GG-Arantir). The rumors about the map's difficulty are greatly exaggerated, but I didn't find it particularly easy or difficult. The map's landscape turned out well, and in some places, even beautiful. There are some well-executed dialogue scenes. However, everything that happens on the map is done in the style of a sketch. As I understand it, the main entertainment for the player should be the fight against Giovanni. He came a couple of times with a more or less serious army. Then he just grabbed whatever he could and went again. This hard-working guy acquired logistics and at least a couple of times a week tried to grab something. There was no difficulty in dealing with him, but such a headache is beyond measure. An orc running out of a human castle looked very strange. The knight, with his racially incomplete nature, didn't exactly make the air any fresher. In contrast, the two final heroes turned out to be quite likable. (I didn't expect them to be, so Naadir participates in the final battle)
Arantir doesn't have the "raise dead" spell at the start – this encourages the player to use other necromancers, because any other necromancer has this spell in their spellbook. It's a bit strange to create a map around a main character while simultaneously discouraging players from using him. This is further emphasized by the magic temple where you get the necessary spell, but the guards are completely disproportionate. (It can be bypassed without losses either by having "PM" or by having a well-developed hero, but not quickly). It turns out that it's easier to get "PM" in another way, and the temple is not needed at all.
The swamp with ghosts is a bad idea, in the form it's presented. I went to the swamp, had a couple of encounters with ghosts, and stopped going there. First, how can the player know that there is actually a passage there? Trying to force your way into the unknown is not a rewarding activity. Second, what is there to do? I didn't read about the artifact on the swamp anywhere in the game. Third, the AI walks freely through the swamp, and it is their heroes who reach the desired location first. In my case, the special artifact dropped from a randomly defeated brown hero. Finally, the newly created artifacts are very questionable.
The transformation of the city when captured by Arantir happens automatically; it would have been possible to ask the player if they want this or not. The cities are fully built, and turning the living into the undead in your own castle is not a problem. During the transformation, the city is destroyed. Another reason not to make GG Arantir.
I agree with the already expressed opinion about the road to the orc city. It's not done well. Only the hero who defeats the orc horde can pass freely back and forth. I used the "city portal" to drop a supporting hero into the city, but getting out of it is an impossible task.
The fat officials look disgusting and are not particularly functional. What is the point of creating them? Or is this an attempt to finally discredit the Castle army?

I've been waiting for your comment as a professional for a long time :)

1) Yes, there is. The game's difficulty is very uneven. In the new version, I'm striving for a balance of difficulty at the beginning, middle, and end of the game (currently, the difficulty is only possible at the beginning, and even then, not for long).
2) More likely, the main problem is... the idea is this: protect your capital from Giovanni and at the same time give a beating to the blue player. But the balance turned out poorly... and Giovanni becomes just an annoying fly, and Benedict is "one-time use." We will fix it. Hopefully...
3) The orc is an alternative leader for the blue side. He establishes order in the orcish castle, and then the AI can do whatever it wants.
4) This was a hint at the need for a second hero... but I guess I overdid it. I will also balance it, as much as possible.
5) The brown hero should get these artifacts... so that the player can then take them from him. Trial and error is an alternative for those who are not lazy. The Cloak of Deadly Shadows on the swamp is a quest item. The Skull, also on the swamp, is the strongest hat on the map. Well, and the bundle and the Ring of Light's Eye are Easter eggs.
6) This is an oversight. When the map was released, I didn't implement the resetting of bonuses in the blue cities while the player owns them, as intended... but now I know how to do it, thanks to AlekseyS, and this will fix the problem of the advantage of "living" cities.
7) The path to the orc city is indeed a stupid idea without justification. It will simply be removed.
8) We will make a new model :D since so many people are complaining :rolleyes: The officials are for expanding their own storyline, plus it's always nice to add a new unit :)

Thank you for the detailed and helpful comment. And special thanks for the replays :)
7 years ago
Auto-translated
I completed the map using version 1.0 and a hero. I am now deleting all my previous messages where I complained about the map's difficulty. The only challenging battle was against Vessel. If needed, I can provide the save file.
Since the main issues with the map have already been mentioned above, I would like to add the following:
1. Add an alternative way to complete the necromancy quest. By the end of the game, I only had two heroes left, but the quest requires three.
2. As a suggestion: when the human town transforms, also transform the dwellings in the surrounding area.
Something like that.
Thank you to the author for creating this map.

Statistics

Welcome our newest member: recijeb

Users Online 4 users 1379 guests