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Posts from I challenge you!

5.0 (2 ratings)
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14 years ago
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Title: I'm Coming for You!
Game Version: Only 3.1!
Latest map version: 1.4
Map type: Multiplayer (can also be played against the AI)
Dungeon: Yes
Number of players: 2.
Map creator: Dyrman
Size: [96X96]
Map description: A duel map with scripted structures

Comment: A multiplayer duel with bonus structures and tricky features. If you like the idea, I look forward to your feedback and suggestions, which will influence the next version of the map. Have a good game.

This information can be found in the scenario description directly on the map:

The Dolmen of Knowledge increases the hero's level with each visit, but not above 5.
The Obelisk of Knowledge increases the hero's level with each visit, but not above 15.
The Mysterious Tower doubles the growth of your outposts and the base growth of castle armies.
The Artisan's Tower increases the growth of all resources by a base unit.
The Treasury of Artifacts contains 6 artifacts (3 weak, 2 strong, 1 relic). The guard and reward are replenished weekly.

The army of outposts and side towers increases by 20% each week, but at least by one creature in the squad.
The army of the central tower increases by 5% each week, but at least by one creature in the squad.
When an outpost changes ownership, it receives improved growth for levels 4, 5, 6, and 7.
There are barriers in the Dungeon and on the surface that only allow players of their own color (Red, Blue) to pass through, and they are removed when the central road is captured (outpost-tower-outpost).


With one person, we battled until the seventh game month. The initiative constantly changed hands, and more than ten heroes were lost on my side, but the battle continued.... (c)

My hero was destroyed. Shackles helped my opponent. Luckily, the special obelisk was already available. Quickly raising the level to 15 of a newly hired Viti, I destroyed my opponent with him. (c)

All of the bugs listed below have been fixed!

1.3.2 differs significantly in the variety of strategies from 1.2.2, with a more relaxed start at higher difficulty levels. 1.4 is optimized for new versions of NHF, and the game is made faster.
14 years ago
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Started playing – the capitol wasn’t built, even though it was indicated above. It seemed okay at first, but soon an enemy approached my castle near the dolmen and just got stuck on it – it wouldn’t have been so bad if it was just one enemy hero, but then a second one arrived – and… well, I gave up and didn’t finish the game. :mad:
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14 years ago
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JonnyP
Started playing - the Capitol wasn't built, even though it's mentioned above. It seemed okay at first, but then an enemy ran up to my castle near the dolmen and just got stuck on it - it wouldn't have been so bad if it was just one enemy hero, but then a second one arrived - and... well, I gave up and didn't finish the game. :mad:
I forgot to mention that there's no point in playing against the AI. It's designed for 2 players (or at least to set up the AI after going through the multiplayer menu). But if you really need the AI, even though it defeats you in a week, I can make it more difficult and redo it. But if I make it more difficult, it will defeat you in a week. Well, I'll lower its priority for encrypted objects.
Thanks for the mini-bug report :D
In reply to Dyrman
14 years ago
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Dyrman
I forgot to mention that there's no point in playing against the AI. It's designed for two players. But if you really need an AI opponent, even though it gets wiped out in a week, I can make it more challenging and adjust it. Do you want me to?
I understand that playing against the AI isn't the same. But you still need to test it somehow! Besides, the problem is minor and easily fixed.
Actually, my goal wasn't to defeat the AI – I just wanted to check out the new features and see how they work.
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14 years ago
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JonnyP
I understand that playing against the AI isn't the same. But you still need to test it somehow! Besides, it's a minor issue and easily fixable.
Okay, I understand. I'll optimize it for the AI today.
JonnyP

By the way, my goal wasn't to make the AI unbeatable – I just looked at (tried out) the new features and how they work.
Well, that makes sense ;) At least you tested its functionality.
14 years ago
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Oh, I never gave feedback on the map:D
I like it – it’s perfect for a multiplayer game, but this is based on what I’ve had time to check. Perhaps the dolmen should be guarded (?) and the portal should have garrisons (definitely, otherwise it might be breached on the second attempt)?
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14 years ago
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JonnyP
Oh, I never gave feedback on the map:D
I like it - it's perfect for a multiplayer game, but that's based on what I've had time to check. Maybe strengthen the dolmen under guard (?) and the portal with garrisons (definitely, otherwise it can be broken through on the second attempt)?
The game is considered dynamic, with a focus on killing heroes. Therefore, it needs fast hero leveling from the very beginning, without a large army.
I'm currently working on a second idea for this map + I'll fix the AI, although with the second idea, the AI won't be able to win quickly, but at least it will try. The garrisons can be strengthened. For now, I've put guards there, not for the strongest players)).

Added 2 hours 31 minutes ago
Updated to 0.2
Increased the size of the outpost armies.
Fixed the AI hero's "rush."
Now, to reach the enemy's castle, you need to capture all the towers and outposts along one road (line).
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14 years ago
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Updated to version 0.3 (The wall was initially too bright, so I adjusted it, and also added creature stacks).
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14 years ago
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There’s also this thing – the AI actively rushes to the obelisks. By week 4, I had two months of flybys happening one after another, with the message “4 days left until activation.” Visually, it looked like about 40 of these messages were popping up at once. I need to adjust the attractors, or maybe this map just isn’t playable against the AI?
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14 years ago
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KioM
There's also that thing, the AI actively rushes to the obelisks; on week 4, I had flybies departing one after another for 2 months, with "4 days left until activation," visually it looked like about 40 of these messages were popping up at once; I need to adjust the attractors) or maybe this map can't be played with the AI?
You probably meant treasure chests. I fixed the obelisks, but forgot about the treasure chests)) thanks. That's what it means to try to do something quickly :(

Fixed it.

I understand about the priorities, but I'm used to banning regions. ))
Played with the AI for a bit longer. Well, it's a noob :) I decided to strengthen the army.
Updated to 0.4

Added the SM version
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14 years ago
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Dyrman, hello. I finished your map on Veteran difficulty after 3 months of leisurely gameplay. Version 0.4. Overall, I enjoyed it, especially considering the map's simple and small storyline. I have a few suggestions regarding the technical aspects of the map: 1) I would like to reduce the rate at which creatures accumulate in garrisons. Their numbers grow too quickly, almost in a geometric progression (or was that the intention? That if you don't capture the garrisons immediately, you'll never be able to?). It becomes impossible to capture the garrisons after 2 months. The number of creatures in them ranges from 1,000 to 3,000, with 1 to 4 creatures of levels 5-6, and with this growth rate, it's impossible to gather a sufficient army to defeat them! 2) For objects with a "visited" status that are tied to scripts (treasure vault, obelisk), the status should change after visiting them. I know that with treasure vaults, you can "re-loot" them after 14 days, but it would still look more logical if, after visiting once, the status changed to "already visited." 3) Limit the number of heroes controlled by the AI. By the 3rd month, the AI had about 10 heroes running around. I couldn't keep up with capturing mines in the Dungeon because they would come and take them back. I even placed a hero with a small army there to catch these intruders, but it didn't help; the AI just keeps hiring new ones and sending them. I think that on this map, the AI only needs two or three heroes at most for balance, and the player should have the same limit. When playing as a Necromancer, I increased the weekly growth rate of low-level creatures in taverns by +20-30, and it worked well. P.S. I would like to see more new, unpretentious maps. It's not interesting to play self-made maps because you know everything about them from A to Z. But playing someone else's map is different, and by "unpretentious," I mean maps with a storyline like this one (maybe even bigger in size).
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14 years ago
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KioM

1) I would like to reduce the growth rate of creatures in garrisons; they grow too quickly, almost in geometric progression. (Or was that the intention? That if you don't capture the garrisons right away, you'll never be able to?) It's not possible to clear out the garrisons after 2 months; there are 1k-3k creatures in them, 1-4 of level 4, and almost a hundred of level 5-6. Considering the growth rate, there's no way to gather a large enough army to clear them out!
Hmm... 2 months... that's rough (what were you doing?). The growth rate is 2x per week without a central tower. It's best to clear them out as soon as possible. But, I think I'll weaken it.
KioM

2) Objects with a "visited" status that are tied to scripts (treasure vault, obelisk) should change their status after being visited. I know that with treasure vaults, you can revisit them after 14 days, but it would still look more logical to have the status change to "already visited" after visiting once.
JohnnyPae has already hinted at this. But the "visited" status does reset. For now, I've removed the text altogether (I haven't released the version yet). I'm thinking of putting the activation time in the description that appears when you right-click on the object. Ah, and for complete happiness, a trigger is needed to choose a hero on the global map.
KioM

3) Limit the number of heroes the AI can have. In my game, the AI had about 10 heroes running around by the 3rd month...
Where did you get that number? The maximum is 8.
KioM

I couldn't capture the mines in the Dungeon because they kept coming and taking them back. I even put a hero with a small army there to catch these intruders, but he doesn't care; he just hires new ones and sends them in. So, I think two or a maximum of three heroes are enough for the AI on this map for balance, and the player should have the same limit.
The map is small. The level bonuses also imply a large number of heroes. I'm more worried about suicide heroes with a house in the Necropolis.


Added after 3600000000000 nanoseconds
Updated the map to version 0.5 based on feedback and suggestions
- Garrison growth rate weakened;
- To capture an enemy castle, it is now sufficient to capture the central road;
- Improved description and situationality of objects;
- Added a description of map objects and bonuses to the scenario (quest menu);
- Artifact treasure vaults now respawn in a week;
- Now, when capturing an outpost and towers, a level 7 creature arrives instead of a level 6 creature;
- Enemy armies now consist of upgraded creatures;
- The AI now receives its native army bonus at the start;
- Several minor bugs fixed.

In version 0.5 SM, in addition to this, the ability to hire new heroes has been added.

Those who downloaded the map before 2:20 PM on April 5th, Moscow time, please re-download it (I uploaded the wrong version at first, even though the version number was the same).
In reply to Dyrman
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14 years ago
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Dyrman
Hmm... hmm... 2 months... that's rough (what were you doing?). :) The growth rate is 2x per week without a central tower. It's best to clear it out as soon as possible. But, I think I'll weaken it.

I just don't like rushing when playing Heroes. I played through your "Absolute Power" map for 11 months :) (by the way, it's one of my favorite maps).
Dyrman

JohnnyPae has already hinted at it. ;) But the attendance is recovering. For now, I've completely removed the text (I haven't released the version yet). I'm thinking of putting the activation time in the description that appears when you right-click. ;) Oh, and for complete happiness, I need a trigger to choose a hero on the global map. :)
From where? Maximum 8 ;)

I just like to level up my main hero on the map, investing all my resources into him, and when opponents come at me, even if it's not 10 but 8 well-leveled heroes... I don't know, it just feels like some kind of imbalance. :)
Dyrman

The map is small. The level bonuses also imply having a large number of heroes. I'm more afraid of kamikaze heroes with a House of the Necromancer.

By the way, I played it against the Necromancers. They really annoyed me with their "Earth Shock." It would be harder if the obelisk only increased the level for the player's first hero, and not for all of them :smile42:
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14 years ago
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KioM
by the way, I played it against Warlocks) they really annoyed me with their "earth shock"... it would be harder if the obelisk only increased the level for the first hero of the player, and not for all of them :smile42:
Obelisks are forbidden on computers. This already makes it weaker.

KioM
and I don't like to rush when playing Heroes) I played your "Absolute Power" for 11 months :) (by the way, one of my favorite cartoons)
That's quite a long time (very glad you like it) :) Do you play with people? Maybe we can test this map with someone?
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14 years ago
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Dyrman

Wow, that's a long time (very happy that you like it) :) Are you playing with people? Maybe we can test this map with someone?

I was playing with people :) (people) 2x6 (AI), I don't remember exactly which month, but we were the only two left) and we were beating each other up for 6 months :smile01:

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