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Perhaps, someday, someone will write a program (with a neural network at its core) that analyzes custom maps and NWC maps, "understands" the main ideas behind them, and will be able to generate good maps for the game. Moreover, the program might even sometimes take into account the balance (or rather, imbalance) aspects of Heroes 3. For example, it could place the Necropolis faction in slightly more challenging conditions, instead of simply reducing the power of necromancy.
wenwell
8 years ago
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Marlo_Stanfield,
I have another map in development, so stay in touch if anything comes up:D
Also, you can do something else – create an event in the editor with a mob attack and place it in a random location on the map, and then try to micro-manage it, like, 1 mage with an elixir vs. 100 dwarves, and stuff like that. When you want to have a battle but don't feel like playing through a map, it's the perfect option:)
I decided to pay tribute to the heroic classic in the form of Wayfarer, but I couldn't get past two weeks. It's just incredibly boring. Apparently, the moment when this map could have seemed interesting is hopelessly lost.
Lately, I've been having a very unpleasant feeling that there will soon be nothing to play. There are a couple of maps by Aeris left, and maybe something interesting can still be found on gamerhome. Although, there is still hope for the new Paragon, and a very faint belief that Nautilus will one day finish RotSK.
I wouldn't hold my breath for RotSK... Biobob never got back to me about the offer to help him finish it. At some point, maybe I (or anyone who wants to join) will try to finish the map, using what I think needs to be done ~ a difficult situation.
I'll be ready to continue developing my XL map soon; I might be looking for testers in the future ~ nothing like my previous maps. Marlo_Stanfield
Rince, I thought about that. I think it's the most difficult option of all :D
Added 2 minutes ago wenwell and I tested an S-map for several months (which no one plays :smile29:).
I'm working hard on SoD_SP 1.15, but I'll give it another go when I'm done! In general, I find that people are a bit hesitant when there are "new" tricks.
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About a year ago, I created this strange SoD map. I shared it with only a couple of people, but maybe it can give some inspiration for things possible in SoD :cool: >>23<< (will be clear to those who try :D ) (EDIT: hold on for link) Link
About a year ago I created this strange SoD map. Share with only a couple person, but maybe it can give some inspiration of things possible in SoD :cool: >>23<< (will be clear to those who try :D ) (EDIT: hold on for link) Link
yeap, amount of clicks...:o don't know how exactly I win, seems like a sheer luck + aim to form a black cross at the end. btw, with visible "net" function it's a more convinient to play!
I remember a potmdehex's "snake game", dont know if you seen it
Thanks for inspiration. Feel bad that Homm3 community from around world is too busy with any other things but not with a original SoD mapmaking and functional development for original game. On other hand, good things is a good because they're happen no so often:)
Obi
8 years ago
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Please, I really need help with the Metataksers Walkthrough. I'm following RoseKavalier's Walkthrough, moving from point to point, and I finish 1-4-3 the same way he does. After that, it's unclear. In move 1-4-4, he ends in point 4 in the video, but in the screenshots, he ends in point 3. Then he writes that this move needs to be finished in point 1. I finish this move anywhere, but not in point 1, at most in point 3, and even then, only when I dismiss the sorcerers and spectral dragons. The problem is that I have absolutely no idea what I need to do to avoid the movement penalty for snow when I have units that are not Towers. I've heard that you need to place one unit in the first cell, but I do that, and I still end my turn in point 2. Link to RoseKavalier's Walkthrough: http://heroescommunity.com/viewthread.php3?TID=42172&pagenumber=2 Link to my save at the end of turn 1-4-3: http://rgho.st/6JkMVKT4F (there are 2 saves, one is a regular save, and in the second, I added units in the save editor so that the battles can be passed through autobattle)
Marlo_Stanfield
8 years ago
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Obi recorded the day's logistics on video.
https://youtu.be/TEZhDvjv00M
I also recommend testing such moments using the code nwcredpill, and not the save editor. Not everyone knows, but it gives not only victory in the scenario, but also victory in the battle.
Added 6 minutes later
Obi
The thing is, I absolutely don't know what needs to be done to avoid the movement penalty for snow when you have units that are not Towers.
Place neutral units (in our case, these are Wizards) in a slot to the left of your own troops (for snow, these are Tower units), and you will get a turn without a penalty (100 - direct, 141 - diagonal). There seems to be another nuance related to cursed land, but I'm not sure.
Sewa
8 years ago
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Marlo_Stanfield
8 years ago
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Yes, I just tested it. If you place Cursed Land on a penalizing terrain (stones, snow, swamp), the neutral creature spawning stops working. At the same time, the Nomad, even on Cursed Land, removes the penalty on sand if there are any creatures present.
Marlo_Stanfield, thank you very much!
By the way, I figured out the movement point cost mechanic when there are neutral creatures after I wrote that post, but I'm hearing about cursed land for the first time – thanks for that information too.
Btw, does anyone know what Nautilus last wrote about RotSK? I searched through English-language forums for a long time and couldn't find anything. What are the problems with this map, and does he plan to fix them, even in the distant future?
[...] I would really appreciate some help with the Metataks walkthrough. I follow RoseKavalier's walkthrough, move point by move point, and finish turn 1-4-3 the same way he does. Then it gets confusing. In turn 1-4-4, he ends in point 4 in the video, in the screenshots - in point 3, and then he writes that this turn needs to be finished in point 1. I finish this turn anywhere, but not in point 1, at most - in point 3, and even then, only when I dismiss the Wizards and Phantom Dragons. The problem is that I have absolutely no idea what I need to do to avoid the movement penalty for snow when you have non-Tower units. I heard that you need to place one unit in the first cell, but I do that - and I still end the turn in point 2. Link to RoseKavalier's walkthrough: http://heroescommunity.com/viewthread.php3?TID=42172&pagenumber=2 Link to my save at the end of turn 1-4-3: http://rgho.st/6JkMVKT4F (there are 2 saves, one is a regular save, in the second I added units in the save editor so that battles can be passed through autobattle)
Additionally, Vertigo did not visit the Windmill (Crystals... not so useful), visited the Rally Flag and used the road for a few more tiles. This allowed him to come back closer to the Rally Flag after acquiring the Pendant of Negativity. The end result is that Vertigo finishes where he was (his last step is used to trade with A Friend, instead of A Friend trading with Vertigo) but A Friend can go a bit further.
yeah, number of clicks...:o don't know how exactly I win, seems like pure luck + aiming to form a black cross at the end. by the way, with the visible "net" function, it's more convenient to play!
I remember potmdehex's "snake game", don't know if you've seen it
Thanks for the inspiration. I feel bad that the Heroes 3 community from around the world is too busy with other things and not with creating original SoD maps and functional development for the original game. On the other hand, good things are good because they don't happen so often:)
7991 :D Yes, this was created with the same tool potmdehex used; we have discussed it extensively. 6x6 puzzles are always solvable; technically, the logic is recursion - there are plenty of solvers available. Sewa
Not bad) Marlo_Stanfield
Yes, I just tested it. If you lay cursed earth on a penalizing terrain (stones, snow, swamp), then the movement of neutrals stops working. At the same time, even on cursed earth, the nomad eliminates the penalty on sand if there are any creatures.
You can test such moments using the nwcredpill code...
It seems much simpler this way. Add the following to the launch shortcut: /nwcgrail and you'll get the main menu with all the cheats, including battle cheats.
Or am I not understanding the purpose of the specified cheat correctly? Does it do something that is not possible in the standard way?
Or did I misunderstand the purpose of the specified cheat? Can it do something that is impossible in the standard way?
nwcredpill = current player wins now nwcbluepill = current player loses now It works both on the map and in battle. It's convenient.
Dandy
8 years ago
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A little off-topic. At the beginning of this year, during a discussion about a Chinese map, the following thought arose:
Dandy
It's a fresh take; in the metatest, you could complete 2/3 of the map only to find out that it's impossible to complete because of an unkillable enemy hero on level 111. But I don't approve of such sadistic behavior from mapmakers, as it's a bit frustrating. When I imagine not knowing about a completely obscure encounter in the ramp and realizing its impossibility after a couple of months of real time, I get goosebumps and have strong associations with the movie Saw; the final soundtrack from it fits perfectly with such a situation.
Despite the fact that this is not true in the current version of the map, the map author (according to RoseKavalier) did indeed intend for this to be a possibility.
As a result, the idea arose: this could be a good plot for a popular video about Heroes. A couple of months to think about the idea, a couple of months to master the technical part (and complete a series of streams about another game), a couple of months of work, and here is the result:
Heroes 3: Pain and beauty from amateur maps
Marlo_Stanfield
8 years ago
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Alexandr Z, you can also use the cheat menu. It's a matter of personal preference. The point is that the codes for victory and defeat work not only on the adventure map but also in battle. Not everyone knows about the second point. For example, someone was adding troops using the save editor to test the logistics.
Added 11 minutes ago Obi
Btw, does anyone know what Nautilus last wrote about RotSK? I've been searching the English-language forums for a long time and haven't found anything. What are the problems with this map, and is he planning to fix them, even in the distant future?
I only got about halfway through the map, and then I completely lost track of the storyline. There are several dozen moments that seem like bugs. And while some can be fixed relatively easily (move a mage's eye, a sign, or a bush to create a path), others are more difficult. For example, I suspect that the map is missing boots of levitation and water walking for all heroes. Or, for example, an enemy hero doesn't go into the water portal even though they have water walking. Or, there are pillars that require the hero to be Laser to pass (59.124.0, 49.135.0, 52.135.0, 54.135.0 + hut 50.132.0), when it would make more sense to replace them with the hero Metataxer. Or, there's the !Teich [Jolka] artifact (8.74.0), in whose guild teleportation, water walking, flight, and damage dealing can be generated (or may not be generated, depending on luck). Is this intentional, or does it need to be fixed? And so on.
Added 2 hours and 4 minutes ago Dandy, I took a look at your struggles with the latest version of Deeply Inundated Dungeon. I have some thoughts on this.
I analyzed the alliance and tried out the artifacts from the set in various ways. I didn't find any combination of artifacts that would affect the knowledge stat. It's probably not there.
But after getting the Titan in the hut, you can play a little differently: break the box with monsters using teleportation after visiting the well, burn mana, and then take the box for 140 mana. After that, the problem is: I can't break through Mephala while keeping 30 mana. Or, there's another, even more hopeless option. Mephala is very easily defeated by a duck. But two monsters cannot be defeated by a duck. Or, you need to somehow get the Titan to take the box with teleportation without using mana.