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Map Name: Limes Inferior
Author: Sprocket
Version: English
Difficulty: 200%
Downloaded: from the maps4heroes map catalog
Finally completed a map that, back in its day, dealt a own same blow to my heroic ego :D
Difficult maps in Heroes can be conditionally divided into two categories: those rich in opportunities and those poor. In the first case, the authors give the player practically everything as the scenario progresses; the main thing is to manage what you're given wisely (Metataxer's Revenge, Xiedu). In the second case, the authors follow the principle of "give nothing" (campaigns by Maxuta-Phoenix, Minchev's maps). Limes is exactly an example of an ultimate challenge following the second template. I have never encountered another map so poor in terms of potential opportunities. All schools of magic are banned; the available Mage Guilds are limited to third-level spells, making wisdom useless here. But the map still cannot be called "heroes of might not magic," as the AI has offensive magic. And only offensive!
Before actually starting another attempt to beat Limes, I had to spend several evenings generating a starting save, since a lucky generation is about a third, if not half, a guarantee of success in this case. In the end, I still wasn't entirely satisfied with the generation, as wood and stone both came out at 9, and Dragon only had 41 gnolls, but it allowed for good progression both along the +8 attack line and the 10 gorgons line. The realization of how great this save was came during the process.
The author wrote on Polish forums that he planned the map to be unbeatable at 200% difficulty and consequently was unable to beat it on impossible himself; meanwhile, he even made it harder in the English version (!), which in my understanding gives me carte blanche to use any tricks I am capable of (not referring to cheats or save editors, of course). By the way, one idea never panned out. I thought about generating a grail for the starting town, but testing on a map showed that if obelisks are missing and the author hasn't placed a grail, it doesn't generate.
At first, I tried playing through the +8 attack bonus, but the generation got stuck dead when transitioning from day 7 to 8 (the necessary Dragon didn't arrive at the tavern). So I tried playing with the cow bonus and was surprised by how much better it is in terms of tempo than attack. Also, in this save, Cipesca visited our respawn during the transition from 1.4.4 to 1.4.5, so it's a good thing I didn't play through the attack bonus.
Order of actions at the start:
1.1.4 - capture town, break through 1 ruh.
1.1.5 - Tazar runs toward wyverns, tavern is built.
1.1.6 - break through all wyverns, buy Dragon, prefecture is built.
1.1.7 - break through lizard warriors, smithy is built.
1.2.1 - buy previously dismissed Dragon with 52 gnolls; under him, buy Gervulf with ballista. Tazar with 11 cows, 91 gnolls, and a ballista breaks through 38 upgraded basilisks in a tedious battle. Losses are around 20 gnolls. Market is built.
1.2.2 - break through cyclops without losses and then break through 22 cows (losses again around 20 gnolls). After this point, Tazar has expert armor, basic tactics, basic logistics, and advanced attack (!). Mage Guild is built.
1.2.3 - Tazar goes for a turnaround, municipality is built.
1.2.4 - Tazar spends the night at home, book is bought, fort is built.
1.2.5 - Tazar runs toward the ring, breaking through gnolls along the way; gnoll hut is built.
1.2.6 - take the ring, Tazar enters the barbarian part of the respawn, flies are built.
1.2.7 - break through goblins, Tazar positions himself under ogre shamans, Stronghold is built.
1.3.1 - buy Wistan with 18 lizards; using Dragon, he brings in lizards and gnolls, breaking through ogre shamans (losses: several lizards, 20+ gnolls). Castle is built.
1.3.2 - break through orcs, lizards are built.
1.3.3 - Gervulf breaks through flies with 1 cow and takes their external dwelling; Tazar runs toward thunderbirds, capitol is built.
1.3.4 - break through thunderbirds, Tazar runs to cyclops, wyverns are built.
1.3.5 - break through cyclops and then upgraded cows; only 31 gnolls remain. Resource depot is built.
1.3.6 - collect resources in the corner, Tazar returns. Captain's quarters are built :D
1.3.7 - in a wild battle, 11 cows, ballista, and single units of gnolls break through 157 raiders, losing only gnolls. Cows are built. Gervulf, with three artifacts from the legion statue set, crashes into town.
This is essentially my vision of standard development via the 10 cow bonus. Basilisks didn't appear on week 3, but that's absolutely not critical.
I generated week 4 with +5 cows, captured the right town with small losses, and this is where the conditions appeared to apply the imba-strat from wenwell's map "Break in One Day". Under certain conditions, a small group of shooters and flyers can destroy an opponent who far exceeds them in physical strength but does not shoot or cast offensive magic, with negligible losses. The respawn is fully cleared; among other things, thunderbirds on boots, monsters, hydras, and monarch wyverns are broken through. Cipesca bursts in from the right, but we're in no hurry to drive her away; we wait for 2.1.1.
The second and all subsequent months up until the sixth were generated as snake month. For these purposes, a small Chinese-made program called CreatureMoon came in handy, which, although it works intermittently, does work. On 2.1.1, I cranked out 179 upgraded flies and knocked out Cipesca, and then Chuaseka. It was already possible to think about breaking through the right garrison. But here are two unpleasant nuances: heavy losses in the garrison and poorly developed swamp-dweller castles. In general, there's no real point in rushing your tail off just to arrive at half-empty AI castles. First, I put it off until 2.2.1.
All this time, the situation with the Inferno AI gave me no peace. The author completely went overboard with the English version and for some reason eased its development. A preliminary test showed that at timing 3.4.1, Lucifer has the same setup as in the Polish version at timing 4.2.1 (archdevils, 200+ upgraded pits, area magic from Mage Guild), and if you arrive 1-2 weeks earlier (which is possible), he's stuck inside the zone behind the right garrison with a smaller army, but hitting him is very inconvenient; the garrison guards and anti-morale events get in the way. And all this had to be pulled off while short on +8 attack :confused:
In general, I went to kill Lucifer on week 6. Using a bug, I broke through 500 pit lords on the way, and on the second pack, I leveled up the new governor of hell, Alkin. On 2.2.3 was the battle with Lucifer, which I spent two evenings on :D He only has 45 spawn of evil, but my 200 flies under 14 attack and bless killed only 7 per hit. In short, a classic battle in the spirit of a masochist's dream, where you need to resist magic arrow, morale all units, not trigger morale yourself, and resist slow on enemy stacks, prevent them from fleeing, and avoid heavy losses :smile04:
Next, we forget about the orange one. Following timings:
2.3.3 - swamp garrison.
2.4.2 - wave goodbye to blue; because of snake month he had nearly 200 upgraded dragonflies, but he broke through easily despite that. The same blue idiot also built me 3 Mage Guilds in the barbarian castle for some reason, which meant I didn't upgrade snakes in one swamp. Unheard-of luck!
3.1.3 - barbarian garrison.
3.2.2 - red is finished off.
3.3.5 - first Inferno garrison.
3.4.7 - second Inferno garrison.
4.3.x - skirmishes with green.
5.2.x - skirmishes with brown (because of Tazar's strength, he doesn't show himself for a long time if you hang around near the exit portal). The surprise was that one of the browns is Mephala. A very tough fight.
6.2.x - buying and delivering everything, and heading toward the Necropolis garrison. 2000 flies were bought in one of the towns. There was an alternative to stay on the respawn longer and farm flies, but there were two problematic points: tedious control of green is ahead, and money is still insufficient for a proper fly buy-out.
6.3.2 - break through Necropolis garrison, negligible losses.
6.3.x - purple is wiped out (had to take an imp to the face once), four Necropolises are captured.
6.4.7 - break through the garrison before Necro City in a grim battle; about 1700 flies, 200+ cows, nearly a thousand lizards and other bits remain. Purple is finished off.
7.1.4 - steal the legion statue before Sprocket.
Then comes several months of army farming for the final battle. I tried it in month 9 but couldn't manage. So I broke through on the tenth.
Overall, the completion was somewhat experimental, with bug-strats in a couple of battles with neutrals and some grinding with monster weeks and months, but generally, it works. Such a map, such methods. I recommend playing this map only to dedicated masochists :smile11: I wanted to record the battle with wolves on 1.3.7 for memory, as I thought I'd found morale for the cow in rounds 1 and 2 on fix-random, but while recording, I realized I hadn't :D