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Posts from Dominion

5.0 (1 rating)
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9 years ago
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I think the author didn't expect such a bug – 1,500,000 experience points in a chest is a bit too much.
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9 years ago
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I've fixed all the bugs, including the non-functional cooldown for Utopia's "Surge" ability. I'll upload it next week; I'm currently on a business trip and don't have the opportunity to do it now. Thanks for the testing and feedback.
In reply to atlant108
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9 years ago
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atlant108
I think the author didn't expect such a bug – 1,500,000 experience points in a chest is a bit much.

And where is this bug located?

I just checked and found 1,650,000 and 1,750,000.







9 years ago
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Eight players on a map like that is too much. Five is the sweet spot. Four on top, one on the bottom. Damn... it's like some kind of Kama Sutra.
In reply to elizbar1967
9 years ago
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There's no need to limit the number of players. Sometimes it's fun to engage in infighting:smile20:
In reply to Rexul
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9 years ago
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Great map, and the number of players doesn't need to be reduced – kudos to the author! But +100500 gold/experience in the chest – is this a bug or intentional? – IMO, it would be better without this mega-chest.
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9 years ago
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Perhaps the author was testing something? P.S. If you hold a tournament on this map, you'll have to set a rule that players are not allowed to take the treasure chest.
In reply to Ment
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9 years ago
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Ment
Perhaps the author was testing something?
P.S. If you hold a tournament on this map, you'll have to set a rule that players shouldn't take the chest.
Maybe it would be better to ask the author to fix or remove the chest.
9 years ago
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Just delete it in the editor, it's not a big deal.
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9 years ago
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As promised, here is the fully completed version of this map; I apologize for the delay.

Update from 08/15/2017, version 1.3

- All shortcomings and bugs on the map have been fixed.
- The cooldown reset issue with Dragon Utopia visits and treasure vaults has been corrected.
- Tasks related to collecting sets have been adjusted.

Download the Господство map, version 1.3

P.S. The issues with chests were not intentional; they remained after testing. There was one more chest that you didn't find; it was in the Dungeon belonging to Humans. Regarding the number of opponents, it’s just right. I played through this map myself five times as different heroes and races, and each time it took about 5-7 months because I wanted to collect a set of dragons and a set of my race, and the chance of finding items in the treasure vaults is around 15%, so I wasn't always lucky) and had to run there several times
In reply to KioM
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9 years ago
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access to basic mines is not equal – for example, for Humans, both mines are very close together, and you can approach them without any obstacles (of course, after fighting the units of tier 1). For the Elves, the lumber mill is nearby, but the mine is several days' journey away (you have to make a detour to the north). At the same time, you will have to fight through neutral units of level 5 or 3 (they guard treasures, but also prevent you from reaching the mine) – is this intentional, or is it a bug?
In reply to SRD
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9 years ago
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SRD
access to basic mines is not equal – for example, for Humans, both mines are very close together, and you can approach them without any obstacles (of course, after fighting with units of the 1st tier). For the Elves, the lumber mill is nearby, but the mine is several days' journey away (you have to make a detour to the north). At the same time, you will have to fight through neutral units of the 5th or 3rd level (they guard treasures, but also hinder access to the mine) – is this intentional, or is it a bug?

I didn't aim to create a perfect mirror image; many things are compensated for by something else. For example, for the Elves, this is compensated by the Sylvan Sanctuary. Regarding the fact that 5th-level creatures block the passage, I will check and fix it if that's the case.
In reply to KioM
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8 years ago
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I played a map (as the Elves - Direal), but didn't finish it – I got bored, and it wasn't possible to play it quickly (I don't like long games). The problem is that you can't rush (the garrison prevents it), and it's also not possible to develop your hero quickly (there are few resources at the start). As a result, the game started with a defensive approach (the AI has more resources and develops faster). Vlad arrived, and I dealt with the Necromancer. Then an Orc who killed a Demon arrived, and I took care of him too. Plus, by this point, I had already partially cleared the starting territories (captured mines, etc.), meaning I had amassed a lot of resources – I was level 21 (I took Education on the first level-up). I left Talannar, who was well-developed with Mentorship, to defend the city, and I went to attack the enemy – the game became boring (end of the second month). Pros of the map: - Excellent design (I'm already sick of the ugly, schematic GSC, and this map was a pleasant surprise in that regard). - Fast AI turns. Suggestions: To speed up the game, you could partially build up the starting cities (to level 3-4), remove the resource limit, and weaken/remove the garrisons. P.S. All of this is just my IMHO
In reply to SRD
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8 years ago
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Forgive me, map creator – I couldn't resist – I opened the map in the editor and emptied the garrisons, while also building up the starting cities to level 3 – the game became more dynamic, it became more engaging, and the potential of city conversion was revealed – in essence, it's not even a conversion, but rather the demolition of all buildings (the city doesn't just change ownership, but becomes a level 1 city). As a result, losing a capital becomes extremely painful, and resources are always needed, not just in the first month.

Added 4 hours 15 minutes ago
Forgive me, map creator – I couldn't resist – I opened the map in the editor and emptied the garrisons, while also building up the starting cities to level 3 – the game became more dynamic, it became more engaging, and the potential of city conversion was revealed – in essence, it's not even a conversion, but rather the demolition of all buildings (the city doesn't just change ownership, but becomes a level 1 city). As a result, losing a capital becomes extremely painful, and resources are always needed, not just in the first month.
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8 years ago
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playing without garrisons will become too difficult for some, as the AI has many more resources at the start and develops faster; it arrives too quickly with a good army, and it's just a means of containment.

I'm glad that the map appealed to you in some way.

P.S. I'm thinking about making quests to collect a set of items for each faction mandatory for winning the map.

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