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#959
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Here's a map that isn't as impressive, but still worth checking out: "Ray of light". Author: Sergey Petrov (although the map is in English). The discussion suggests that it's quite difficult, despite being a medium-sized map, and the ending features a battle with a very formidable opponent. But even before that, you'll have to put in some effort. One player wrote that they've started playing it from the beginning for the 4th time!
I downloaded it myself, but haven't started playing yet: I need to finish "5th Element" first. I just can't find the time to sit down and play right now. But I'm following the discussions on the forum.
Marlo_Stanfield, the first of the two suggested maps is more to my liking: the terrain looks natural, and the map is filled out carefully and evenly. And there's almost no text, so there's hope for a good experience. As for the second one, it seems to be about conquering America. But, unfortunately, there's a lot of text.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
#960
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Of course, I temporarily closed the graves in this way. Specifically for those asking about it right now. And that's why I didn't delete them, because it's a temporary solution until a permanent one is found. A permanent solution has been developed. Those who want a more challenging experience will find it closed off. For everyone else, it remains as it is.

There's no need to think that I'll rush to rework something just to please someone. Of course not. I take note of feedback and consider it. I might add something, or I might reduce something.

The main problem with all the methods described above is the widespread "hit-and-run" tactic. I never play that way myself. It's practically impossible to fight against this. Therefore, the only thing left to do is to ignore this fact. The map wasn't designed for this, and it won't be reworked to accommodate it.

I've made some minor updates based on suggestions from those who played it.
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In reply to Dandy
#961
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Dandy
Oh my god, why all these fakes? I thought the ship summoning wouldn't happen for quite a while, but it turns out it happens right after respawning... why are there extra shipyards on the respawn points? And those purple pillars are the same. I'm a little disappointed.


It's interesting to read this. If you look at the map in a flat and superficial way, then yes. These seem like meaningless objects. And even fakes.

Almost all objects here have a meaning. And even these shipyards. And even these pillars. And this meaning was intended to be not obvious.

I must say that the AI in Heroes is really bad. So, I don't know how it is on Chinese maps, but most of the maps I've seen have a complete lack of AI as such.

So, these pillars and these shipyards are needed precisely to make the AI work! And, what's worse, to make it work differently(!) for different difficulty levels! Not just for players like you.

And there are many artifacts scattered around here. But you won't be able to use them right and left.

I could, of course, explain exactly how the AI is trained in reality. But I don't think you'll be interested in that, as I understand it.

Added 22 minutes later
If it's not clear right away:
The purple pillars are needed so that the AI covers its locations with a veil of darkness, without having necromancer castles. As you know, the AI doesn't rush to do this if you just put this veil nearby, within easy reach. And only setting the goal (the desired portal) behind this veil, partially blocked by an obstacle, creates the AI's desire to visit this veil. Which is what was needed.
And why is the obstacle in the form of a purple pillar? Because at the moment the purple tent is passed, there are no enemies at the specified locations. And to speed up the purchase of creatures in a bunch of castles without a town portal, the pillars are removed.

And yes, many of the other pillars also have a meaning. Each one. And each one is where it should be.

Added 4 minutes later
It seems to me that I'm talking to seasoned professionals. So, here's a task for you: The AI comes to the Seer's Hut, but it doesn't have enough resources (it doesn't matter what) to get the gift. After a few days, it gets these resources. Make it come to this hut and get the gift. Draw a map - post it here. Let's talk about fakes and tricks.
#964
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Attempt to reduce the effectiveness of hit-and-run tactics in the early stages of the game.
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In reply to Alexandr Z
#965
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Alexandr Z
It’s interesting to read this. If you look at the map in a flat and superficial way, then yes, these seem like meaningless objects, and even fakes.

Almost all objects here have a meaning, and even these shipyards. And even these pillars. And this meaning was intended to be not obvious.
I more or less understand the pillars, but the main reason for my misunderstanding is the shipyards.
They look like puzzle pieces, but they are an extra piece for solving the puzzle. Have you ever put together puzzles? Randomly found pieces from another puzzle are incredibly annoying!
And how do the shipyards train the AI on the current map? Only a player can gain access to them, and after opening, even if they attract the AI, there are no goodies for them there.
Alexandr Z
An attempt to reduce the hit-and-run effect in the early stages of the game.
It seems that Imps are now banned in Castles. So maybe all level 4 combat units should be banned too? Or maybe level 4 magic can be useful somewhere?
In reply to Dandy
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#966
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Dandy
It seems that Imps are now banned in castles. So, maybe all level 4 combat units should be banned as well? Or perhaps the 4th-level spell might be useful somewhere?
But then, how do we deal with enemy Azure Dragons? They gather in groups of 15, while we only have a few, plus some other minor units. It's okay if we're playing as Haven, theoretically we can take them out with Titans from under the power field. But what about the other factions? There's no resurrection available in the early stages of the game (only from Archons). Even if we try to wear them down through castle sieges, we'll still take significant damage from the ranged towers.
#967
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the author added a couple of timed events on the 2nd day; I suspect that cheating isn't necessary:)
"(Gameplay)
---------
{Hit-and-run} is a cheat!
The map can be completed without it. Absolutely.
Of course, you can use this cheat if you like being a loser :) "

"{Important!}
(Gameplay)
----------
According to the map settings, {Dismissal} and subsequent hiring of main heroes is prohibited.
This applies to the starting heroes of Haven. The others are not restricted.
But, unfortunately, we have a bug in Heroes 3 here.
Using this bug is a cheat.
You can, of course, cheat like that if you can't play without cheats :)"

Added 5 minutes later
Marlo_Stanfield, by the way, on the limes-inferior map, I managed to build bulls + vipers in the Stronghold on the 3rd week, I think I'm a week behind the 160% conditions in terms of progress. Is that one week of progress really that significant?
In reply to Dandy
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#968
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Dandy
Marlo_Stanfield, by the way, on the limes-inferior map, I managed to build Bulls + Vivs in the Castle by week 3, at 200%. I guess I'm a week behind on the 160% conditions. Does that extra week of growth really make such a difference?
The chosen difficulty also affects the time it takes for computer-controlled players to emerge from the Dungeon and use one-way portals. I can't say for sure if that extra week makes a difference, I'm just not as good at the game as you are :)

Added 8 minutes later
Dandy, and on what day did you capture the Castle? Did you choose the starting bonus for attack or logistics?
In reply to Marlo_Stanfield
#969
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Marlo_Stanfield

Dandy, on what day did you take the Castle? Did you choose the starting attack bonus or logistics?
The starting bonus for 200% is definitely attack. I'm afraid that with logistics, you simply can't defend the first Castle with just one unit:)
But I still rate attack higher than logistics + pepper. If logistics were banned on the map, then yes, but essentially, giving up attack just for pepper is debatable (unless you somehow manage to scrape by with the computer on a tight budget). And considering that we're fighting purely with physical attacks, our strength is determined only by the amount of units and combat stats.
Regarding the computer player, the starting amount of resources on 160% and 200% doesn't change for it, but there is an additional bonus from mines. Considering the nearest enemies:
the red and blue mines don't have wood or stone, which won't lead to them appearing faster on 200%.
but the green one is a major player; it has one wood and one stone mine each (I'm so jealous). This is a bonus of +39% on 160% and 53% on 200%. In total, the difference is one wood and one stone per week, which is very insignificant.
Yes, the increase in gold will be greater, but the computer's problems with building are more likely due to a lack of wood and stone (but I'm not sure).

In conclusion: in my opinion, on this map, everything comes down to our development. This is precisely the part of this map that interests me. If I kill the Swamp creature (and I think it's worth killing him first), then I probably won't continue playing the map.
In reply to Dandy
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#970
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Dandy
In short, in my opinion, everything on this map depends on our development. This is the part of the map that interests me the most. If I kill the Swamp Thing (and I think it's worth killing him first), I probably won't continue playing the map.
Of course, it's up to you, but I would be interested in seeing a complete walkthrough. And if the map is manageable, it won't take much time, I think.

Added 1 minute ago
Dandy
The starting bonus for 200% is definitely attack. I'm afraid that with the logistics, the first town can't be defended with just one bull.
It can be defended against the flies, but you'll lose momentum. And the gloves are a very useful bonus here, and it's not a given that the Log will come right away.

Added 1 minute ago
It would also be interesting to see how to break through the Necropolis's anti-magic garrisons.
#971
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lol, for some reason, I clicked on "view land" and found an unnoticed artifact; now I'll have to revert to turn 121. I need more snakes! :) But, damn, I'm not sure if it's worth sacrificing ~50 gnolls to break through the Vassals in order to build Bulls, but otherwise, I'm short 10 wood. If I can still get 5 from the Lizardmen, where will I get the other 5?
Basically, there's no real choice. Maybe a lucky shot from a ballista and 8 snakes against 60 Ogres on their territory could save the day. I think, theoretically, I could kite them even on their territory, but not managing to get morale to 7 stacks within 60 rounds – that's a bit much.
In reply to Dandy
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#972
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Dandy
lol, for some reason, I clicked on "View Land" and found an unnoticed artifact.
Yeah, that's a funny quirk.
In reply to Marlo_Stanfield
#973
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Marlo_Stanfield
Then how do you deal with the enemy's Azure Dragons? They gather 15 of them, while we only have a few, plus some other minor units. It's still manageable if you're playing as the Tower faction: theoretically, you can take them out with Titans from under the force field. But what about the others? There's no resurrection available in the early stages of the game (only from Archons). Even if you try to wear them down through castle sieges, you'll still take significant damage from the ranged towers.
When I first started playing this map, I chose the Angels and didn't know the hit-and-run tactic yet. So, I waited for the computer to come to me, conquered one of its castles, and then immediately retook it and hid behind a tent. This way, the computer kept running back and forth to that castle, while I used my main hero to go into its territory and capture everything. After a couple of weeks, I already controlled two territories, and the two computer players were raging near my castles. I gathered Azure Dragons in their hideouts and assembled Archangels, and then I destroyed their main castles. By about the 3rd month, the computer players were already defeated.
In reply to Dandy
#974
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Dandy
There's a mega overpowered item for SoD_SP by RoseKavalier; it's been tested on map version 3.4rc2.
On this map, you can get the Titan's Cuirass from a tomb, and if your hero has 1 native skill, with the cuirass, it will be 1-2 = 99 skills :)
So, you need to be careful with the SoD_SP patch; I think RoseKavalier will fix this bug.
Fixed. Corrected
Thanks for the info!
Marlo_Stanfield
I've also found a bug in SoD SP myself. In one of the fights, my hero had Archmage and wasted all spellpoints, and then I tried to use Titan Lightning as a quick spell, but there was an error message saying that Titan Lightning needs -2 spellpoints, so it can't be cast.
Fixed. Corrected
Thanks for the info!

Also added this previous update.

https://yadi.sk/d/RWCHlT2v3M3hpT
Marlo_Stanfield

We are waiting for your new maps. "Valley of Heroes" was really cool. And thanks for your SoD SP plugin!
One map is far off (difficult to play, seems harder to make even), the other I need to rethink - a limit of 256 / (512 patch maybe?) structures for monsters.
One map is far off (difficult to play, seems harder to make even), the other I need to rethink - a limit of 256 / (512 patch maybe?) structures for monsters.
Dandy
RoseKavalier, hi! Registered on heroesworld.ru since January 2016.
Needed to register to download something; I forget what.
Needed to register to download something; I forgot what
In reply to RoseKavalier
#975
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Regarding the extra shipyards.
It's surprising, of course! But yes.
They are needed and important, especially for training the AI.
Let me explain, since we're on the subject:
You are all, of course, playing on Impossible difficulty, and you are unaware of the problems of ordinary players. But I assure you that the puzzles on this map are a little more complex than you expect.
The esteemed Marlo_Stanfield has solved a huge number of them, but not all. And also, a big thank you to him for the hints on alternative routes, which I have now (hopefully) incorporated.
So, I'm not particularly inclined to publish the solutions anywhere, so I only discuss them in private messages. And I have a feeling that it would be better for those who want to play the map to start on an easier difficulty level than Impossible. But that's just my opinion. Maybe I'm behind the times.

So, let's get back to the shipyards.
On Hard (or maybe Normal, I don't remember anymore) difficulty, the Amulet of Courage can only be obtained by passing through the south, past the shipyard. And the shipyard itself is not useful for this passage at all. But this passage unlocks the shipyard! And here's where the situation arises where one of the remaining AI is in the same location as the unlocked shipyard. And he will definitely use it. And then it's just a matter of time, and he will break through the barrier (this is exactly what this barrier is for) and the enemy tent will be his.

Of course, I understand that you can avoid this by replaying the game several times, so as not to allow the AI to access the open shipyards. But that's a bit tedious. But if the player is not so focused on counting squares and planning every detail, then such a breakthrough to the tent from the AI side is practically guaranteed.

That's why the shipyards are there.

And there are also two algorithms for other difficulty levels hidden there (on this small piece of land next to the shipyard). And they are all different. There are four in total.
And so it is everywhere on the map. So don't rush to conclusions. Focus on the timing.

P.S. And yes, by the way. For each difficulty level, there is not only a different difficulty for the player, but also a different difficulty for the AI.
On Impossible, the AI has a direct path to the right of each main castle - come and take whoever you want.
Of course, you can skip this and just spend 25 top-tier creatures on the barrier, but that's a matter of taste.
For Hard, there are shipyards, which is not as convenient or fast for the AI.
And so on, until everything becomes unattractive for the AI on Peasant difficulty.

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