Skip to content

Posts from Walkthroughs for custom maps.

No ratings yet — be the first to rate!
In reply to Dandy
8 years ago
Auto-translated
Dandy
Kolotok is a hammer! Well done for convincing him to release the map for everyone. I looked at the changes in the editor.

Yes, the author significantly strengthened orange and purple because he believed that if you usually play on 130-160, by the time you reach these opponents, they are just sitting in the starting location without capturing anything or making any progress. It's possible that he didn't test it properly, yes. I wrote to him and asked him to mention in the map review on maps4heroes that the map should only be played in the English version. But don't judge the author, because he made the map 10 years ago, and now he may not have the time or experience to test it! You can finish playing the Polish version. Let people play it as it is now! And then, maybe the author will change something!
And in general, I didn't "trick" anyone, but I really praised/asked/convinced him to release the map for all players. Honestly, I felt bad that such a map remained unnoticed by the public. As I wrote in the review on maps4heroes, it reminded me a lot of "First Blood" and also "Abelia" (a very rare map). You need to do something like a speedrun on all of them, leave your location, and run "to the other end" of the map so as not to fail. So in any case, respect to the author. And I wrote the post only because, knowing Dandy from Metataser and Paragon's streams, I felt it was my duty to write about choosing the English/Polish version for the SAKE OF A FAIR EXPERIMENT. Respect to everyone!

Added 5 minutes ago
Marlo_StanfieldWith the weakened guards on the computer players, you probably have to complete the map 100% now :( A very ambiguous decision by the author. And still, the chaotic invasion of brown and green bothers me. It shouldn't be like that on a good map, it just shouldn't.

I can only add that in my playthrough, at some point, after I got strong enough, I stopped buying units, and when the gray player appeared, I bought more units and drove him away. The gray player has a limited number of heroes, and if you drive all his heroes to the northeast or northwest, he will run away, cannot buy new ones, and the gray player's invasion will stop. All that remains is to periodically drive away the green players who come. But I haven't tested the English version; if I do, it will be much later
In reply to kolotok
User Avatar
8 years ago
Auto-translated
kolotok
I can only add that in my playthrough, at some point, after I became strong enough, I stopped buying units, and when a gray player appeared, I would buy units and drive him away. The gray player has a limited number of heroes, and if you drive all his heroes to the northeast or northwest, he will retreat, he won't be able to buy new ones, and the invasion of the gray player will stop. All that remains is to periodically drive away the green players who arrive. But I haven't tested the English version; if I do, it will be much later.
Did the brown and green players arrive on the same day? Did the green player divide his troops among his heroes?

Added 1 minute ago
Oh, and the 200% synchronized arrival of the green player with the brown player happens in the 2nd or 3rd week of the 4th month.
In reply to Marlo_Stanfield
8 years ago
Auto-translated
Marlo_Stanfield
Did Brown and Green arrive on the same day? Did Green split its troops between the heroes?

Added 1 minute ago
Oh, and the 200% synchronized arrival of Green and Brown happens on the 2nd or 3rd week of the 4th month.

I agree that 130 and 200 are different things, primarily because of the currently undocumented, different calculation/algorithm used by the AI for enemy forces. At 200, the AI definitely knows the time and place to attack better, and it attacks earlier, with a better calculation of forces.

And look, the author added my request about the difference between the English and Polish versions!
And he says that everything is good, everything is "balanced" :)
09-10-2017 15:54
English vs Polish versions - LIMES INFERIOR

One little note. The new English version of the map is a little different from the old Polish version. During translation, I made some changes. In the English version, it should be a little easier at the beginning (e.g., slightly better starting bonuses), but the Orange and Purple opponents should be a little stronger. I made the changes after analyzing a 160% walkthrough. Now the map is more balanced.

But anyway, the changes are really small.

Added 20 minutes ago
Marlo_Stanfield
Did Brown and Green arrive on the same day? Did Green split its troops between the heroes?

Added 1 minute ago
Oh, and the 200% synchronized arrival of Green and Brown happens on the 2nd or 3rd week of the 4th month.


At 130%, they arrived on 5/2/x, almost simultaneously. Therefore, you need to return from Orange to your home location before that moment (again, at 130, not 200). But I think that with some manipulation, you can postpone their visit.
On this map, I think it's better to lure the AI "victims" in the form of heroes, so they appear and you can kill them periodically, rather than waiting for an Armageddon in the form of heroes arriving with maximum strength. There are a couple of tricks on this map in the form of "victims," management of AI behavior, but it's better not to spoil it here.
In reply to kolotok
8 years ago
Auto-translated
kolotok

And here, the author added a note about my request regarding the differences between the English and Polish versions!
And he writes that everything is good, everything is "balanced" :)
09-10-2017 15:54
English vs Polish versions - LIMES INFERIOR

One little note. The new English version of the map is a little different from the old Polish version. During translation, I made some changes. In the English version, it should be a little easier at the beginning (e.g., slightly better starting bonuses), but the Orange and Purple opponents should be a little stronger. I made the changes after analyzing a 160% walkthrough. Now the map is more balanced.

But anyway, the changes are really small.
That's exactly why I concluded that the author didn't test the changes at all. At first glance, the changes seem small. But in practice, this leads to very strong AI development. If I'm not mistaken, it captures Inferno by the second month and has a total growth of 6*3+6*12=90 units per week across all castles. That is, by the standard arrival at the beginning of the 5th month, the AI can assemble a stack not of 200 units, but of 400-500 units. And if 200 units can be defeated without critical losses, but barely, then with 300-350, there may already be significant losses, and with 400-500, it becomes impossible. This is not counting the growth of the other army.

And the funniest thing is that at 130% or 200%, the difference is actually negligible. What can you do additionally at 130% compared to my development strategy in the first month? I'm even afraid that at 200%, my development will be better than yours at 130%.
The AI's intelligence is the same at these difficulty levels, but the only difference is in the increase in resources, and this thing only adjusts the AI's development by about a week or two within the 5-month interval.
User Avatar
8 years ago
Auto-translated
Regarding sacrifices and luring, everything is clear; the problem is that when computer-controlled opponents appear simultaneously, one of the green ones will always run to the corner castles, capture them, and destroy our resource gain. And since we are occupied with the brown one, we can't do anything about it. By the way, I agree with Dandy that, in a way, the difference between 130% and 200% is insignificant. Such a sequence of events, as in my case, can occur at any difficulty level. Therefore, what is frustrating is the fact that completing the map can depend on randomness.
In reply to Marlo_Stanfield
8 years ago
Auto-translated
Marlo_Stanfield
We understand the issue with sacrifices and luring; the problem is that when the AI opponents appear simultaneously, one of the green ones will always run to the corner castles, capture them, and destroy our growth. And since we are occupied with the brown one, we can't do anything about it. By the way, I agree with Dandy that, in a way, the difference between 130% and 200% is insignificant. Such a sequence of events, as in my case, can occur at any difficulty level. Therefore, what is frustrating is that the walkthrough of the map can depend on randomness.

If you can't lure them in a specific turn, reload 2-3 days earlier, regroup, and the AI will move differently (thanks to the random number generator!). At the same time, to catch them all at once, or, for example, the green one, there is an old tactic. Place your main hero with 1-7 sprites close to the green one's exit, and position your main forces as far away as possible, in a chain, say, with 3-4 heroes. The green one will definitely attack your main hero and won't reach the castle (manipulate the positioning). Then, in a chain, send units to your main hero and attack the green one. The gray one shouldn't attack the castle if all your forces are stationed there, even with a garrison. So, the simultaneous advance of the gray and green ones to the north can be stopped by sacrificing units and transferring forces in a chain to the main hero, who will act as bait.

Added 4 minutes ago
Dandy
That's exactly what I concluded from this message: the author didn't test the changes properly. At first glance, the changes seem small. But in practice, this leads to a very strong development of the AI, if I'm not mistaken, it captures Inferno in the second month and has a total growth of 6*3 + 6*12 = 90 units per week from all castles. That is, by the standard turn at the beginning of the 5th month, the AI can gather a stack of not 200 units, but 400-500 units. And if 200 units can be dealt with without critical losses, but with difficulty, then with 300-350, there may already be significant losses, and with 400-500, it will be impossible. This is not counting the growth of the other army.

And the funniest thing is that the difference between 130% and 200% is actually negligible. What can you do additionally at 130% compared to my development strategy in the first month? I'm even afraid that at 200%, my development will be better than yours at 130%.
The AI's intelligence is the same at these difficulties, but the only difference is in the income, and this only adjusts the AI's development by about a week or two within the 5-month interval.

Guys, the map was positioned as impassable / almost impassable at 200%, so the fact that orange became stronger, I don't see any inconsistency in that. The difference in income between 130% and 200%, I agree, is insignificant. But the difference in AI behavior is very large, because at 200%, the AI is very critical and evaluates everything better. I judge this at least by this map and the green and gray ones appearing 1 month earlier than at 130%, and 1-2 weeks earlier than at 160%. The difference in the AI's assessment of the enemy's forces at 130% and 200%, in my opinion, is significant. This is what makes the map at 130% and 160% fundamentally easier than at 200%. I have nothing more to add! :)
In reply to kolotok
8 years ago
Auto-translated
kolotok
DandyKolotok is a hammer! Well done for convincing someone to translate the map.
Actually, I didn't "trick" anyone; I really praised/asked/convinced them to make the map available to all players. Honestly, it was a shame that such a great map remained unnoticed by the community.That's exactly what I meant, not indirectly. It's right that authors translate their maps into English, at least. Well done for helping to translate the map, and this is not sarcasm.
In reply to Marlo_Stanfield
8 years ago
Auto-translated
Marlo_Stanfield
The problem here is that when the computer-controlled opponents appear simultaneously, one of the green ones will always run to the corner castles, take them, and destroy our growth.

By the way, you can avoid this problem by having a Rogue with Expert Logistics and Pathfinding skills. I don't remember if you need to give him boots, but with them or without (I don't remember), you can buy up the growth and, using the Rogue, outrun the green opponent in the opposite direction, buying up the growth along the way. And this is only for the case when the green opponent breaks through to the north.
Also, in my playthrough, I leveled up 3 Rogues with elemental skills in the center of the location, and level 10-14 Rogues on the edges of the chain could catch the green opponent with weak/medium forces. Of course, only the main hero could defeat the green opponent with full growth. Sorry for all the spoilers!
8 years ago
Auto-translated
as for the AI's behavior, you are greatly mistaken, http://heroesportal.net/library/index.php?version=h3&page=physic#s1
see the "game difficulty" section.
For the AI, whether the difficulty is 130%, 160%, or 200%, it doesn't matter in terms of starting resources and AI power. That is, within the framework of randomness, with all other things being equal, it will have the same set of moves and will not make completely stupid moves that it could make with a pawn.
The only bonus the AI has at different difficulty levels is an INCREASE in resources, and nothing more.
In reply to Dandy
8 years ago
Auto-translated
Dandy
That’s exactly what I meant, and not in a roundabout way. It’s great that the authors are translating their maps, at least into English. Good job for helping with the translation, and this isn’t sarcasm.

I wrote to him that an English version would make this brilliant map more popular. I compared it to the Chinese maps Xiedu and Ira the Mage, where I would like to understand what is written there besides the walkthrough, and not just Chinese characters. Please don’t criticize the author!
User Avatar
8 years ago
Auto-translated
I tried replaying it in every possible way. The random element in Heroes sometimes behaves quite strangely, as I saw when generating the weekly and monthly monsters. Maybe I'll return to the map someday, either being luckier or a more experienced player.
8 years ago
Auto-translated
kolotok, in the English version, it has become much more difficult with the computer-controlled opponents, and that's the problem, in my opinion. Marlo_Stanfield, superficially, it seems that you need to go back to the place where you decided to kill the passive units at the exit of the teleporters or took the hidden spot with the shooters. This allows you to split up and catch up with the green one, no matter where he runs.
In reply to Dandy
8 years ago
Auto-translated
Dandy
You are greatly mistaken about the AI's behavior; see http://heroesportal.net/library/index.php?version=h3&page=physic#s1
See the "Game Difficulty" section.
For the AI, whether the difficulty is 130%, 160%, or 200%, it doesn't matter in terms of starting resources and AI power. That is, within the bounds of randomness, given all other factors are equal, it will have the same set of moves and will not make completely foolish moves that it might make on a pawn difficulty.
The only advantage the AI has at different difficulty levels is an INCREASE in resources, and nothing more.

I wouldn't say "you are greatly mistaken" because your link only weakly describes the difference between 130/160/200 based solely on the difference in the AI's resources. Even Wikipedia describes it superficially.
https://ru. wikipedia. org/wiki/ Heroes_of_Might_and_Magic_III
Difficulty Levels[edit | edit source]
At the beginning of a new mission map, the player can specify the difficulty level at which they want to play the map. There are 5 modes available, differing in the strength of the AI for players controlled by the computer and in the amount of resources that human players start with; computer players on the easy difficulty level never retreat from the battlefield and do not build dwellings for level 7 creatures in cities. The difficulty levels on the selection scale are marked with chess pieces: pawn, knight, rook, queen, and king.

Easy game — the player starts with a large number of resources, the computer plays weakly.
Normal game — the player starts with a slightly smaller number of resources, but more than the computer, the computer plays better.
Medium game — slightly more resources than the computer, the computer plays well.
Hard game — the player starts with a reduced amount of resources, the computer plays at full strength.
“Impossible” game — the player starts playing with no resources, the computer plays at full strength.

Here, read this, which sheds more light on the matter: https://www. celestialheavens. com/viewpage. php?id=24
I hope this, dear Dandy, will open your eyes, even as a "Meta-attacker" player, to something new. The difference in game difficulty is not only in resources but also in AI behavior. That is why, on this map, it comes on turn 52 at 130, on turn 44 at 160, and on turn 42 at 200. The difference in resources here is insignificant because even at 130, both the gray and green factions can likely muster a larger army than we can and break through the defenses to reach our location. I repeat, at 200, the AI acts more intelligently than at 130 or 160.
That is, the main difference (besides resources, of course) is that the AI evaluates the danger of moving its heroes in relation to us differently, and also more critically assesses whether to attack or not. Considering our map specifically, the computer will essentially make different decisions about which forces and when to send to our location. Resources have nothing to do with it.
In reply to kolotok
8 years ago
Auto-translated
kolotok
At least read this, which sheds more light on the matter https://www. celestialheavens. com/viewpage. php?id=24
I hope this, esteemed Dandy, will reveal something new even to you, a "playthrough specialist" of Metataxer :) The difference in game difficulty lies not only in resources, but also in AI behavior. That's why on 130 he arrives on this map at 52X, on 160 at 44X, and on 200 at 42X.
Thanks for the link, but it actually confirms my point of view:)
the difference between hard and imposibrru (130% and 200%) only lies in the hiring of heroes, which is not critical, because the strongest starting heroes of the computers are already hired and sitting in castles. The absence of one or two extra weaklings among the computers has practically no effect on the computers' expansion, as there are simply too few objects on the respawn.
and "AI is extremely cautious about moving heroes into danger." - they are less inclined to go into dangerous places. This does not speed up their attack on us. The only reason for their faster arrival by the process of elimination is the greater resource income and nothing else.
As for the point about Metataxer, I didn't understand it—why in quotation marks?:)
In reply to Dandy
8 years ago
Auto-translated
Dandy
Thanks for the link, but it rather confirms my point of view:)
the difference between hard and impossible (130% and 200%) lies only in the hiring of heroes, which is not critical, because the computer's strongest starting heroes are already hired and sitting in castles. The absence of one or two extra weaklings on the computer's side has practically no effect on the computer's expansion, as there are simply too few objects to respawn.
and "AI is extremely cautious about moving heroes into danger." - they are less inclined to go into dangerous places. Which does not speed up their attack on us. The only reason for a faster arrival by the method of exclusion is greater resource income and nothing else.
But I didn't understand the point about the metataxer - why in quotes?:)

Because there is no such word as "проходитель" [passer-through], it's a light irony, perhaps not friendly (we don't know each other), but still good-natured! Your walkthrough was just too epic (no jokes here)! :)

Statistics

Welcome our newest member: recijeb