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Actually, the prospect of spawning a gray hero seemed very dubious to me (even though that was the plan), because then the brown hero would start appearing with a growth rate of 3 castles (and one of them would even have the Grail). I had to delay a bit and eliminate him. In the battle against him, the Spirit of Despair as a starting bonus would have been very helpful, but I didn't feel like replaying. (And the Spirit of Despair also adds the possibility of using 4 vampires to steal the cart from the dwarves, but that's only for the most patient players :D)
I, by the way, found the prospect of producing gray units very questionable (even though that was the intention) because then brown would start appearing with a growth rate of 3 castles (and in one of them, there would also be a Grail), so I had to delay a bit and destroy it. In the battle with him, the Spirit of Despair as a starting bonus would have been very helpful, but I didn't feel like replaying. (And the Spirit of Despair also adds the possibility of using 4 vampires to take the cart from the dwarves, but that's only for the most patient players :D)
You fight 40 dwarves, and you get only 1 skeleton in your army, which is disappointing).
I got the Vampire Lords, but I can't go any further because of an invisible barrier where the angels are on the way to the Necropolis. I'll upload the save file tonight, but Gray is already advancing towards Necrazim... he's definitely going to be a dead man. There's also an earlier save, before I messed up with the shield. I'll have to replay.
1. I chose the Skull as my starting bonus instead of the shield, which gives +2 to knowledge (+20 to mana). 2. With 40 mana, it's more comfortable to use Meteor Shower on 2-3 stacks of units (screenshot 1). 3. By level 5, you can easily get Expert Earth and Expert Necromancy (screenshot 2). 4. On day 7, I was already there, and there was no wall... (maybe you should try disabling HD+).
Added 1 minute ago Sewa
I found the prospect of releasing Gray to be very questionable (even though that's the intention), because then Brown will start spawning with an increase from 3 castles (one of which also has the Grail). I had to delay a bit and take him out. The Spirit of Despair as a starting bonus would have been very helpful in that fight, but I was too lazy to replay. (And Spirit of Despair also allows Necrazim to take the cart from the Dwarves with 4 Vampires, but that's only for the most persistent players :D)
You only play hardcore maps, where you can't do anything without looking at the map editor)
1. I chose the Skull as my starting bonus instead of the Shield, which gives +2 to Knowledge (+20 to mana). 2. With 40 mana, it's more comfortable to use Meteor Shower on 2-3 stacks of units (screenshot 1). 3. By level 5, you can easily take Expert Earth and Expert Necromancy (screenshot 2). 4. On day 7, I was there, there was no wall there... (maybe you should disable HD+).
Added 1 minute ago
Screenshot 3 - I can't get to the Spearman Tower - it's not an invisible wall, but neutral creatures in the way.
I'm playing the regular version, the HD mod didn't install because of the 8.
I have my favorite maps, some of which I've played 3-4 times... Anielskie miasto
Hello! Did you manage to complete it? Were there any errors? I have this map in my "pending" folder of unverified maps, along with several others from the same Polish website, and the best way to verify it is to play through it. Where can I find the time for all of this?
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було… (Василь Симоненко. Люди – прекрасні)
Added 1 minute ago [/U] And what kind of neutral creatures are those? Perhaps it was Monster Week, and they were randomized.
There are indeed invisible creatures there, with defense or something similar; they attack before reaching the tower. I'll get to my home computer and load the save.
Added 4 minutes ago Marmot
Hello! Did you reach the end? Were there any errors? I have this map in my "holding area" of unverified maps, along with several others from the same Polish website, and the best way to check is to play through it. Where can I find the time for all of this?
Yes, I played through it 3 times. There were no errors, and it didn't crash. If I find the save (I don't remember if I saved it), I'll upload it. In the 2nd playthrough, 4000 Azure Dragons joined me, guarding the artifacts in the Dungeon (which practically ended the game; the only enemy left was the Purple one with Strongholds). In the 1st and 3rd times, the Azure Dragons were hostile :).
I clicked around the map a bit more. Here's a save where everything is still quiet. Maybe someone will be able to handle the situation, haha :)
Thanks for the save. I've reviewed it, and your forces should be sufficient to break through one or even two garrisons near Inferno and take their center under control. On the other hand, Orange already has 4 castles, and I don't know how he will behave further (in terms of building up his army). It's probably possible to complete week 432 and return before the Gray and Green invade. In my Walkthrough, a 2-week delay in breaking through the initial garrisons resulted in me having 30% fewer forces than you by week 432, and I don't even have Rocs and Cyclops in my army yet. "This is a disaster, bro!" :)
The conclusion is that completing the map, as I see it, is only possible in a speedrun, by breaking through the Blue garrison on day 24, killing Blue on days 24-31, killing Red on days 32-33, and reaching Orange no later than days 41-42 (or like Dandy on day 341), and returning no later than day 51 (after completing all tasks at Orange). At the same time, the army should not be lost at all from day one.
Regarding your question about the simultaneous arrival of Green and Gray, there is a nuance: when our Tazar is running around with the entire army, and the path to him is not blocked, Green doesn't really want to attack. If Tazar is blocked somewhere in a narrow passage by another of your castles, the computer "doesn't see" him and decides to attack. Also, sometimes Green wants to attack if the main hero is weak near the Green's exit, and your main forces are at a castle or in a stronghold. By manipulating this, you can achieve that Green will attack or not attack when you need him to. Of course, after breaking through 500-1000 Minotaurs, and especially 1000 Scorpions, Green will attack in any case.
Hello! Did you make it to the end? Were there any mistakes? I have this map in my "pending" folder of unverified maps, along with a few others from the same Polish website, and the best way to check it is to play it. Where can I find the time for all of this?
Unfortunately, I didn't save any of the 3 games; I played them all in one go. I'll play it again on Saturday and upload it. I'll write a walkthrough; the map is interesting.
A large map with both an overworld and an underworld. The default starting faction is Red, Castle, with Ingham as the starting hero. He also became the key hero. The victory condition is to kill everyone.
In the overworld, besides us, there's Blue with Rampart, Gray with Inferno, Green with Fortress. In the underworld, there's Orange (Necropolis), Cyan (Tower), Pink (Dungeon), and Purple with Stronghold.
Each player starts with several Castles. We have 3, and we'll take a 4th later. A little further down, there are also 3 neutral Castles, but the path to them is guarded by 1000 Archangels. The opponents have a larger number of Castles, especially the enemies in the underworld.
What's on the map: We get the City Portal by building guilds in our Castles. There's a Grail, but to get it, you need to reach level 57 and open the guardians of the tents that block the entrance to the underworld in the labyrinth.
There are no spatial gates on the map, no wizard's hat, angel wings, or air magic tome, and no scrolls with flight or gates. The Flight spell can be obtained in only one place on the Purple's land (he himself cannot get it).
On each hero's land, there are tents; you must visit them all.
As soon as Ingham gains enough experience, we send him to explore the lands below. Soon, the Blue hero with a strong army starts scouting. The map is designed so that by conquering the Castles and lands of one hero, you move on to another. The underworld heroes are locked in by guardians; they cannot get out and fight each other, except for Purple.
In the overworld, there's one nuance: if you manage to take it, you win. But here, everything depends on luck. Near the Gray's Inferno, there are several two-way portals, and at the exits, there are hordes of Archangels and Black Dragons. And in the middle, there's a legion of Ghost Dragons. If you manage to break through the guard, you take the Ghost Dragon legion and move on. I've played this map three times, and three times the dragons joined, what will happen the fourth time – time will tell :).
When the dragons are sighted, all other neutrals will also join or run away; as you progress and conquer the map, their number increases. After eliminating Blue, Gray, and Green, and opening the guardians, I went to the underworld. I dug up and installed the Grail in the starting Castle. It was very easy to deal with Orange and Pink; Cyan had already attacked them. After capturing their Castles, I went to Cyan. I defeated him and took the Titans into my army.
Only Purple remains on the island. The path to him is blocked by a gray guardian. After visiting the tent, we open the guardian, get on the boat, and go to him. You can also go straight there or follow the path to the enclave, guarded by a guardian (the brown spot on the map), get Flight, and fly over. As you progress, you find many artifacts, most of which are heavily guarded.
We managed to progress further; Necromancer is still alive. Now we need to find the white tent. Save file attached.
1. And where is the other hero? The one who was in prison, with Expert Literacy? With his help, we can "transfer" important spells not only to the Necromancer but also to Shamarat.
This is done approximately like this: Shamarat quickly takes the shield, hides in Sanctuary, and on the next turn, enters Inferno and goes through the gate to our main castle. Then, he takes Water Walking, goes left along the river, "transferring" the spell to the hero in prison (using Expert Literacy), and that hero, in turn, transfers Water Walking and Raise Dead to the Necromancer, and all three of them safely retreat to Inferno. - In Inferno, it's best to build a Guild of Mages (requires stone) to fully restore Shamarat's mana (for the trip there and back). - With "Raise Dead" and the Necromancer, along with the hero from prison, we can defeat the angels and take all the artifacts with minimal losses. To do this, we don't lose the Vampire Lords and break the skeletons into stacks of 1 * 6. We hide in the upper left corner; the Lords regenerate using vampirism, and we apply Meteor Shower on 2-3 stacks of angels
Marmot
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Xaart, thank you for the feedback! I'll add this map to my list of future playthroughs.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було… (Василь Симоненко. Люди – прекрасні)
1. And where is the other hero? The one who was in prison, with Expert Literacy? With his help, you can "transfer" important spells not only to Necrazim, but also to Shammarat.
It's done like this: Shammarat quickly takes the shield, hides in the Sanctuary, and on the next turn enters the Inferno and goes through the gate to our main Castle. Then he takes Water Walking, goes left along the river, "transferring" the spell to the hero in prison (using Expert Literacy), and he, in turn, transfers Water Walking and Raise Dead to Necrazim, and they all three successfully retreat to the Inferno. - In the Inferno, it's best to build a Guild of Mages (you need stone) to fully replenish Shammarat's mana (there and back). - With "Raise Dead" and Necrazim from the hero in prison, you can defeat the angels and take all the artifacts with minimal losses. To do this, don't lose the Vampire Lords, and break the skeletons into stacks of 1 * 6. Hide in the upper left corner, the lords recover using vampirism, and we apply Meteor Shower on 2-3 stacks of angels.
On the 3rd, Igor (Demor) was killed by Gray, a freed unit with legions... I only managed to transfer the Vampire Lords to Necrus and then to Shammarat. I made a terrible mistake, I should have sent him home, not down, the computer was just waiting for that. Necrazim freed him, but he didn't learn Water Walking. I sent him by boat.
Blue came to the angels, a strong guy, he came out of the portal near the Necropolis, took the Hell Sword from the monsters right under Shammarat's nose. Then Gray came out, luckily they are enemies, Blue ran away. Gray also found a green tent and opens the Guardians.
I replenish mana every time from the wells, it's impossible without it. I will build guilds in both Infernos.
I will leave Necrazim in the Inferno, I hope he won't be reached there (unless the enemies revive Igor). Then it will be the end. I don't know where to go, I'll go down, where the Red beauty stands with an awesome army - I'll free another problem for myself)). I'm looking for a white tent.
Xaart
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I played through Anielskie miasto again, and only two enemies remain. I'm attaching the latest save file; I'll finish it tomorrow.