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kolotok, awesome! Simply no words!
I thought that the anti-magic garrisons on the Blue lands are broken through with intervals for multi-month recovery of troop numbers.
Regarding the 7-4-1 timeframe, I'll reiterate that this is an "average" walkthrough for fun, because I leveled all heroes at once, and that wastes a lot of time. Generally, it's better to start leveling all 3 logistics heroes (for collecting troops + quickly capturing enemy territories in 1-2 days), Tazar (main), and 2 Necromancers (Isra + Vidomina); this is quite sufficient. Also, it seems to me the game can be completed in about 4 months if logistics is optimized. And by this time, you can also gather sufficient troops (skeletons for the 1st largest garrison, about half will be lost), for the rest - another half of the remaining army's creatures are lost.
Breaking through the garrisons, I'll repeat, is only possible with an armor specialist (with must-have "Defense", "Offense", "Archery", "Tactics"), because I tried Vidomina for farming skeletons, but losses are almost across the entire army (after all, 3333 Azure Dragons, 3333 Archangels, etc. simply have nothing to hit; we don't have such forces).
kolotok, But the Dragon can actually be beaten.
Yes, I see that in the editor he is supposed to stand still, so the only options to kill him are in the field.
kolotok, And what did you do about the author's errors?
(I played in SoD, and you?)
I run the heroes3HD file, this is the HMM3 Complete version. As far as I understand, it's SoD. + The SoD_SP mod is connected. I have no crashes; I tried attacking the Dragon.
I didn't dig for the Grail at all, since it's already in several castles. You could, of course, place it in a Castle to get more Archangels, but I simply didn't need it; I didn't look for it (not even in the editor :)
I only started accumulating 1599 Pit Lords after capturing all Inferno castles. In principle, with growth events and recruiting creatures from external dwellings, they can be accumulated, but it's not necessary.
Same with the 2500 Walking Dead. By 7-4-1 I already had over 1.5 thousand, but I completed the map without turning them in at the Guardian pillar.
In other words, 1599 Pit Fiends and 2500 Walking Dead are options if you accumulate forces for months, and this is a certain flaw of the author. I agree, they could have been given somewhere via a quest, but the map is passable even without completing these tasks.
Therefore, IMO, the map has no serious bugs; there are a couple of shortcomings, but you can still complete it with them; nothing needs to be edited in the editor.
The Prospector shows that Mutare and Mutare Drake are BANNED ON THE MAP, i.e., they cannot appear in any way. There is one prison, I think, but it has Fafner with a quest artifact. Therefore, on the map, you cannot open the Guardian that opens the path to the Titan lands; I saw this when I approached this pillar. And this further reinforced my idea that I needed to break through the anti-magic garrisons, i.e., go around.
kolotok, But regarding Necromancy, 2 notes:
1. I did not rely on it and did not accumulate skeletons, and the Cloak of the Undead King and the Vampire's Cape are not on the map, so you can't farm Liches. Moreover, in the final stage of the walkthrough, all the "fodder" has long been exterminated, and there are too few troops from Necropolis towns (by the way, it was the Necromancers who placed the Grail in their town).
.... But, I'm afraid, there was no cunning plan at all; the goal was "to create a cool map that no one can beat!"
Here are the screenshots:
1) How I broke the 1st, fiercest garrison of 9999 creatures. On Tazar, you need to equip the Elixir of Life + Angel Alliance + Cape of Speed + luck artifacts + visit all objects that boost luck.
Bone Dragons + Arch Devils for the garrison's anti-morale; 1-2-3 stacks can be affected by anti-morale. Azure Dragons are meant to take the first hit from the garrison's Azure Dragons and Archangels. The general task is that in the first round, the Titans do not hit whoever you put against them, but run very close to the skeletons (for this purpose, 1-hex Efreet). The skeletons should kill the Titans in 1-2 rounds (i.e., they deal 6-8 thousand skeletons per shot from a distance) and hide in a terrain nook to fight a maximum of 2 stacks at once. By playing with the garrison's anti-morale and the luck from the skeletons' attacks, I managed to finish the battle with -96 thousand skeletons out of 180 (i.e., half).
2) Tazar himself. Specifically for this map, Tazar needs Offense + Defense + Archery + Tactics for the garrisons. And the usual ones for author maps: Wisdom + Earth + Water. The 8th slot is optional: Logistics (for tempo), Fire (Berserk for the fight against the Dragon). I randomly got Air Magic, which wasn't needed anywhere.
Final conclusion: the map is passable; editing in the editor is not necessary (nor is making Mutare available); take Tazar and Necromancers for the walkthrough. By the way, on the Polish site for this map, as far as I remember, the author, in response to players' complaints that Mutare is missing and the map can't be passed, wrote something like: "It's a puzzle, think about how to get through, it's not critical." The passage through the anti-magic garrisons is exactly that alternative for how to pass this map. Map rating 7/10, "-" points for relative ease, weak opponents (who offered NO resistance), minor flaws, corridor-like design. But overall, for the experience, it's worth playing. Thanks to the author!
PPS. A couple of times, reading the eternal debate on forums about who is better, Tazar or old man Crag Hack, 30% Offense or 15% Defense, I always cite such author maps XL, where Tazar is SIGNIFICANTLY better than Crag. Crag is good for online games against live opponents, where you need to break through everything very quickly on tempo. But for author maps, Tazar is unequivocally the best daddy :)