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Posts from The Necromancer's Path.

4.6 (7 ratings)
7 years ago
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There are no mods, the map crashes.
In reply to arkmo
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7 years ago
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arkmo
There are no mods, the map crashes.
Possible solutions:

a) Set the maximum graphics quality in the settings.
b) Create a new profile.
In reply to AstralLein
7 years ago
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Dear map author! Don't you think that something is really wrong with your map? Several users have already reported that the game crashes when they click on the map, meaning that many people have the same problem!!! If I remember correctly, there was already a similar issue with one of the maps created by one of the authors. I'm not going to accuse you, but I think the problem is with the map itself, and not with players cleaning their game folders, saves, etc. I have the same problems as described above - all folders (maps, mods, saves) are clean, and nothing helps, even changing the profile - the game crashes immediately. One of the players wrote excellent words on this topic: THE MAP MUST BE FULLY PLAYABLE, BOTH IN TERMS OF DIFFICULTY AND OTHER FACTORS. Best regards and good luck!!!
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7 years ago
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Considering that, as vadim_t wrote, the crash occurs when hovering over the map name in the list, it can be assumed that the cause of the crash lies in the incorrect texture for the thumbnail images. Since the bug occurs at low quality, the problem is likely related to the mipmaps of the dds file: two-dimensional textures should not have them. At best, such a texture will be significantly reduced in size when displayed at a lower quality. Or, the texture description from its xdb file does not match the parameters from the dds file.
7 years ago
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Yes, I still have a low-quality version left over from the Dreamland map, and it only works that way, so I'll try it out.
The map launched, thank you.
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7 years ago
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What a huge problem... getting high-quality graphics. Okay. Fine. I'll ask a friend to convert the thumbnail from TGA to DDS. He did it for "The Price of Loyalty," and no one complained. Some things are clearly better left to someone else. I don't know if an update for this map will even be released in the next three months... I've been swamped with important tasks, compounded by feeling extremely unwell.
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7 years ago
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UPDATE!

v1.2 (09.12.2018)
- Removed the script on the mountain path to the Orc city and the associated Orc path map.
- Fixed a bug where the AI could trigger a cyclic message from the keymaster.
- Fixed a bug where the map would crash immediately with low graphics settings.
- The number of days Giovanni is blocked has been reduced from 28 to 21, and the cost has been increased from 35,000 experience to 45,000. Also, the experience is now deducted from the hero who activated the event, rather than a fixed amount from Arantir.
- The Fat Bureaucrat creature has been replaced with a Justice Enforcer with a model from Lord Khorne.
- The "Raise Dead" ability has been removed from Arantir's champion heroes at the start, but "Slow" has been given in return.
- Arantir's champion heroes, as well as Lucretia from Giovanni's champion heroes, are now "immortal" and always return to the tavern.
- The Necromancer Amulet and the Flesh Tunic have been swapped.
- The Ring of Swiftness is now in a different location.
- The player can no longer recruit living troops in unconverted cities (but can in buildings).
- Recruitment buildings are now rebuilt along with Mortred.
- Added a one-way portal near the Orc city to prevent caravans and AI heroes from getting stuck on the narrow road.
- Increased the strength of the blue AI, and added several additional scripts for its main heroes and cities.
- The blue AI no longer ventures into Giovanni's lands.
- The path to Giovanni's city is now blocked by a barrier, rather than a pile of rubble.
- Giovanni becomes stronger at a certain point in the game.
- Strengthened and modified outposts (garrisons).
- For authorial reasons, the abilities of the Royal Griffons have been changed.
- Strengthened the Elf army in the additional quest.
- Some changes to Vessel's combat script for Veteran and Hero difficulty levels.
- Fixed the camera when using switches.
- Benedict and the human heroes now respawn exclusively in Mortred, and Kagrag exclusively in Jagabashdakar.
- Fixed a previously undetected bug in Vessel's script.
- Various minor fixes and changes.

The link is the same.

Added 9 minutes ago
Finally, it's done :) Considering the scope of the changes, the time spent, and the number of script lines written for this version, it feels like I was making a new map, rather than adjusting v1.1 to the original concept.
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7 years ago
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I played this map (using the hero, version 1.1 - I downloaded it maybe a month ago, but I didn't have time to play it). My impressions are mostly positive, but let me explain everything in order. The beginning is moderately difficult, with a severe lack of mana, but there are a few units that can be easily kited by vampires, and you can drain their mana with Spiritual Bond, so leveling up wasn't too difficult. The lack of resurrection for Arantir was quickly compensated by raising a bunch of High Liches from a stack of Shamans, and in the early stages, I lost 1 vampire and a couple of dozen skeletons. So, Giovanni, who appeared around the beginning of the 4th week, was defeated without any particular problems . After that, I leveled up without any losses, and in the second encounter, Giovanni was defeated with the loss of 2 Spectres . After that, he immediately teleported to the city, barely noticing Arantir. Benedict then arrived, and I defeated him without any particular problems and began to advance into the human lands. I didn't take Mortred, but I made a couple of sorties for the keys, using teleportation to the city when Giovanni approached. Then I immediately went to the mountain, and I defeated the Phoenixes and Elementals without any problems and without losses. After that, I was very unlucky - I was just short of reaching the Temple, and Giovanni captured my Castle on his next turn (I had to return, but I essentially lost a week for nothing). Then I returned to the Temple and fought against Vessel . The battle was difficult, but Vessel essentially counters himself - in my opinion, you should remove Elemental Equilibrium from him (see the replay). I teleported to the Castle and defeated Giovanni, Benedict, and the Orc who decided to attack my depleted army one by one, and I captured Mortred. Well, and the battle with Bertrand - the main thing is to position yourself so as not to get hit by the shots and to get good spell procs. In total, it took 73 days, using the Thunderstrike hero.

In conclusion: I liked the map, it's pleasant to play, and it's not particularly stressful (well, it's Arantir, after all). The downside is that many parts of the map are not well-integrated; yes, there are some additional quests, such as the Ancient Temple or Giovanni's blockade (I checked the scripts:o), but in practice, completing them only prolongs the game, and you can win without any problems anyway. In my opinion, it would have been better to place the keyholders in different parts of the map to motivate exploration. In general, thank you for the map, I'll be waiting for the sequel;)
In reply to Gerter
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7 years ago
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Gerter
I played this map (hero, version 1.1 - downloaded it maybe a month ago, but didn't have time to play). My impressions are mostly positive, but let's go through everything in order. The beginning is moderately difficult, there's a severe shortage of mana, but there are a few units that can be easily defeated by kiting with vampires and draining their mana with spiritual connection, so it wasn't very difficult to level up. The lack of resurrection on Arantir was quickly compensated by raising a bunch of high liches from a stack of shamans, and in the early stages, I lost 1 vampire and a couple of dozen skeletons. So, Giovanni, whom I encountered around the beginning of the 4th week, was defeated without any particular problems . After that, I leveled up without any losses, and in the second encounter, Giovanni was defeated with the loss of 2 ghosts . After that, he immediately teleported to the city, barely noticing Arantir. Then Benedict arrived, and I defeated him without any particular problems and started moving towards the human lands. I didn't take Mortred, I just made a couple of sorties for the keys, using teleportation to the city when Giovanni approached him. Then I immediately went to the mountain, and I defeated the phoenixes and elementals without any problems and without losses. Then I was very unlucky - I didn't have enough movement points to reach the Temple, and Giovanni captured my Castle on the next turn (I had to return, but I essentially wasted a week). Then I returned to the Temple and fought against Vessel . The battle is difficult, but Vessel essentially counters himself - you just need to remove elemental equilibrium from him, in my opinion (see the replay). I teleported to the Castle, defeated Giovanni, Benedict, and the orc, who decided to attack my depleted army, one by one, and captured Mortred. And then the battle with Bertrand - the main thing is to position yourself so as not to get hit by the initial attacks and to get good spell procs. In total - 73 days, Thunderstrike.

In conclusion: I liked the map, it's pleasant to play, and it's not particularly stressful (well, it's Arantir, after all). The downside is that many parts of the map are not well-developed; yes, there are some additional quests, like the ancient Temple or Giovanni's blockade (I checked the scripts:o), but in practice, completing them only prolongs the game, and you can win without problems anyway. In my opinion, it would be better to place the key guardians in different parts of the map to motivate exploration. In general, thank you for the map, I'll be waiting for the sequel;)

Thank you;)
Yes, the issue with the empty parts of the map exists, but it was due to the lack of a suitable size. Medium is too small, large is too big, so to speak. The compromise turned out to be this. It's a pity that it's version 1.1; under the bad influence of other commentators, I made a lot of changes to the scripts in version 1.2:D. Thank you for the Walkthrough. I'll watch the replays now:cool:

Added 12 minutes ago
Mini-fix

- Fixed a bug in Vessel's script that was not previously detected.

Thanks: Gerter.

Added 20 minutes ago
In principle, it wasn't critical... but yes, Vessel wasn't applying the vampire curse to the phoenix, thinking that his own old one was alive and well, and, accordingly, he was attacking with two phoenixes. I fixed it. I replaced elemental equilibrium and banishment; I don't know why I gave him the latter.

In 1.2, Vessel applies a mass vampire curse, by the way.

Added 5 minutes ago
1. Giovanni found some kind of Dodge in the 2nd battle:D Poor guy, that's the worst thing for him;
2. The liches and shamans are designed that way.
3. Vessel's numbers turned out very nicely:D
4. Bertrand is designed that way. He has powerful attacks that can wipe out stacks, but he can be countered tactically and with Dark magic. He's not the main boss. That role belongs to Vessel:)
5. By the way, how did you like the plot, and how does the scenario compare to "Price of Love"?
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7 years ago
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Well, with Giovanni, everything is simple – he has little mana, so the main thing is not to rush and defend until he spends it, and then calmly counterattack. And in the early to mid-game, his avatar under the celestial shield can almost single-handedly decide the outcome.
The plot is good; I personally like the borrowings from the lore of the sixth game (the only good thing about this game). The soundtrack is also good, but I hate dwarves. I really hate them. (I've played Ice and Flame three times)
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7 years ago
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I will soon rewrite Wessel's script. This won't bring any major changes, but it will make it more stable and logical.
7 years ago
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Yesterday, I decided to play through the map again. It’s a good map. I would even say it’s excellent. Thanks to the author.
In reply to elizbar1967
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7 years ago
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elizbar1967
Decided to play through the map again yesterday. It's a good map. I would even say it's excellent. Thank you to the author.

Thank you! It's motivating! The continuation is already in progress.
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7 years ago
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Personally, I really liked the map!
I played the updated version: 1.2
I know there were complaints that the map supposedly crashes.
I assure you, that is not the case. The map is functional; there are no crashes or bugs
The plot, design, and atmosphere are top-notch!
I wish there were more maps like this!

I would like to know which new maps the author is currently working on?

Added after 45 minutes
AstralLein
I will rewrite Vessel's script soon. This won't bring significant changes, but it will make it stable and more logical.

Yes, everything seems to be fine with it! Or have people already complained about it?:)
In reply to Антон Туров
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7 years ago
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Anton Turov
I personally really liked the map!
I played the updated version: 1.2
I know there were complaints that the map supposedly crashes.
I assure you, that's not true. The map works, there are no crashes or bugs.
The plot, design, and atmosphere are excellent!
I wish there were more maps like this!

I would like to know what new maps the author is currently working on?

Added 45 minutes later


Yes, I fixed the crash; it happened with weak graphics. Although I didn't know that many people play on the minimum settings:confused:

Thank you for the feedback:)

A sequel is in development.

Wessel's script can be exploited and some of its aspects can be bypassed. This is what is supposed to be fixed. But version 1.3 with this will be released after the new map.

Yes, I fixed the crash; it happened with weak graphics. Although I didn't know that many people play on the minimum settings:confused:

Thank you for the feedback:)

A sequel is in development.

Wessel's script can be exploited and some of its aspects can be bypassed. This is what is supposed to be fixed. But version 1.3 with this will be released after the new map.

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