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7 years ago
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Yeah, that’s funny. It will be interesting to read about further progress on this map.
In reply to Marlo_Stanfield
7 years ago
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Marlo_Stanfield
Yeah, that's funny. It will be interesting to read about further progress on this map :)
The map starts well, with tactical battles, a hidden chest, and a mathematical calculation for buying buildings. But then it starts to get absurd; you run through a long, desolate corridor, spending several weeks, all to end up facing powerful heroes. As a result, instead of playing, you just have to run through corridors and skip turns, waiting to accumulate an army to surrender. This kind of thing completely ruined my desire to complete this map.
7 years ago
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Some interesting things regarding controlling randomness using SoD_SP, or a continuation of what was discussed earlier. Let's take a battle from the April Battles map as an example: 1 Troglodyte and 1 Phoenix vs. a Red Dragon. This is exactly the scenario. You can buy a second Phoenix, and perhaps you should, but I haven't explored the map beyond the first day. That's not the point. While testing the battle with 1 Phoenix, I noticed that after pressing "wait" and the creatures exchange blows, the same numbers always appear. The Dragon deals 51 damage, and the Phoenix deals 30 in retaliation. The numbers only change if you wait until the next animation cycle – it starts with the Dragon raising its head, and only after that do you press "wait." The Dragon flies, the creatures exchange blows, and the numbers are different. But there are 2 ways to speed up this process and avoid waiting for the next animation: 1. Hover the cursor over any of the creatures, press "wait," and you'll get different numbers. With the cursor hovered, the damage variance changes much faster. Something about the cursor was mentioned a long time ago on this forum. 2. The second method involves SoD_SP and the disabled "Original RNG" option. Disabling this option returns the randomness to something similar to the randomness in the HD+ mod, although with different fixed numbers being generated. Consequently, the cursor trick no longer works. Here, another method comes to the rescue. It turns out that if you open the window of any creature, the damage numbers shift and change during the creature's animation. So, SoD_SP doesn't take the animation in the creature window into account. Example in the video. Example of cycling through different numbers. As you can see, it's easy to catch 3 different number combinations (48/29, 55/37, 49/35), each twice in a row because the animation is slow enough. Thus, you can change the fixed randomness at the right moment by using the animation in the creature window: the Phoenix flies – one number, it lands – another. After opening the creature window, the entire initial fixed randomness collapses. So, you need to use it at the most crucial moment. I haven't tested whether this works for morale/luck, but it probably does. P.S. I stumbled upon this battle randomly during testing, after pressing the "quick battle" button on the 3rd round, lol
7 years ago
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wenwell

[...]

2. The second method relies on SoD_SP and the disabled "Original RNG" option. Disabling this option restores randomness to something similar to the randomness in the HD+ mod, although with different fixed numbers being generated. Accordingly, the cursor trick will no longer work.

This is where another method comes to the rescue. It turns out that if you open the window of any creature, the damage values shift and change during the creature's animation. SoD_SP doesn't take the animation in the creature window into account. Example in the video.

Example with different numbers being cycled through. As you can see, it is easy to catch 3 different number combinations (48/29, 55/37, 49/35), each twice in a row, because the animation is slow enough. Thus, you can change the fixed randomness at the right moment through the animation in the creature window: the bird flies - one number, it lands - another:)

[...]
There are 2 components to randomness that were modified by HD+ somewhere around 3.50 (I forget exactly when)
1- random seed
2- random number generation

In SoD_SP, they are respectively named:
1- Original RNG
2- Original Obstacles

The names don't reflect entirely what they do (I may change the wording and description), the reason is because I wanted names that reflected the repair of "broken" single player features by HD+. In your videos you have one turned on, the other turned off, so you are getting a mix of original H3 and HD+. Calls to RNG will also call Random Seed, and modify future outcomes - creature animations in the window calls RNG(1, 100) which is why you can get some different results.

Essentially, you are getting these results because of HD+, mixed with vanilla H3 at some points.
It's up to you to decide how you want to use these; I just want to clarify that this is not really due to SoD_SP behaviour, there are no modifications to this part of code only restoration of vanilla.
7 years ago
RoseKavalier, My point is that it's cool that I can use creature window to search for favorable RNG. It's a much more convenient than pressing each time F12 and turn on "Original RNG" option during battle. I had a few fights with disabled "Original RNG" option where I get bad damage at 15~ round, it causing me turn on "Original RNG" after 15~ round and hope for optimal damage, but now this problem is settled and could be controled to some extend.
RoseKavalier
I just want to clarify that this is not really due to SoD_SP behaviour

Yeap, just toying with options and creature window.
In reply to Marmot
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7 years ago
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Marmot

Language: Polish.
Genre: RPG.
Description: Your task is to defeat all enemies; to reach them, you must overcome the Legions of Monsters. At the beginning, you can choose between Necropolis or Stronghold; the choice is yours.
Google Translate: Your task is to defeat all enemies; to reach them, you need to overcome the Legions of Monsters. At the beginning, you need to choose Necropolis or Stronghold; the choice is yours.

The essence of the map is in its name (Legions of Monsters). It's a large, battle-focused map with a linear progression, without complex tasks or the need to strain yourself figuring out how to get something, where to go, or who to defeat (in some cases, the editor will help you). It should appeal to fans of necromancy.

The game quickly picks up pace, and it doesn't slow down until the end. The only place where you might encounter a slight delay in accumulating creatures is the Guardian, which I will mention in the drawbacks.
Soon after the initial stage, you will have plenty of resources, cities, and troops.
The map does not have timed quests or specific requirements for the completion time.
The map can be easily completed by an average player or even a below-average player.
The map allows you to fully unleash the power of a Necromancer with a huge army of liches.
If anyone completes this map using only living troops, please share your experience!
On 5-1-6, I removed the blue Guardian on the sea and gave the Sphere of Fire to the Guardian so it could sail to the enemies.
Result: 244 days, 442 points.
Out of curiosity, I tried replacing all the liches with living troops and fighting Rashka with that composition. I took the "bonus" creatures that Lord Haart had, and among them, there weren't even archers, and I didn't gather additional troops from the cities. And in this case, Rashka was defeated without any losses.
As a bonus, I'm attaching a screenshot of the final stage of the battle with Rashka, where the staffs of the liches are lined up in a perfectly straight line.
244 days is a very good result for a map where, essentially, everything comes down to battles with neutrals...
I'm in the process of completing it, but with living forces...
without necromancy, the process is much slower (you constantly have to return to replenish troops) and sacrifice expendable units in anti-magic garrisons...
I took the Stronghold, but Gundula and Crag arrived at the tavern, so Crag quickly became the main hero...
there were no problems with the blue hero; he was destroyed in the first month. After that, it was just a tedious and exhausting series of battles with neutrals....
it's clear that the map was designed for necromancy and the Necropolis, as in several places, the vampire lord under a shield wipes out everything without losses, or thousands of skeletons are sacrificed, and there is no loss of momentum....
I'm not sure if I have the patience to reach the end, as it's just tedious and pointless to have 10 battles with thousands of creatures per turn; this only makes sense for Necromancers...
by the way, as an option for particularly hardcore players, you can try to summon demons through pits on this map...
pros: strong anti-magic garrisons that are almost impossible to pass without losses, strong dragon guardians of objects
cons: stationary and weak enemies, Legions of Monsters that are meaningless, just one road, and on each cell, there are neutrals...
I defeated two enemies on 6-2-1, and I don't really feel like finishing off the remaining two....
I didn't take the Town of Magic, as there was nothing to fight the large number of azure creatures at that time, and later (after the Town Portal appeared in the blue city), it didn't make sense anymore.
walkthrough:
everything is linear: one hero goes forward, the others clean up on the sides; I didn't look in the editor, so I lost a lot due to the Sphere of Flame, when I had to return to the garrison, then buy a Chain Dog, Archdevils, and Soul Efreet for sacrificing in the garrison (it was defeated without losses by the monsters, archons, and cyclops)
I quickly reached the sea, but then it was pain and suffering, buying troops and sacrificing them in garrisons, etc., but I practically didn't lose bears, archons, and cyclops...
until I took the blue city with a Town Portal, there were many back and forth movements and losses of momentum in the passages or before the garrisons...
in my opinion, the map is purely for entertainment for Necromancers, to see how many (skeletons or liches) can be in a stack
In reply to RoseKavalier
7 years ago
RoseKavalier
There are 2 components to randomness that were modified by HD+ somewhere around 3.50 (I forget exactly when)
1- random seed
2- random number generation

In SoD_SP, they are respectively named:
1- Original RNG
2- Original Obstacles

The names don't reflect entirely what they do (I may change the wording and description), the reason is because I wanted names that reflected the repair of "broken" single player features by HD+. In your videos you have one turned on, the other turned off, so you are getting a mix of original H3 and HD+. Calls to RNG will also call Random Seed, and modify future outcomes - creature animations in the window calls RNG(1, 100) which is why you can get some different results.

Essentially, you are getting these results because of HD+, mixed with vanilla H3 at some points.
It's up to you to decide how you want to use these; I just want to clarify that this is not really due to SoD_SP behaviour, there are no modifications to this part of code only restoration of vanilla.
may be you should left only one option original rnd_setteings(=original random seed + original random number gereration)? and disable option to change it during battle?
In reply to Dandy
7 years ago
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Map: Elite (author: Jani Aarnio)
Difficulty: Expert
Link: http://www.maps4heroes.com/forum/opinions.php?map_id=1724&game=3
Walkthrough review.

I decided to play a new map from Maps4heroes, which was uploaded there on April 16, 2019.
I would give the map an overall rating of 6.5 – 7 out of 10. It's not very difficult, and not very boring. It can be completed by a wide range of players, taking into account the possibility of accumulating strength.
It vaguely resembles Unleashing the Bloodthirsty, but it's easier.
The advantages of the map include:
- moderately difficult, but not too much, you don't need to come up with anything extremely complicated,
- opponents don't pressure the player, development goes from location to location,
- the map can be completed in a relaxed mode, "played" without stress,
- interesting solutions for some moments in the game (described below).
The disadvantages:
- there may be a couple of bugs (described below),
- there is no novelty, some moments are not fully developed, the entire underground of the map is uninteresting.
Throughout the game, you will build several Titan castles, then gather strength, upgrade heroes, and sequentially open locations: swamp, dungeon, inferno, castles, undead. In the transitions from location to location, you need to defeat strong neutrals.

Interesting moments that I liked on the map:
- there is one of the main heroes with the Eagle Eye skill, and this must be used + 3 artifacts for this skill to get cool spells: healing, prayer, clone, etc. Guilds in the castles are usually limited to levels 1 and 2, and it is almost impossible to get magic of level 3-4 anywhere. I had to replay battles with the starting hero Tocath, when I saw some new spell in battle, in order to learn it,
- on the conquered territories, you cannot take their castles, they are all guarded by tent guardians, and ALL tents are outside our reach. The computer cannot buy heroes, because there are no taverns in the castles. Therefore, it is important to lure out and kill 3-4 heroes of each color from behind the tent guardians, so that they do not interfere later. But, I think, for the difficulty level, they could have left taverns for them, the walkthrough would have become more difficult,
- a couple of interesting battles with neutrals on how to defeat them, see screenshots,
- the limited amount of magic means that battles must be fought wisely, with minimal losses.
- during the walkthrough, the author gives some tips and reflects on the game, this may help in the walkthrough, but there is nothing wrong with skipping these messages.

Briefly about the walkthrough and tips.
We have 3 starting heroes (a diplomat and a mage play, Kregg – waits until he is released), we develop them as much as we can, the diplomat tries to join at least some neutrals to farm the initial army. We defeat everyone else with the mage. Kregg eats his mini-location and waits (for me, until the 7th month) until he is released. At the start, it is desirable to cast a warrior in the crypt for Kregg and get a useful starting artifact for resources (a cart with stones or wood) or money (a bag with +500), because in the first months there is a shortage of money and resources.
In the first 1-2 weeks, the mage and diplomat should capture the first tower and the tower in the west as quickly as possible, gather as much army as possible and prepare for the visit of Alagar with 250 unicorns/25 pegasuses/5 gold dragons to our location on 1-3-2. To do this, you need to успеть get the artifact "Roar of the Titans" and defend in the castle. When the catapult is killed, we kill the flyers with all our might and then simply shoot down the unicorns. This is the only unexpected visit from the computer to us, after that the initiative is only in our hands.
We turn in "Roar of the Titans", take the 3rd tower, and build everything. In the 2nd month, we go to the water, the problems with money and wood are solved, we accumulate strength.
We must build an artifact merchant in the tower already in the 1st month and buy ALL artifacts for collecting with gold and wood: Amulet of the Titans, Cloak of the Undead King, composite bow, statue of the legion, mana well, ring of the mage for +50 turns, etc. All this is quite realistic to collect and it will all be useful!
The first difficult battle on 325 with golems (see screenshot). After 20-30 attempts, it was not possible to defeat them, they still squeezed my archers. And we don't have slowing! I had to take the golems into the battle and defend with them at the bottom against 4 stacks, while we killed the rest. Then you can defeat them. Losses: all golems and 20-30 gargoyles, but this will not be needed later.
The second battle with nagas on 332, but already with slowing, many attempts until it was possible to defeat them normally (it worked on the 20th attempt, somewhere). Losses – 1 gargoyle.
After that, without much effort, we take the swamp respawn, kill everyone there, release new heroes from the external tavern, we start pumping Nela as the main hero and Kirr. Then we take the neighboring respawn with flax and buy magic for whoever needs it. Battles are now fought by Nela, because resurrection is not yet available, strength is lost!
A difficult battle also against hydras, because although there is slowing + a normal respawn, the hydras are very tough, we don't have enough damage, and we also had to try up to 30 times. We fight the battle with Kirr with AOTD: because there is a tactic, shooting for more damage, and for pumping the logistics hero.
Then we sequentially take the dungeon respawn, kill the unpumped Mephala with legions of troops, capture the rampart (there you can accumulate +10% income), kill Torgrim with the vulnerability medal, capture the inferno. We do all this with the Cloak of the Undead King and accumulate more than 12 thousand skeletons.
And then we go to the UNTOUCHED human respawn, where the enemy heroes simply did not leave the castles (!). After clearing the respawn, I had to give all the magic to one of the heroes with cheats and kill the quest hero behind the passage guardian in flight, in order to get to Kregg. BUT! When in contact with the passage guardian, the game crashes. Then I decided to make Kregg a samurai :) Another hero flew over with all the artifacts to Kregg, gave him the entire army and the unpumped Kregg went on a dangerous journey alone!
If there was no bug, Kregg would have gone to the reserve bench, and the pumped ideal Nela or Tocath would have fought the battles. But I decided to make it more difficult! Compare the screenshots of Nela's pumping on the 7th month and Kregg's zero pumping, and pay attention to how little strength! With huge losses, Kregg breaks through 5 garrisons in 2 days, loses half of the army, but gets 30-40 thousand skeletons and buys Nela in the external tavern, who simply goes to the underground to the grail (the condition of victory). On the 727th, we break through a difficult garrison and fight a battle against one of the main necromancer heroes, we almost lose everything that remains (12 titans and 20 thousand skeletons), we stand on the grail and the next day we dig it up, victory. That is, I passed the entire dungeon with the necromancers in a week, and not 1.5-2 months as the author intended. In general, I finished the last week in a hurry, I wanted to finish it faster.
Take Nela as the main hero, and you will have an easy victory!

Bugs/risks:
- when transferring "Roar of the Titans" from one hero to another, the hero receives a permanent 99 defense, which remains throughout the game, which greatly simplifies all battles. As a result, I had a mage and a diplomat with 99 defense.
- in the very first days, pay attention: do the castle heroes ride near Kregg and does the game crash when Kregg comes into contact with the passage guardian. I played for 7 months, and the castle heroes sat motionless in the castles, they didn't even eat the boxes under the castles for +360K experience, and they didn't want to leave. At the beginning of the game, I thought that since Kregg hid in the monastery, he was "not seen" and therefore they sit in the castles, and it is possible to eat their Pandora's boxes later and collect the respawn. But this is a bug, check in advance. Because then I had to cheat with the heroes' magic to finish the game.
- in some moments, there may be difficulties in killing the quest heroes at the passage guardian. For example, at the very beginning, against the swamp dwellers, in order to pass further, I have to kill Tazar, but he sat somewhere in the underground on an island, and after capturing the castle on the 7th day, he could simply die, not having time to leave the island, and the map would become impassable. The same applies to the hero at the human respawn.
In reply to Dandy
7 years ago
wenwell
RoseKavalier, My point is that it's cool that I can use creature window to search for favorable RNG. It's a much more convenient than pressing each time F12 and turn on "Original RNG" option during battle. I had a few fights with disabled "Original RNG" option where I get bad damage at 15~ round, it causing me turn on "Original RNG" after 15~ round and hope for optimal damage, but now this problem is settled and could be controled to some extend.
Absolutely, it is nice to know other ways to cycle through RNG. :)
Dandy
may be you should left only one option original rnd_setteings(=original random seed + original random number gereration)? and disable option to change it during battle?
That would be too subjective (personal preferences); instead this task will be left to mapmaker who can alter every option and then some more:
In reply to RoseKavalier
7 years ago
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Hello everyone!
Friends, I'm playing through the Lord of the Rings v4.0 map and I'm stuck on one point. I have a strange feeling, either I'm just being slow, or the map is designed that way. ) In the dungeon, there's a quest guard who asks me to bring him 24 boars. I have no idea where to get them. I've clicked on every pixel on the map three times, but I can't find Boar Glen anywhere. In the refugees camp, only Earth elementals and Centaurs are available. Should I wait for "boar week" and try to recruit the boars that appear? But that would be hardcore. :)
Could you please tell me where to find these 24 boars? Thank you!
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7 years ago
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Sylvan
Running through corridors and skipping turns while waiting to accumulate an army to surrender at a checkpoint – that’s only in the old version from 2005. The new version doesn’t have that. The new version is here:
http://www.maps4heroes.com/forum/opinions.php?map_id=1726&game=3
I’m talking about the new version of the map. There’s a lot of running around, and if you miscalculate the number of turns, you have to restart from the beginning of the corridor.
In reply to pdypics
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7 years ago
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pdypics
Friends, I'm playing through the Lord of the Rings v4.0 map... There's a quest guard in the Dungeon who asks me to bring him 24 boars. I have no idea where to get them... Should I wait for the "boar week" and try to recruit the ones that appear?
First of all, according to the rules, "Neutrals (Mummy, Nomad, Hobbit, etc.) cannot be nominees" (for creature of the week or month). Therefore, the required creatures MUST be on the map, or they can appear in the Refugee Camp (this is true for boars, but not for all neutrals).
Can you provide your save file (current or starting)? I can check it with the ProspectorRT utility, which will show if there are any boars anywhere.
I haven't played through this map yet, but I'm planning to, only version 3.0. In version 4, there may be undiscovered and uncorrected errors.
In reply to Marmot
7 years ago
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Thanks for offering to help! I figured out the "boar" problem today. I came across a user with the same issue, and the answer included coordinates. The boars are indeed on this map, but the path to them is very well hidden. Until today, I had "clicked" on practically every pixel in search of the boar lair, but without success, and I was already losing hope, attributing the failure to a bug. But it's not a bug; the map creator was just very thorough in concealing the entrance to the Dungeon.
Since you haven't played through the map yet, I won't spoil too much, but I'm ready to share the solution to the "boar problem" in a private message.
And I want to say that I really like the map. I like that it has a well-thought-out plot. I like all the hidden, camouflaged things.
It reminds me a lot of the old, good gameplay of "Might and Magic," where you could spend several days searching for some important item for completing the game.

P.S. I haven't found any obvious, annoying bugs yet.
7 years ago
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Continuing the topic of generating the desired random sequence.

Upon further testing, it turned out to be much better. It resulted in a budget-friendly Oracle. If it doesn't work on your computer, you have to find your own solution; there's nothing you can do about it. ))

Example of generating 7 morale values in a row. I recommend changing the creature windows when searching for the desired trigger animation; in this case, the golem window and the elf window are used. First, I check the initial animations from these windows; this is much faster. It can also be noted that if you click on the arrow (window close button) in the window and hold it down, it stops the animation, and therefore the random sequence, but does not change it! That is, after some time, you can release the held button, and the animation, along with the same random sequence, will continue without changes.

Each subsequent search for an animation must start from the beginning; that is, after successfully finding the first morale value and failing to guess the second, a restart is required – trigger the first morale value and only then proceed to search for the second, thus gradually building the desired sequence.
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7 years ago
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Les premices de l'Apocalypse

I would like to tell you about a very unusual and soulful map of French production
the map itself
http://heroesportal.net/maps/view/3929

The plot (in my modest understanding from French and the map descriptions):
there is a certain harmonious world into which discord has broken, after which the forests were engulfed in flames, mass enmity began, and we are given a hero destined to fix everything...
Essentially, these are the game goals: defeat the hero Discord; defeat occurs upon losing the starting hero
Starting conditions: the hero is fixed and cannot be lost, but you can choose the starting castle; furthermore, we have AI allies, and two cities are provided, although the first one on the list is useless—it is only for money and for a dramatic capture by the enemy....
We start with a hero with 2 Enchanters and Meteor Shower in the spellbook...
Starting the game for the first time, I really struggled with choosing the direction of movement, so I decided to start over.
Having chosen Conflux, the confrontation began:
Week 1:
Day 1 - Solmir with an Astral face takes the purple tent, then the blue one, and goes back to his own tent at the starting location; Dessa starts running down towards the chests; Le Gardien — the main hero — enters the castle, learns Slow and upgrades the archer to GM, and continues on to take two experience chests, after which he attacks cyclopes with two Enchanters
Further in week 1: 1 hero is recruited, the main hero's levels are raised, gaining the Magic skill; using Meteor and 1-unit groups of Faeries, crystal and rust dragons along with the rest of the guard are defeated, and mines at the respawn are taken
On 1-1-7 - the dwelling of Faerie Dragons is taken and a dragon is recruited: here I had to tinker with reloads and selecting starting units to catch a single cast from the dragons; if they hit with Meteor or Chain Lightning, there aren't enough moves to take the stash. The point is to endure the hits and spread the 1-unit stacks in different directions, while hitting the dragons with Meteor
In the first week, the following were built: Grand Faeries, Air Elementals, Water Elementals, and the Citadel, plus an event on the 3rd or 4th day built Fire Elementals
On 1-2-1, the second city is taken and a third hero is recruited, to whom Faeries and Enchanters are transferred; then on 1-2-2, cyclopes and gorgons are defeated, resources are taken, and then progress continues upward, defeating Archdevils and taking the shield and boots...
On 1-2-1 during his turn, Discord flies in, opens the white path guard and makes further progression possible; therefore, starting from 1-2-2, the third recruited hero with 100 Faeries and 2 Enchanters sets off after Discord, taking Ramparts along the way, and then the dwarf dwellings
In the 2nd week, all chests are taken for gold, birds are placed, the game proceeds on two flanks..
No troops other than Faeries were purchased; the ally periodically provided a bit of resources
Dessa and Astral Solmir stay in place...
After 1-2-7, on the AI's turn, Discord flies to our respawn
1-3-1: Gelar (the secondary one sent along the path) takes the dwarf dwellings, after which a hero is recruited in the main city, 5 birds are recruited, then Faerie Dragons, Psychics, and Faeries with the remainder; all of this is transferred to the main hero, who, having replenished mana with 3 Faerie Dragons, 5 birds, and Faeries with Air Elementals, attacks Discord, who has Phoenixes, Air Elementals, Grand Harpies, and Thieves...
In the end, victory on 1-3-1 !!!

About the map:
It is evident that it was made with soul; very beautiful landscape, and judging by the descriptions and events, there is a plot and coherence to the events (difficult to evaluate due to lack of knowledge of French), furthermore the computer acts exactly according to a script:
messages arrive about the horror of Discord, then indeed on 1-2-1 the hero Le Discorde passes through our respawn, opening the road (done gracefully, truly French elegance; then there is a wonderful visual effect of burning forests, bonfires, pyres, etc.), then from 1-2-2 and 1-2-2 a large-scale attack begins on the ally with the seizure of his cities...
During my first game, while spending a long time figuring out where to go and what to do, the enemy also flies to us later, opens the black guard, and takes one city
Further, apparently, a powerful confrontation with strong enemies and a war on several fronts should begin; we are even offered a collected Elixir of Life and the Necromancer skill, but there is an opportunity to end everything before it even begins...

Pros:
- detailing, artistry, and originality (landscape, paths, obstacles are all thought out by the author and made with soul, for example, burning forests using phoenixes and bonfires, peasants by agricultural fields, knights in a tournament arena, etc.)
- battles: not difficult, but not trivial or repetitive, utilizing standard troops (for example, 7 Faeries + Meteor against a crystal dragon)
- presence of a plot
- combination of RPG and strategy
- ability to choose the starting castle with a fixed hero
Cons:
- possibility to kill the hero earlier than intended and provided for by the game scenario
- something suggests that there are some flaws and errors hidden in all the planned AI maneuvers, including those that allow winning in the first month of the game, when the whole plot and events have not yet unfolded, and the map is barely explored..
- Dessa and Solmir are locked away, but I didn't quite understand the point of isolating them from the game:
Solmir performs an important game function: he opens the tents, as our second main city on the list is behind the tents and is, at the initial stage, or perhaps entirely, unreachable for the enemy;
Dessa, judging by the texts, also has some purpose, but this remained unclear;
- due to the short playtime, it was not possible to identify anything else.
Overall, it turned out to be a good, light (in the sense of airy), graceful, and soulful map)
I hope you are lucky enough to fight Discord only after defeating other enemies as the map author and game plot intended....
And so, I attach a save before the battle and two screenshots as confirmation of such a fast walkthrough...
Result: 15 days and 396 points.

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