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Plus, a rebuilt town has no restrictions on further construction.
In what sense? You can't build a second capitol there.
The map isn't tailored for a mentor, but if the player desperately needs a different build for the final battle, it might be useful. Theoretically, it's more of a formality.
The mentor isn't just a formality or for the ending; it's vital in the Dwarf lands. First, the enemy changes after you pass through the gates. Second, the player is given two heroes, and their skills may not match the situation. Third, the main character's development level by the time they meet the knights may require skill adjustments. One of them might accidentally fit in.
In the end, I gave Lorik both runes and necromancy. But it's worth noting that he's not a necromancer by class. He's only a dwarf in appearance.
Lorik is already rewarded with the "leadership" veriga; now, he'll also get the knowledge of runes. You can't play without a mentor here. Lorik already has the built-in "thunderclap" rune; he doesn't need anything else in that area.
Regarding the vampires. They are limited to the basic upgrade to weaken the final green enemy. With upgrades, it would be much harder to defeat him.
But you can build an upgraded fort in the human lands; the green enemy won't appear there.
Giovanni has all the high-level Dark spells. If you get the training through a mentor, it will become clear why he's there.
Can you believe that the player has gone through almost the entire map and climbed into this corner of the most remote area, and they're missing some spells? I managed to take out the traitor, but I still don't understand how I got to this point. It's not surprising that most players get a different ending.
In what sense? You can't build a second capitol there. The mentor isn't just a formality or for the ending; he's vitally important in the dwarven lands. First, the enemy changes after you go through the gate. Second, the player is given two heroes, and their skills may not match the situation. Third, the main character's development level by the time he meets the knights may require skill adjustments. One of them might have accidentally fit in. Lorik is already rewarded with the "leadership" verigas; now, he's also getting rune knowledge. You can't play without a mentor here. Lorik has a built-in "thunderclap" rune; he doesn't need anything else in this part. But you can build an upgraded fort in the human lands; the green won't appear there. Can you believe that the player has gone through almost the entire map, climbed into this corner of the most remote area, and is now lacking some spells? I managed to take out the traitor, but I can't figure out how I got to that point. It's not surprising that most people get a different ending.
There's no arguing with that. The game mechanics don't allow for two capitols.
I'll think about the mentor in the starting zone, although I still think it's a huge cheat. Not only does the player have two heroes, but he can also change their upgrades as much as he wants (well, almost). That's just too powerful.
The runes replaced the two skills that were there initially. Lorik has 4 free slots.
I didn't think about the fort... Thanks for the idea! :)
If the player is really unlucky. Plus, no one rules out alternative uses for the hero.
There, you need to take three blue castles. It's strange that there are so many problems with this. Kirdan handles it perfectly. You can take a city for tactical reasons.
:rolleyes: No one said that the map changes the abilities of champions and war griffons. I only found that out from replays. :cool:
There, you need to capture three blue castles. It's strange that there are so many problems with this.
Here, you can say it works intermittently. I captured the castle twice, but it was only counted as a win the second time.
No one mentioned that the map changes the abilities of champions and battle griffons. I only found this out from replays.
The map is presented as a mod, so the changes in abilities are the author's idea. There's nothing to write about.
AstralLein
8 years ago
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Very strange indeed. I hadn't noticed that before. The task requires killing Kirdan while having three blue towns. In principle, the function is designed to be error-proof, but I'll take a look just in case.
Okay, I agree. There shouldn't have been any changes here. I accidentally included a file from another mod in the archive.
AstralLein
8 years ago
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UPDATE!
v1.0 (04/24/2018) - Levels 4 and 5 of the Mage Guild are now prohibited in the Fallen Belged city (only in the Necromancer version; they become available when rebuilding). Ter-Gelat starts with the "Berserk" skill. - Lorik's level upon his appearance is now equal to Kolger's level (plus or minus a bit of experience). The composition of his basic skills has been changed. Now, in addition to the racial skill Necromancy, Lorik also has the additional skill Knowledge of Runes (Leadership and Defense have been removed). However, the hero's abilities in this skill are limited. Lorik cannot learn skills from this branch, nor can he gain Absolute Knowledge of Runes. - The Necromancer Orson and everything related to him have been removed. - The Temple, which previously taught the "Plague (general)" spell, now teaches the "Regeneration" spell. - The number of some neutral creatures has been increased. - The battle with the boss Tashlak has been improved. His initiative has been increased. - Foreign changes to creature abilities have been removed (e.g., the instant effect of the combat griffons' ability). - A fort has been added on the hill (it does not allow blue/red troops of the Order faction to be converted into white troops). - All creature recruitment buildings have been removed from the Kalrit city (the blue player was summoning "extra" troops from there). - The number of gems required for the quest of one of the seer's huts has been reduced from 40 to 25. - A small pause has been added before checking the condition in the script for the turning point after the final battle. - Kirdan's logistics have been replaced with machines, and some of his skills have been changed. - The second "native" magic in the Order faction city is now not Darkness, but Summoning. - Various minor fixes.
The link remains the same.
AstralLein
7 years ago
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UPDATE!
v1.1 (09/26/2018) - Finally, the awkward ambushes have been fixed. - Johnny has been removed as he is no longer needed. - A couple of changes have been made to the artifact locations.
New link in the topic header!
Антон Туров
7 years ago
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The scenario is interesting, but I can't seem to win against Jessica without taking significant losses. What should I do? I don't want to lose my archers.
The scenario is interesting, but I can't seem to win against Jessica with minimal losses. What should I do? I don't want to lose my archers.
Theoretically, defeating her is a turning point in the scenario. The boss isn't particularly strong, and the blue player's power peaks with Jessica. Of course, there's also Vitka, but he's not that dangerous, actually. And you don't even have to fight Axel (I might be confusing the hero), who appears on the map at the same time as the boss. So, if Jessica has less than 30% of her army remaining, then everything is going well. You'll definitely defeat the melee boss using Darkness and runes. The main thing is not to delay.
Некромант555
7 years ago
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Guys, how do I install this map? What should I move to the game folder?
AstralLein
7 years ago
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1. Download the archive.
2. Extract the archive.
3. Place the contents in the maps folder.
Profit!
raspisnoy
6 years ago
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It’s a pity that the game has been so heavily modified. (( Version 3.1 EWA is the latest.
It's a pity that the game has been so heavily modified. Version 3.1 EWA is the last one.
I fix this with a simple reinstallation of the game. What made me download this EWA...
Gerter
6 years ago
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I think it will be enough to remove the GameMechanics/RefTables/Creatures file from the map; then, you should be able to play on Eve without any problems.
I think it will be enough to remove the GameMechanics/RefTables/Creatures file from the map; then you can play on Eve without any problems.
No... it's not enough (unpacked/deleted/repacked) - the warning windows disappeared, but now, when you launch the game, nothing happens - everything disappears. If you delete the map from the folder, the game starts. (The same problems with this author's map /:confused: Path of the Necromancer). P.S. It seems the author messed up some creatures, which is why Eve is conflicting. ***************** ........the assembly has many protective plugins that protect necessary changes from being accidentally altered by third-party mods, and they will naturally be seen as conflicting.............
Gerter
6 years ago
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interesting, after these manipulations, the map runs without problems on Eve (2.7.1, clean install). Perhaps there are other conflicts, or something was deleted incorrectly. I can send my file for comparison; maybe it will work. The conflict doesn't create a non-existent entity; rather, it's this file that "overwrites" the same NCF file, which causes the game to not recognize creature IDs of 180+.