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Well, for the sake of Paragon, I'll have to compromise my principles))
Added 2 minutes later Obi
I don't consider playing Heroes a useless activity, just as I don't consider any activity that allows for creative expression to be useless, even if it doesn't bring you material benefits.
This is a very convenient justification for millions of hardcore gamers who don't want to do anything useful or necessary - "we're not just wasting our lives, we're creating, CREATING."
So, if that's the case, why bother with generating convenient starting save files or fixing the issue of morale dropping for 3 stacks in a row, making it impossible to win a battle – because the desired event will happen sooner or later anyway? Let's just create the desired scenario directly in some plugin.
Allow me to ask a question. The original game allows the use of various bugs, such as the bug of selling artifacts at inflated prices, or the Admiral's Hat bug. Is this intended by the game, and according to your logic, is it okay to use such things without any restrictions?
I once saw screenshots of a Chinese player completing a map without the HD mod. He left a hero without an army, giving him the maximum speed boost, so he could reach the required point in time. For me, this is not acceptable, but someone might think otherwise. For example, speedruns of various games are done using all the bugs of the original game. Rince
Yes, it won't be possible without the HD mod and SoD_SP.
Couldn't we have done without it after all? After all, this turns a map that could become popular into a map for a narrow circle of players.
Couldn't we have done without this after all? It turns a map that could become popular into a map for a small group of players.
I thought about this question for a long time, but many of my ideas wouldn't work otherwise – both in terms of gameplay and plot. Besides, RoseKavalier added several features specifically at my request.
As for popularity, the problem isn't the plugin, but the level of difficulty I'm aiming for.
Obi
6 years ago
Auto-translated
Nasos
Should we stop attributing words to our opponents and playing mind games? In none of my posts did I urge anyone to play "10 times more inconveniently" or suggest that everyone else should do the same. My opinion is just my opinion; if someone disagrees, I'm not forcing it on anyone. You, young man, asked me to explain my motives, and I tried to do so. That's all.
Added 5 minutes ago
It's like trying to convince someone who plays with HD – and practically anyone else – of anything. People are quite stubborn.
Added 12 hours 29 minutes ago
Let's consider an analogy with a bicycle. Why do people ride mechanical devices in their "bare" form, which were invented 200 years ago? After all, there are more convenient devices. Would it occur to you to ask a cyclist, "Why are you so attached to this outdated mechanism? After all, its developers simply didn't have enough time/money/technology and knowledge to come up with something more perfect. Switch to a Segway – you don't have to pedal."
Added 31 minutes ago I'll add that some HD features, such as the instant buyout of the desired hero, are hard to call anything but cheating. Many won't agree, saying that buying out a hero is just a matter of time. So, why bother, for example, with generating convenient starting saves or the morale of 3 stacks in a row, without which you can't win a battle – because the desired event will happen sooner or later anyway? So, let's just draw the desired layout in some plugin.
The fact that I figured out some things for you is my mistake; I apologize if it offended you. In any case, my post was written because of a simple desire to argue, not to throw a stone at you.
"Useful and necessary" is a relative concept. I won't guess what you personally mean by it, but if "useful and necessary" = "bringing money," then now, when esports is developing rapidly, many "hardcore gamers" earn millions of dollars just by playing computer games.
While playing the Way Home map, I found a funny feature, most likely not intended by the author: when the player has to open the last black tent, four strong heroes are released, pass through a one-way portal, learn the "Flight" spell at the event, and then land. They can land in four different locations, so you can simply dig up these locations, and they won't be able to land. But then there's a problem: the heroes simply don't want to swim through the one-way portal in that case. However, if you do this:
, i.e., dig two pits only on one side and place three boats on the other side, blocking the landing, the computer will also not swim into the portal. But as soon as you sink one of the boats, it will swim in and land. In this case, all four of these heroes can be killed one by one, and exactly when the player wants. Although, maybe I've just reinvented the wheel, and everyone has been playing the map this way. What I've learned as a developer is that you need to pay very close attention to the units that will attack the player from the sea and always leave them a landing point that the player will not have access to, for example, by blocking it with some gates.
While playing the Way Home map, I found a funny feature, most likely not intended by the author: when the player has to open the last black tent, four strong heroes are released, pass through a one-way portal, learn the "Fly" spell at the event, and then land. They can land in four different locations, so you can simply dig up those locations, and they won't be able to land. But then a problem arises: the heroes simply don't want to swim through the one-way portal in that case. However, if you do this:
, i.e., dig 2 pits only on one side, and place 3 boats on the other side, blocking the landing, the AI will also not swim into the portal. But, as soon as you sink one of the boats, it will swim in and land. In this case, all four of these heroes can be killed one by one, and exactly when the player wants. ....
This useful "luring into the water" mechanic, as far as I remember, was also present in Xiedu, when after landing on new respawn points from the north, a powerful AI enemy would arrive. It could be "drowned" in a puddle near the Castle in a similar way, which required almost all heroes to be used. And on one of the maps by the author Woxin, there was a water-swamp respawn point. There, it was necessary to place boats and pits in many places to delay the AI and release it at the right moment (the AI didn't know how to walk on water, but it did know how to summon a boat - so you had to "stand guard" at the necessary points so that the AI wouldn't accidentally summon the "wrong" boat).
Has anyone played the April battles map? I don't understand how to play at the beginning. I found 29 wood and 30 stone, and the last log can be collected on day 4. On day 4, 100 harpies arrive in the city of Kiffa, and I assume that by day 3, I should have captured the city. However, it's completely unclear how I should do this, because Lord Haart simply doesn't reach the passage guard, which requires 26 peasants and behind which lie the logs.
On day 4, 100 harpies arrive in the city of Kiffa, and I understand that I need to conquer the city by day 3.
Wait, are you referring to the dungeon near Lorelei? I call it Celle...
I took resources as a starting bonus - 10 stone and 10 wood, after which the city is captured in 1 day. The author likes to "borrow" such things from other maps; I think this is taken from Rise of the Sun.
As I already wrote on YouTube, I didn't play this map any further.
Thanks, I didn't think of that. They really know how to come up with addictive gameplay. By the way, it seems you could potentially keep 755 harpies for yourself using this method and use them to your advantage, but I haven't tested it yet.
The map Shan Hai Legend was completed on 26-3-2! Screenshots are attached. The last battles were just insane!
Here's the save file for the final battle :) anyone who wants can try it. At first, I thought it was impossible to beat :) but I still managed. There are screenshots of how it happened..... You can choose Tazar or Elleshar, both are maxed out in magic. I forgot to take a reserve of cows from the castle, but they were unnecessary in the battle.
It's truly impressive – I've been playing Brave without Fear for 4 days now, and I still don't fully understand how to even get out of the starting areas.
Brave without Fear. Has anyone completed this map? I played with a 1-3-3 setup. So far, nothing seems impossible. Update. There are currently 321 players on the map. Until day 311, you can travel anywhere on the map (as long as you avoid enemies), but after day 311, enemy heroes start claiming outposts, visiting tents, spawning additional heroes, and using teleporters all over the map. So, whatever you managed to do before day 311 is what you have. I think I've grasped the logic of development in the first 2 months, although starting from the 4th week, there's more variability in development. In general, the chaos and fun have now begun all over the map, but at least I have the TOWN PORTAL, upgraded by all my heroes, the Armageddon Blade, and a level 46 hero named Gird, who, with double mana, Armageddon, Implosion, and Earth and Fire spells, can hold off almost any hero in the castle and simply destroy them with magic. Although the strength of the computer-controlled players is, of course, immense. The map is extremely dynamic, which I like. However, it seems to me that if you don't develop very quickly, you might simply not have time to do anything later. Too many heroes appear after day 311, and it becomes extremely difficult to travel around the map afterward. The main thing is to get the Town Portal early, ideally before day 311 (I didn't manage to do that; I was a week late)
In the prospector, all computers have the ability to summon and flood a boat, so even if something gets flooded (especially for enemy heroes in the dungeon), they will still summon a boat for their movements. So, I don't think it's critical. Angels are placed by me on level 117, and they are not superfluous!
Currently, I've been playing leisurely for 11 months. Results: I returned the moon to the angelic respawn point, opened various guardians, freed Jelu, killed almost all the greens (except Thorgrim), almost all the necromancers (except Tanta and Lord Haart), almost all the blues (except Kilgor), have a city portal, resurrection, clone, and prayer. Almost everything is broken by bears on this map; it's very difficult with other units. So far, the map is more than passable.
I don't understand. I emerged on the white cross with Cuthbert and Mullich from the portal. What's next? There's no boat.
I don't understand. I emerged on the white cross with Cuthbert and Mullich from the portal. What's next? There's no boat.
I don't remember exactly, but I think you either need to get boots of levitation or water walking. I'm not sure if there's a boat there. I played through the map a long time ago, but I don't remember having this problem.
I don't remember exactly, but I think you either need to get boots of levitation or walk on water. I'm not sure if there's a boat there. I played the map a long time ago, but I don't remember having this problem.
I have walk on water and boots. What's the point? I teleported to that damn cross. And where to now? If you put the boots on the fastest unit, no path to any of the pillars on the other side is shown.
Added after 12 hours 34 minutes kolotok
I don't remember exactly, but I think you either need to get boots of levitation or walk on water. I'm not sure if there's a boat there. I played the map a long time ago, but I don't remember having this problem.
Okay, I messed up. I didn't open the lookout hut, so Cuthbert couldn't see the shore. Damn, I have to replay again....