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Posts from Unicorn Empire

4.6 (9 ratings)
In reply to AstralLein
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Okay... I'm still working through the second mission.
Varjag and Andrey have quite impressive armies; I've already beaten the elves more than five times. However, now, as I understand it, I need to fight the dwarves to get the runes, but they are so annoying and powerful that they almost turned my Andreas into dust. The same situation with Varen.

Мои карты:
Падший рыцарь
Сердце Хаоса

Мои моды:
Визуальные:
Изменение внешнего вида героев-некромантов
Существа-жители и кое-что по мелочи в городах Ордена Порядка, Некрополиса и Инферно

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Странствующие рыцари
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I'm playing the second mission, and an elf arrived, bringing me the Tome of Darkness. So, my question is, is vampirism disabled as a spell?
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The AI is simply set to be aggressive in every aspect. ;) P.S. I'm not using EWA right now, I'm using the default settings. I installed the author's map by extracting the files instead of running the executable.
The third mission can be completed on Grand difficulty with a well-developed Vares from the second chapter.
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In reply to Master1987
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Master1987
I'm playing the second mission, an elf arrived and brought me the Tome of Darkness, so here's the question: is vampirism disabled as a spell?
No. In the second mission, I learned vampirism in the central human/home castle.
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In reply to raspisnoy
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raspisnoy
Third mission. I'd like to ask about Varen's specialization, "Stunning Blow." The chance seems to be 10% (although I've tweaked the unnecessary luck stat for the soldiers), but still. In the third mission, this is already a useless specialization, just like A. Machine's. Second: the peasant huts at the very beginning are unusable (screenshot). The barracks too... it's not critical, but it's unpleasant! Outposts guarded by heroes are, of course, still a bit of a weird design, but okay. But 2 camps, with stacks of the same units, there were about a hundred of them, this is either a bug or a test build that wasn't removed during map testing. The third screenshot is of the outpost, just in case... I just froze... but the AI is simply amazing... it's optimized for everything.
P.S. I'm not using EWA right now, just the default settings. I installed the author's map by extracting it and placing the files, not through an executable.
The third mission can be completed on Grand difficulty with a well-developed Varen from the second chapter.
Install the campaign on a clean version of Heroes, and these bugs will disappear. The huts and barracks are scripted and react when a hero visits them, but some mod is breaking the script.
The probability of the stunning effect is calculated similarly to "Stunning Blow"; you can find more detailed information in the manual.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to RedHeavenHero
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RedHeavenHero
Install the campaign on a clean version of Heroes, and these bugs will disappear. The huts and barracks are scripted and react when a hero visits them, but some mod breaks the script.
The probability of stunning is calculated similarly to "stunning strike"; you can find more detailed information in the manual.
There are harmless interface mods, but okay... I'm finishing the fourth mission.
Not all huts and barracks were non-functional; some of them... I couldn't enter them, but the mission is already completed, but still.
By the way, the scenario is well-optimized; there were no crashes at all.
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I replayed this campaign twice and got immense enjoyment from it. The campaign is excellent, except for the last battle, where the author (as with most authors on this forum) went a bit overboard. They added so much to the final mage that the final battle turned into some kind of mess where there was nothing left of the game's mechanics or logic. It's like, "Let's just give the mage everything... everything, and even teach him how to use the console." I understand, of course, but final battles shouldn't be a meeting with God; they should be a natural process of competition between the Player and the AI in their ability to play the game, and there's no need to go to extremes. I absolutely don't accept such mechanics that have nothing to do with the game. So, I did what the campaign author did: I didn't waste my time accumulating troops; I just gave my hero 900 Titans, which finished this final absurdity. As they say, for every clever trick, there's a corresponding counter-trick.))
Thank you for the game.
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In reply to raspisnoy
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raspisnoy
I replayed this campaign twice and got immense pleasure. The campaign is great, except for the last battle, in which the author (as with all authors on this forum) went a bit overboard. He added so much to the final mage that the final battle turned into some kind of mess in which there was nothing left of the game mechanics or even logic. Just, let me give the mage everything... well, everything, and I'll even teach him how to use the console. I understand, of course, but the final battles are not a meeting with God, but a natural process of competition between the Player and the AI in their ability to play this game, and it is not worth going to extremes. I absolutely do not accept such mechanics that have nothing to do with the game. So I did as the campaign author did, I didn't waste my time accumulating troops, but simply gave my hero 900 Titans, which finished this final perversion. As they say, for every clever woman, there is a clever man.))
Thank you for the game.
An attempt to approach the design of the final battle from the point of view that it is a "natural process of competition between the Player and the AI in their ability to play this game" would be a failure. The player is a priori better at using the game mechanics than the current AI, and will beat it 100-0 all other things being equal. And based on the assumption that the final battle should be, at a minimum, not trivial, but, therefore, not boring for the player, the odds need to be shifted somewhat in favor of the AI (that is, in fact, remove these very "all other things being equal"). Usually, this is achieved by simply increasing the army and/or stats (and at the same time, a traditional hole in the balance is left in the form of a "strategy for accumulating troops" for the lazy). However, this is boring, unoriginal, and everyone is tired of it now, and no one will be surprised by the fact that someone "killed 69 trillion dragons with 1 skeleton." In order for the map not to be just another product from the assembly line, map makers, including me, invent new mechanics, as much as the game engine allows. And they are doing the right thing. And your post contains approximately 0 arguments in favor of changing these trends.

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in which there was nothing left of the game mechanics or even logic
this is an undeniable exaggeration that has nothing to do with reality. In the battle with the mage, only 4 elemental shards are summoned each turn of the mage (if the shard from the previous turn was destroyed), and to replace the mage's troops when they die, demons are summoned once. This is generally insignificant and, in terms of the sophistication of the mechanics, is somewhere around the final mission of the original Heroes 5 campaign.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
In reply to RedHeavenHero
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Hello, I downloaded the .exe file, ran it, and placed it in the game folder. The campaign is installed, but when I launch the modification, the game crashes. What should I do?
In reply to f1entyyx
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f1entyyx
Hello, I downloaded the exe file, ran it, and put it in the game folder. The campaign is installed, but when I launch the mod, the game crashes. What should I do?

You need to launch it through a separate exe file that should appear after installing the map.

As far as I remember, there was a file in the archive that explained how to launch it correctly.

In reply to RedHeavenHero
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RedHeavenHero
Attempting to approach the design of the final battle from the perspective that it is a "natural process of competition between the Player and the AI in their ability to play this game" would be a failure. The player is a priori better at using the game's mechanics than the current AI, and will beat it 100-0, all other things being equal. And, assuming that the final battle should be, at the very least, not trivial, and therefore not boring for the player, the odds need to be shifted somewhat in favor of the AI (that is, effectively removing these very "all other things being equal"). This is usually achieved by simply increasing the army and/or stats (and at the same time leaving the traditional balance hole in the form of a "meat-grinding strategy" for the lazy). However, this is boring, unoriginal, and cliché, and no one will be surprised today by someone "killing 69 trillion dragons with 1 skeleton." In order for the map not to be just another product from an assembly line, map designers, including myself, invent new mechanics, as much as the game engine allows. And they are right to do so. And your post contains approximately 0 arguments in favor of changing these trends.

Plus, this is an undeniable exaggeration that has nothing to do with reality. In a battle with a mage, only 4 elemental shards are summoned each turn of the mage (if the shard from the previous turn was destroyed), and demons are summoned once to replace the mage's troops when they die. This is generally insignificant and, in terms of mechanics, is somewhere around the final mission of the original Heroes 5 campaign.
I agree with much of what you said, but the game's mechanics are the reality. But when a knight, arriving at a tournament, receives a burst of automatic gunfire in the face from another knight, that's fantasy. You could even hang a Death Star over the battlefield. There are scenarios that not every mortal can complete in Heroes, and final battles, without any extremes. The "meat-grinding" by lazy players is easily countered by increasing the opponent's troop growth. By the way, I usually reach the finale very early, as I try to play with a rush strategy, but such finales are exactly what force me to accumulate meat! Because no way can I take them with: "someone "killed 69 trillion dragons with 1 skeleton." I wrote: "I didn't want to waste my time accumulating meat, but simply gave my hero 900 Titans, which finished this final perversion." This is exactly the case - I'm just sure that with the troops I had at the time of the finale, I would have taken it, but alas... here, meat decides, and not my ability to play. I repeat once again - at that time! (the time when I had it under control). That's why I..."didn't want to waste time accumulating meat." After all, you decided to surprise me with this "non-standard mechanic"?+) That is, you, by breaking the game's mechanics, broke the game for me in the end, because you didn't expect the player to be able to reach the finale earlier.))
And I don't know who this "interest" (in the finale) is aimed at, but when you play Heroes, and then at the end you get into a mix of Elden Ring, DAO, and God of War, you are slightly puzzled. Of course, maybe I'm just old, and now the younger generation enjoys this, but unfortunately, it doesn't appeal to me. (
No offense - you create excellent scenarios. Don't surprise us so much - we're already interested. Thanks again for the game.
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I encountered a problem while starting the second mission. First, the fortress on the hill isn't working; it functions, but not as it should, meaning I can't upgrade the troops to green. I started the mission again, and the fortress still isn't working, plus reinforcements from Dominic have stopped arriving. What should I do?
In reply to Asp1d
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Asp1d
What should I do?
Read the thread from the beginning. There is a likely answer to your question on the second page. You either didn't start the modded map or it crashed for some reason.
In reply to 13га
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13ga
Read the topic from the beginning. There is a likely answer to your question on the second page. You either didn't start the mod map, or it broke down for some reason.
In principle, everything is correct, but it's 30 pages long :) it's almost a novel.
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