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Posts from Rock of Grimheim Auto-translated

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AstralLein
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#63
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Judging by the fact that, statistically, 4 out of 5 waves can be cleared on the first attempt by experienced players, and the only exception is related to a custom unit with slightly increased initiative, the balance is actually quite good. However, there is, of course, a formula for victory, but it mainly depends on the global map and the correct actions taken on it. After all, if the global map is well-designed, it suddenly turns out that the player has more stats and a large army, with the option to replace losses, and the Hive is overpowered. In a way, this map is about Summoning. It's no coincidence that the player is immediately given it with several hints. And the ability to boost magic to absurd levels on Khorn's side. You can, of course, try to do without it, but it will be more difficult and even more random. And randomness cannot be eliminated. It is present in many mechanics at the core level of Heroes 5. Without it, the game is elementary. So, the only problem with the later waves is the not-quite-balanced angels. And the enemies don't have a huge amount of hit points and stats; they only seem large if you don't compare them to what the player has according to the author's design. No, the AI has more hit points on Hero and Veteran difficulties, but there's a simple formula based on the current week
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#64
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AstralLein
Judging by the fact that, according to statistics, in experienced hands, 4 out of 5 waves can be cleared on the first attempt, and the only exception is related to a custom unit with a slightly increased initiative, the balance is actually quite good.

However, there is, of course, a formula for victory, but it is mainly based on the global map and the correct actions taken on it. Because if the global map is good, it suddenly turns out that the player has more stats, and also a lot of troops, with the option to replace losses, and the Hive is overpowered. In a sense, this map is about Summoning. It's no coincidence that the player is immediately given it with several hints. And the ability to boost magic to absurd levels on Corenek's side. You can, of course, try to do without it, but it will be more difficult and even more random. And randomness cannot be eliminated. It is present in many mechanics at the core level of Heroes 5. Without it, the game is elementary.

So, the only problem with the later waves is the not-quite-balanced angels. And there is no huge amount of troops and stats for the enemies: they only seem so big if you don't compare them to what the player has according to the author's idea. No, there are more troops on Hero and Veteran difficulty for the AI, but there is a simple formula for that based on the current week.
Now I have received an answer to my question, thank you! If the battles are relatively easily won by correctly using Summoning magic, then the balance is correct. I think that for many, the map is complicated by the fact that you need to figure out how to play correctly with the new faction. What to do with the angels... that's up to you, as the author.
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#65
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There's nothing to be done about it: a new faction is a new faction. Plus, here you're playing on two fronts with two heroes, but Necropolis acts as the second faction, and it's extremely strong, even if you try to limit its capabilities.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to perfsig
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#66
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perfsig
The pace of this map is key to victory. You just need to get used to the new faction. With regeneration from the Chaos Titans and a couple of Ignifers (with their Phantom ability), you can clear out the entire underground without any losses!!!
I completed it on Veteran difficulty in 6-2-2 turns. I received the Shaman badge. I didn't visit one of the prophets, and I decided not to engage the Unknown either. I kept the staff for myself because the reward, like almost all the troops, turned out to be unnecessary. I didn't even take Chaos. Darkness and Summoning, two types of troops, and victory.

Thank you to the author for their work! I enjoyed the map. It's very atmospheric. You won't get bored.
Something new is always interesting )
Absolutely correct. I don't understand why some players here were criticizing Summoning. It is Summoning and Darkness that allow you to complete this scenario on Hero difficulty with relative ease. And yes, I didn't use "Wall of Swords and Phoenix" because the Wall didn't drop for me at all. Summoning played its role through Phantom and Crystal. So, for those who will play it in the future, this is a good strategy!
Всегда играю на Г.
In reply to raspisnoy
#67
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Hello, I would like to thank you for creating such a wonderful scenario, but I have encountered a small problem. After finishing the scenario, I deleted all files related to it (data, maps), but the faction still remains. Could you please advise me on what I can do?
In reply to AstralLein
#69
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AstralLein
That's very strange. Are you sure you deleted everything? I don't remember there being any cache in the game that would remain after deleting specific files.

I'm sure I deleted everything; it looks like I'll have to reinstall.
In reply to hero112233445566778899
#70
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hero112233445566778899

I definitely deleted everything.

If the game is installed on the system drive where Windows is located, the most likely reason is that files were deleted from the user profile. This profile is used daily. When you copy a map/files into the game, they are accessed under the "administrator" account. Windows 10 and 11 don't really inform the user about the permissions they have when adding/deleting objects. Files deleted from outside the "administrator" account will still appear in the game. This leads to situations where maps contain elements that no one seems to have added, and mods may conflict. I don't know where to find these deleted files that are visible in the game menu but are not in the file directories. The easiest solution is to reinstall the game.

#71
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I would like to sincerely thank the author of this creation! I played through it after completing the mentor quests, using Chaos-Light with Khorn and Chaos-Summon with Joe. Still, there needs to be some way to reduce losses in battle (Resurrection, Regeneration, and Raise Dead were very helpful in this regard). But Dark Magic didn't work out – the debuffs and, probably, some kind of anti-Dark Magic script (when, after a conditional Berserk/Dominate, Removal/Antimagic follows, and that's it, everything is ruined) completely spoiled the fun. Could you at least hint at what the trick is? This was also present in your earlier maps. As far as I know, it's impossible to track the target of a spell with a script... In the early waves, with the celestial warriors, they stood in a box, which is why they were successfully destroyed by the same pyrokinesis. In the later waves, the AI, apparently, became smarter and started moving them forward immediately, and then using Phantom Form... Ugh, I've also seen one-shot stacks, but to wipe out an entire army with a single hit! In general, if the gates still saved the priest of Urgash, the vampire just cried and suffered. Probably for his sins in life... Nevertheless, the map provided several pleasant evenings; there's something about it that's just... heartfelt. I hope the author releases a sequel to this story, and I wish him creative energy and success! By the way, you mentioned that you are a fan of the Redhaven formula... Could you tell me what it consists of? It would be useful for my own map
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#72
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There are no scripts for the AI heroes. It simply understands how to use Dispel and Anti-Magic, which makes Light very dangerous on them. Especially if the AI doesn't have Resurrection, it disrupts a lot with its high priority. I won't even mention the Dodge skill. It absolutely shouldn't be given to the AI due to a bug.

At least somewhere, the Necropolis faction is suffering.

This is the formula for calculating the "meat" (stats) of AI heroes. The idea is to multiply some base number by the current week and then by the difficulty level. I call it that because it's very often used by Red Haven.

Thanks for the walkthrough!
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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#73
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AstralLein
This is a formula for calculating the amount of health for AI heroes. The idea is to multiply a base number by the current week and then by the difficulty level. I called it that because it is very often used by Red Heaven. Thanks for the walkthrough!
This formula comes from maps created by the developers; it involves multiplying by the difficulty level and the number of weeks in the scripts. I can assume that RedHeavenHero studied the scripts from the standard campaigns and started using it as well.
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#74
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Once, I decided to take a look at how the mage patrols were implemented in the first mission for Markel... I haven't opened the original scripts since then. In the end, I implemented it differently, with some help. And yes, this was for the patrols in "Shades of Darkness." The developers wrote the scripts in a very complex way. It's better to learn from the masters in the community.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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#75
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AstralLein
Once, I decided to take a look at how the mage patrols were implemented in the first mission for Markel... and I haven't opened the original scripts since. In the end, I implemented it differently, not without help. And yes, this was for the patrols in "Dark Facets." The developers wrote the scripts in a very complicated way. It's better to learn from the masters in the community.
Yes, I remember the script for this particular mission; it's written very strangely, but this is more of an exception. I always thought that the fact that the patrol later runs to the Dungeon to take the Dark Elf Castle was a bug. But it turned out that it was programmed that way! There's even a funny comment left in the code, "slonik goes to dungeon" or something like that.

As for the scripts of other mapmakers... it varies greatly. Some have everything beautifully done, while with others, you wonder how they managed to create a map with such a coding style. Specifically, RedHeavenHero writes scripts very professionally; I've already had the opportunity to evaluate this (although I haven't played the maps themselves). Like me, he follows an approach where he creates his own library so that it's easier to solve specific tasks in the future.
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#77
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Funny. Started a different scenario and encountered flamethrower units. I forgot about RTF_Inferno_V2.pak. I decided to keep it for now as a memento.
Всегда играю на Г.