Posts from Rock of Grimheim
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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.
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)
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.
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.
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!
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!
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.
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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