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Posts from Journey

4.6 (10 ratings)
In reply to Dyrman
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15 years ago
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I really liked the map. I played it for 9 days (more than a year of game time). I played on Easy Veteran difficulty with the hero Gotti. It was very interesting to play. Below, I will write my personal opinion about the map. What did I like? 1. The ability to develop the hero to a very high level (I managed to reach level 35). 2. A large number of additional quests. 3. The battle in the mausoleum (I liked the constantly appearing units). 4. The ability to play the map with any of the 64 heroes, each of whom is unique in his own way. 5. It is impossible to complete the map without making interesting decisions. 6. The computer didn't take up too much of my time. If you think about it, you can find many more advantages. But I have already named the main ones. What didn't I like? 1. The map is too long. Although, perhaps this is more of a feature than a disadvantage. What didn't I understand? 1. In the tavern, I repeatedly saw the rumor: "Trust Andragor completely," and the text on the sign near 240,000 dragons also mentioned him. But where is Andragor, why should I trust him, and how can he really help? I never understood. 2. Where on this map can I learn the Astral Gate spell? Because it is simply impossible to get to some places without this spell. Now, a little about the walkthrough: I can talk about the walkthrough for a long time, but I will tell you about the tactics for defeating the dragons and the hero in the mausoleum. On this map, there is one amazing place called "Cave of Harmony." There, large groups of wolves, manticores, elementals, mummies, phoenixes, and death knights join us. The wolves can be turned into vampires (which I did), and the manticores into undead (but this is less important). Elementals and mummies are almost useless. Death Knights play a key role in my tactics. As you know, they have the ability "Death Strike" (with a 25% chance, they kill half of the creatures in the attacking unit). After breaking through the green outpost and capturing the Order of the Dawn stronghold, we simply build a tavern and hire heroes there. Each of them receives 5 Death Knights from the main hero and divides them into single units. Then, with these heroes, we simply attack the dragons. Even on auto-battle, before their death or retreat, one of the Death Knights manages to strike with "Death Strike." When there are approximately 50,000 dragons left, the heroes somehow stop killing the dragons and, accordingly, only waste Death Knights. At this moment, you need to attack the dragons with the main hero. Before the attack, my Gotti had (approximately) 17,000 skeleton archers, 13,000 higher vampires, 777 (I specifically remember this number) archliches, 2,500 banshees, 4,500 fire elementals, 2,900 death knights, and 1,200 phoenixes. After the battle, I had 60 skeleton archers left (they revived thanks to eternal slavery), all 13,000 vampires (due to their "Drain" ability, even the dragons didn't kill them), and all the phoenixes (I simply didn't put them on the battlefield by mistake). Then, I attacked the mausoleum. After the vampires and skeleton archers were killed, and the "Charm" spell was cast on the phoenixes, I didn't do anything else! I won only thanks to the stupidity of the computer, which constantly cast "Berserk" on the phoenixes. As a result, I lost everyone except the phoenixes (they, by the way, survived completely). Then, a window appeared with the inscription "You have reached your goal!", and this meant that I had completed the mission.
15 years ago
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Wow! No, it seems there will always be a hardcore player capable of overcoming ANY challenge. And all it took was completing quests. The map is more RPG-oriented, not about killing 16,000 dragons with two gremlins...
The sequence is simple: you get astral gates for completing a specific quest, use the gates to find Andragoras, and if you behave well, he removes the dragons from the mausoleum...
In reply to vadim_t
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15 years ago
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Yeah, Nikitatigr, you really went all out!
From what I understand, the map was appreciated for the challenge of defeating 16,000 dragons.
With that in mind, I don't think you can brag about defeating a black dragon in the Hall of Fame.
I finished the game in about 250 days and got the druid badge - 1200 points (played on veteran difficulty). And even then, a whole month was spent on various waiting periods and completing unnecessary quests.
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15 years ago
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Here's the situation: either someone explains what this bug is, or I'm going to swear loudly and for a long time. I start the game, choose a castle (Haven). At the beginning of the game, the castle isn't built, and there's no tavern. I buy a tavern and a hero, and I go to kill everything that shouldn't be there. After the battle, it says: "You lost!" How is that possible? I didn't even start playing.
In reply to Тёмный_Ильдар
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15 years ago
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Dark_Ildar
Here's the situation: either someone explains what this bug is, or I'm going to swear loudly and for a long time.
I start the game, choose a castle (Haven), at the beginning of the game, the castle isn't built, there's no tavern. I buy a tavern and a hero, and I go to kill everything that shouldn't be there. After the battle, it says: you lost! How am I supposed to understand that? I didn't even start.
Are there hero choices at the start? Did you choose a hero?
Also: On version 3.0, the map doesn't run properly. Only on 3.1.
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15 years ago
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Damn, I need version 3.0, but I should download 3.1.
15 years ago
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It seems like a bug appeared in the latest sixth build: when playing as a Necromancer with Nicholas and approaching the gates from the back for the first time, where they ask for 10 mercury to pass, the game crashes with an unknown error. I can upload a save file later if that helps.
In reply to PavliG
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15 years ago
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PavliG
It seems like a bug appeared in the latest sixth build: when playing as a Necromancer with Nicholas and approaching the gates from the back for the first time, where they ask for 10 mercury to pass, the game crashes with an unknown error. I can upload a save file later if it helps.
The save file preserves changes to mods, etc. Therefore, the save file won't help if we just take his word for it. But I believe him... Most likely, it's due to a conflict between some mods. Since Nicholas's script name doesn't have anything extravagant about it....
15 years ago
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I mainly use interface mods, like the "skill wheel" and other minor tweaks; they don't affect the gameplay. I've never touched the balance, and I tested all the maps with this proven set of mods, so they're not the issue here.

I tried with the Dark Elves, and it's the same – the game crashes. This is a bug in the scripts. To trigger it, you need to approach these gates for the first time from the opposite side with any main hero of any race.

By the way, I have a suggestion regarding the heroes:
In my opinion, there aren't many truly well-designed super-heroes for an interesting early-game experience. The clear leaders are:
- Irina (the ideal Sorceress)
- Constantine (the ideal Necromancer)
- Nemesis (the ideal Mage)
The other races lack ideal heroes. What do I mean by "ideal"? A hero with a starting set of abilities and an army should be able to develop without losses or with minimal losses, defeating everything in its path, including the first two Orcish heroes.

For the Demons, Biara doesn't quite reach the ideal due to the lack of the ability to restore Demonesses, as well as a constant mana shortage. If she started with the "Regeneration" and "Fundamentals of Magic => Mana Replenishment" spells, Inferno would have a clear favorite.

In general, in my opinion, many heroes, especially those from the "good" races, lack the "Regeneration" spell at the start. Without it, the gameplay is significantly slowed down because, with limited resources, it's impossible for a "hero" with a small starting army to defeat large stacks early in the map without being left vulnerable, or to intentionally avoid killing enemies and slow down development due to a lack of resources.

That's what I'm getting at... :) The map is very good, large, and it's more interesting to play it with a specific race, relying on its racial ability to fully unlock its potential, rather than barely reaching a mentor and completely changing the hero to make it possible to complete the map.

In general, I have more specific suggestions for individual heroes to slightly adapt them. If that makes sense and you haven't abandoned the map, I can write down specific wishes as a tester
In reply to PavliG
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15 years ago
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PavliG
I mainly use interface mods, like the "skill wheel" and other minor changes that don't affect the gameplay. I've never touched the balance, and I tested all the maps with this verified set of mods, so they're not the problem here:)

I tried with the Dark Elves, and it's the same – the game crashes. This is a bug in the scripts somewhere. To trigger it, you need to approach these gates from the back side with any main hero of any race for the first time.

By the way, I have a suggestion regarding the heroes:
As I see it, there aren't many truly well-designed super-heroes for an interesting early-game experience. There are clearly defined leaders:
- Irina (ideal Sorceress)
- Constantine (ideal Necromancer)
- Nemesis (ideal Mage)
But the other races lack ideal heroes. What do I mean by "ideal"? A hero with a starting set of abilities and an army should be able to develop without losses or with minimal losses, defeating everything in its path, including the first two Orcish heroes.

In the case of the Demons, Biara doesn't quite reach the ideal due to the lack of the ability to restore Demonesses, as well as a constant shortage of mana. If she had the "Regeneration" and "Fundamentals of Magic => Mana Replenishment" spells from the start, Inferno would have a favorite.

In general, in my opinion, many heroes, especially those of the "good" races, lack the "Regeneration" spell at the start. Without it, the dynamics of the gameplay are significantly slowed down due to the inability to defeat large stacks at the beginning of the map with limited resources on a "hero" with a small starting army, without being left with nothing, or intentionally not killing enemies and slowing down development due to a lack of resources.

That's what I'm getting at... :) The map is very good, large, and it's more interesting to play it with a specific race, relying on the racial ability to fully reveal its potential, rather than barely reaching the mentor and completely changing the hero to be able to complete the map.

In general, I have more specific suggestions for individual heroes to slightly adapt them. If this makes sense and you haven't abandoned the map, I can write down specific wishes as a tester ;)
I checked, and everything works fine for me. I checked with Humans, approaching from the back side. In general, scripts have never caused the game to crash (at least, not for me). And the ones used here definitely shouldn't: if there's an error in the script, all scripts (or partially) stop working, but the game doesn't crash. It just becomes a regular map without scripts. However, scripts can create preconditions for an error, but this happens and is fixed locally. But if it only doesn't work on one machine, then it's definitely something wrong (since it works for me, I can't understand the reason).
Have you cleared all the maps in the Maps folder?
Mods are stored not only as mods but also in maps, campaigns, etc.
I can listen to suggestions about changing heroes, but I've abandoned the map. I don't have much time right now. If I have time, I might redo it.
+++
I checked again with the Shadow League, and nothing crashed. But it would be good if other players checked.
15 years ago
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"when I play as a Necromancer with Nicholas"
I wanted to check. Question: Where is Nicholas among the Necromancers, playing as whom PavliG experienced a bug? I don't see such a hero among the suggested heroes in version 1.1f6....
Available: Charon, Zoltan, Constantine, Kaspar, Ornella, Orson, Vlad, and a hilariously funny Necromancer-Barbarian named Gotti.
15 years ago
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well... I meant Konstantin :) It's strange, in one of the builds, I found a bug that also caused the game to crash, remember, near the Inferno castle in the tavern, you fixed it, and from the next build, it didn't crash anymore. Maybe there's something similar here? In the maps, only this map is from build 6. I'll upload a save file when I get to a normal internet connection, just in case (it might help somehow). The mods from the "mods" folder definitely aren't the problem; I've been playing with them occasionally for over 2 years, and there haven't been any conflicts. Added 2 hours 40 minutes ago
Dyrman
If I have time, I can rework it.
For starters... Knight: Gabriel - starting with the robber centaurs, he may already suffer losses, and there's no way he can take more powerful stacks right away. Because he lacks the Knight counterattack, he won't be able to get the crucial "Retribution" for the Knight. Suggestion: replace "treasury management" with "retribution" (if possible without "attack bonus," that would be good; if it's necessary, you can also use their initial skill) and give "regeneration" from the start. Eleazar - optimal and balanced. Jeanne - o_0, quite the imagination. How can she be an effective Knight without chaos magic spells, both in the castle and within the starting zone (up to the nearest castle), and without the ability to replenish mage losses and with a clear lack of mana? Clearly, this is a variant for the original game. Suggestion: you can save her by giving her what she needs from the start (I don't remember exactly what) to get a large stack of mages in the houses, which will partially solve the problems this hero has in terms of army in the starting zone. Spellcasting (basics) + mana replenishment will somehow help with the mana deficit, and "regeneration" will handle the replenishment. Godrick - generally good, but lacks restorative spells and a special ability (it's very weak for Knights; you can't be stingy with it, because not everyone will decide to upgrade it if it's not given from the start). It's unclear why the crossbowmen have a weak ballista and a non-restorative tent; they definitely don't help at the start. If this skill happens to appear, you can buy it. Suggestion: give regeneration + restoration + Knight special ability, and remove the ballista and tent + some artifact that increases the hero's knowledge. Oleg - after encountering the robber, the hero won't look as threatening as he did at the beginning. There's no army replenishment, and two crucial Knight abilities are missing. Suggestion: replace magic resistance with luck of the draw (it's very useful at the start), remove tactics (what's the point of it for archers at the beginning?), and add retribution and empathy, and of course, regeneration from the start. Heinrich - everything is good, except for replenishment of the fallen. With upgraded machine management, a controllable tent is sorely lacking. Suggestion: attach sulfur rain to the hero's special ability, and put the first aid tent in the 4th slot instead of sulfur rain. Axel - a very interesting character, but it's very difficult not to lose one Knight in a battle with robbers. This character simply needs retribution from the start! Suggestion: give basics of morale => inspiration, replace general acceleration with retribution, and give the regeneration spell. Riana - a fun hero) With such a lousy army, you need to further strengthen her own attack + additionally lower the morale of enemies so that these lackeys have a chance of more than 1% to reach someone alive. Regeneration is useless here. Suggestion: Incorporate tormenting strike (from the dark magic branch of Knights) into the hero's special ability, in addition to everything else, and give her a chaos set (helmet and ring) from the start; this will increase attack, lower morale, and slightly increase knowledge. I'll post suggestions for the other races later; let people join the discussion:smile14:
In reply to PavliG
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15 years ago
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PavliG
Well... I meant Konstantin :)

It's strange, in one of the builds, I found a bug that also caused the game to crash. Do you remember, near the Inferno Castle, in the tavern? You fixed it, and it didn't crash in the next build. Maybe something similar is happening here?

In the maps, only this map is from build 6. I'll upload the save file when I get to a normal internet connection (it might help), and the mods from the mods folder definitely aren't the problem. I've been playing with them occasionally for over 2 years, and there haven't been any conflicts.

Added 2 hours 40 minutes ago

For starters...
Knights:

Gabriel - starting with the robber centaurs, he can already suffer losses, and there's no way he can take more powerful stacks right away. Because he lacks the knight's counterattack, he won't be able to get the crucial "Retribution" skill for a knight.
Suggestion: replace "treasury management" with "retribution" (if possible without "attack skill," that would be good; if it's required, you can also use their starting skill) and definitely give him "regeneration" from the start.

Eleazar - optimal and balanced.

Jeanne - o_0 a wild idea. How can she, as a knight, be effective without chaos magic spells, both in the castle and within the starting zone (up to the nearest castle), and without the ability to replenish mage losses and with a clear lack of mana, and still effectively destroy everything alive and accumulate an army? Clearly, this is a version for the original game :)
Suggestion: you can save her by giving her what she needs from the start (I don't remember exactly what) to get a large stack of mages in the houses, which will partially solve the problems this hero has in terms of army in the starting zone,
spellcasting (basics) + mana replenishment will somehow help with the mana deficit, and "regeneration" will solve the replenishment issue.

Godric - in principle, he's not bad, but he lacks restorative spells and a special ability (it's very weak for knights, so you can't be modest with it, because not everyone will want to upgrade it if it's not given from the start). It's not clear why the pikemen have a weak ballista and a non-restorative tent; they definitely don't help at the start. If this skill happens to appear, you can buy it.
Suggestion: give him regeneration + restoration + a knight special ability, and remove the ballista and tent + an artifact that increases the hero's knowledge.

Oleg - after meeting the robber, the hero won't look as threatening as he did at the beginning. There's no army replenishment, and two important knight abilities are missing.
Suggestion: replace magic resistance with luck of the draw (it's very useful at the start), remove tactics (what's the point of it for archers at the beginning?), and add retribution and empathy, and of course, regeneration from the start.

Heinrich - everything is fine, except for replenishment of the fallen. With upgraded machine management, a controlled tent is sorely lacking.
Suggestion: attach sulfurous rain to the hero's special ability, and put a first aid tent in the fourth slot instead of sulfurous rain.

Axel - a very interesting character, but it's very difficult not to lose one knight in a battle with robbers. This character simply needs retribution from the start!
Suggestion: give him the basics of combat spirit => morale boost, replace general acceleration with retribution, and give him a regeneration spell.

Riana - a fun hero) With such a lousy army, you need to further strengthen her own attack + additionally lower the morale of enemies so that these mercenaries have more than a 1% chance of reaching someone alive)) Regeneration is useless here.
Suggestion: add a tormenting strike (from the dark magic knight branch) to the hero's special ability, and give her a chaos set (helmet and ring) from the start; this will increase attack, lower morale, and slightly increase knowledge.

I'll post suggestions for the other races later. Let other players join the discussion :smile14:
The bug in the tavern wasn't related to scripts, but to the hero's model. I didn't change the models of the main heroes ;)
As for the rest, we'll see :) Maybe we'll change it in the future, and maybe other players will have suggestions?
In reply to Dyrman
15 years ago
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Dyrman
What if other players tested it?
I tested it with Nicolas, and they let me in without any problems for 10 mercury. So, the bug reported by PavliG is clearly a local issue. :)
I also noted (as I already wrote) that when the Orc hero is activated, the game slows down significantly.
Now, regarding suggestions. I'll share my thoughts on the Necromancer heroes.
Nicolas - I didn't expect it, but he's really good at the beginning - so many creatures join him, and they even transform into undead - it's amazing:smile54:
Gotti - as I already wrote, I really liked him. The only problem is that he can only get the travel spell in the Orc castle. Otherwise, he's just as good as Nicolas for a Warrior.
Zoltan - I wouldn't pick him (NNVB). Why would a Necromancer need irresistible magic? Maybe I'm missing something?
Charon He's a cool mage, of course, but I doubt it will help much - considering who the opponents are. Again, the beginning is probably not easy.
Caspar Since the ballista is moved to racial abilities, as far as I remember, it's uncontrollable. And, as you know, machinery usually only helps at the beginning of the game...
Ornella I think it's better to replace cursed land with mind magic right away - before you even reach the mentor... NNVB
Orson Definitely NNVB. I've always had trouble understanding what to do with zombies when they're not alone, and now there's also light magic????:eek:

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