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Posts from Gardholm. Chapter One.

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Title: Gardholm. Chapter One.
Map name: Gardholm. The first chapter
Map type: SingleMission
Two-level map: yes
Number of players: 4
Size: large
Author: 32MeTpa
Description: "The traveler and treasure hunter Rutger sets off for Gardholm, an abandoned underground kingdom and city of dwarves, once great and mighty, but now almost empty and forgotten. Now only a few clans of rebellious dwarves live there. He intends to explore these places and, with a small detachment of loyal warriors, sets off into this long-abandoned snowy wilderness..."
P.S. This is my first map with scripts and my second map overall. So, please don't judge too harshly; I'm not a professional yet.
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Has anyone played it? I'm really looking forward to hearing your feedback!
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Started playing on "Warrior", and so far it seems interesting.
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I haven't finished it yet (I'm exploring Lower Gardholm), but I can already say something.
The map is very interesting, and I'm enjoying playing it. I see one problem: the difficulty curve. For a casual player (like me), the beginning is very difficult, even on Warrior difficulty (I didn't bother and am playing on Recruit). But after that, everything is fine, and you can even use the autobattle feature. A hardcore player, on the other hand, will undoubtedly be pleased with the beginning, but the rest of the game will likely disappoint them. I think that to combine the interests of players, the number of neutral creatures should be made strongly dependent on the difficulty level. First of all, this applies to the bridge on the road to the first castle and the garrison of that castle.
And one more thing. Since the portal to the castle has been removed, maybe it would be worth adding boots of speed somewhere? At least, to the gates of Gardholm. It's annoying to have to run back and forth for a week...
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Okay, I'll add portals to the city tomorrow.
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I took the green town and reached the "development limit." It became uninteresting to continue playing:mad: Maybe the "limit" should be raised?
In principle, the initial neutral creatures could be made weaker, as mentioned above, and the ones in the dwarf castles could be made stronger.
Overall, the map is interesting, but maybe there could be a hero imprisoned for variety, some dwarf willing to "cooperate with the investigation." Otherwise, by the time I reach the "limit," I have a lot of resources, gold, 3 dwarf towns, and 1 human town, but there's no incentive to develop the dwarf towns further.
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Well, let's say a magnificent dwarf (according to legend, a king) is sitting in a dungeon in front of a yellow castle:D So, everything is done. But the development restriction is, of course, disappointing, especially in the Sylvan Grove - you can only salivate.:rolleyes:
In short, it would indeed be worth weakening the beginning and strengthening the dwarves, and since the final boss, as I understand it, is stuck in the castle, it would be worth making the finale challenging (I passed it on auto-battle with minor losses. True, with a recruit...).
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Map updated:
-Portals to the town have been added.
-The number of creatures in the first 2 weeks of the game has been reduced (neutrals at the bridge and the garrison in the castle).
-The garrisons in castles 3 and 4 have been increased.
-The level limit is now 40 instead of 30.

I won't be able to do anything about the amount of resources towards the end; the entire map would have to be redrawn.
Regarding the final town: all buildings have been constructed, and the AI is hiring creatures. So, their number depends on how many weeks have passed. However, I have increased the garrison, so it should be more interesting.
In reply to vadim_t
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Added 2 minutes later[/color]
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vadim_t
Well, let's say a magnificent dwarf (according to legend, a king) is sitting in a dungeon in front of a yellow Castle:D So, everything is done.

Isn't it a bit late to be in front of the yellow Castle? Although, I'll have to try the new version, thanks for the changes:)
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Completed it. On Warrior difficulty, in 236 days (it could be done faster, but I played it safe when gathering the army for the final battle). Regarding the difficulty: it was hard at the beginning, but then it became quite easy. My suggestion: add something to make the main part of the game more challenging (for example, rebel dwarves attacking a town somewhere in the 1st or 2nd month of the game). The Walkthrough (after capturing the town) is quite simple: first, gather a small army and capture mines. Then, while the hero is completing quests, develop the town. Sometimes, return to the town to replenish the army. Before the final battle, I spent 3 weeks with the hero, gathering an army. Then, I attacked. I had a level 28 hero with 932 Landlords, 1187 Archers, 894 Halberdiers, 188 Griffins, 29 Inquisitors, 206 Paladins, and 30 Archangels. The battle was won on auto-battle. The map is completed! Opinion about the map: +: The author really tried to make a good map (and succeeded) (and for the 2nd map, it's generally excellent). I liked the start of the map (it was challenging and therefore interesting). -: The map is a bit too long (I had to spend 3 weeks just sitting in the town)
In reply to Nikitatigr
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Thank you:smile01:
I doubt I'll be able to launch an attack within 1-2 months. I probably don't know how to create such scripts yet.
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There's no point in staying in the city; the army is more than enough to invade the dwarven lands. After capturing the second city (the one at the gate), you can build a tavern, which solves the problem of replenishing the army. The Dungeon campaign is indeed a bit drawn out.

Added 21 hours 40 minutes ago
Reporting: on Veteran difficulty, the playthrough took 199 days, 1525 points, and I got the "Jin" badge. The hero was level 36 at the end. What I would change: 1. I would prohibit building a tavern in the dwarven city (Rungard, the one at the gate), as well as in the other two. Instead, I would add another prison with a human hero on top (preferably a female hero like Frida, or someone else with their own icon, saying something like: "Oh, savior, my dear, I am yours until death!!!") - she would bring reinforcements. 2. I would also move the prison with the dwarven king to Rungard - so that there would be a reason to develop it. Maybe even set a task so that it is specifically he, the freed king, who takes the last city. Then it would become more challenging. The map is good and interesting; there are plenty of places to explore. Naturally, it's for those who enjoy a long game. But to make it not too tiring, you need some nice features, like a "unique appearance" for each hero.
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Good map. It’s very easy to complete with a Warrior. I played for fun; I didn't have the goal of completing it quickly. Before attacking the “yellow” player, I explored every corner, and it took a long time. Thank you to the author; keep up the good work!
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The map is interesting. We are currently testing it. We haven't had time to complete it, but the pros are:

+ a difficult but interesting start;
+ an interesting storyline;
+ strong guards for mines and artifacts.
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Where are the tents? I only found the yellow one. I accidentally clicked and passed through the blue one.

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