Posts from Resilience
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Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
I like the idea of not running away from the heroes, but defending the castle walls against them more. (Still, thanks to the map author, they inspired me to create a similar map, but specifically focused on defense.)
I believe the author's idea in the last two maps was to have players use expendable units to distract the enemy, preventing them from attacking the Castle (capturing which means defeat) because it's virtually impossible to defeat the Dwarf. (Probably the only way is to have Berserk, Subdue, and Invisibility in all stacks from the Shadow League, and Sandro's Cloak).
jjoker is right about the last maps, as this was already discussed earlier. In general, I always create complex maps, which I then simplify at the request of players. I only play through my own maps (and only my own) on the Hero difficulty setting occasionally. I always play through maps on Veteran difficulty, and if they are passable, I publish them. (I consider myself not a very strong player, so I leave the "Hero" difficulty for strong players). But sometimes there are flaws in some maps, both in the AI and in other aspects, including author-created ones, and sometimes complex maps become easier because of this.
P.S. I have an idea for the next map, which will be even larger, and therefore have a more diverse tactical component. (Difficulty and constant loss of some control points should not be a cause for concern). P.P.S. By the way, I suggested a light version of this map, but... (see the topic). :)
NHF 0.90 : NHF - группа в VK
Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
Wow, I somehow missed the discussion here. :)
jjoker is right about the latest Heroes games, as this was already discussed in the thread.
In general, I always create complex maps, which I then simplify at the request of players. I only play through my own maps (and only my own) on the Hero difficulty setting occasionally. I always play through all maps on Veteran difficulty, and if they are passable, I upload them. (I consider myself not a very strong player, so I leave the "Hero" difficulty for stronger players). But some maps have flaws, both in terms of AI and other aspects, including author-created ones, and sometimes complex maps become easier because of this.
P.S. I have an idea for the next map, where the map will be even larger, and therefore have a more diverse tactical component. (Difficulty and constant loss of some control points should not be a cause for concern)
P.P.S. By the way, I suggested a light version of this map, but... (see the thread) :)
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
Light mode isn't needed – there's plenty of it in Heroes 5; I'd like a reasonable hard difficulty, preferably with a non-linear strategy for victory, but at the same time, preserving the foundations of the classic Heroes (i.e., without mods that drastically change the essence of the game). Another question: can the map creator set the behavior of the AI he created in battle, or does the AI only follow the behavior that was initially programmed into it by the game's developers? Because, personally, my biggest complaint about Heroes 5 is the AI's frequent inappropriate behavior in battle.
I've already come up with the next scenario for player behavior and the scheme for the next map, since the idea unexpectedly turned out to be popular. We'll gradually bring it to life.
NHF 0.90 : NHF - группа в VK
Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
I've updated it to version 1.0. I've weakened the enemy and changed the lighting.
NHF 0.90 : NHF - группа в VK
Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
There aren't enough resources, and they are located far away.
And there are already very strong opponents there.
ColouredText - список заклинаний и их уровень в описании существ-колдунов
A complex map.
There aren't enough resources, and it's a long way to get them.
And there are already very strong opponents.
NHF 0.90 : NHF - группа в VK
Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
I didn't like it; it's wildly unbalanced, but the idea is good. The map could be bigger, and there could be more opportunities for the hero as well.