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KioM
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#17
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KioM

P.S. The idea to create a map focused on holding territory was actually inspired by your "Resilience" map :)
You already gave me a hint ;)
And let's switch to "you" if you don't mind (we're all mapmakers and/or players, and we'll be communicating on the forum for a long time, and I won't be able to resist anyway :))
I'd like to add one more comment: what about the map's design? Will there be any changes in this area?
Because right now, everything looks quite simple. Although, in essence, it's not really needed here, but since there are external "rewards," the question is quite relevant.

Added 7 minutes later
KioM
I don't like playing on maps where everyone is very slow and the computer takes a long time to think. I don't use mods to improve the AI or anything like that.
Me neither, and that's why I disable enemy turns with scripts. There was also an idea to create a huge RPG map, but after WoE and its lag, the idea was quickly abandoned.
And one more thing: I'd like a few more external objects, but that's just my opinion (I still want to be able to explore).
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Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
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#18
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Dyrman
You've already hinted at it ;)
And let's use "you" instead of the formal "you," if you don't mind (after all, we're all mapmakers and/or players, and we'll be communicating on the forum for a long time, and I won't be able to resist anyway :)).
I'd also like to make another comment: what about the map design? Will there be any changes in this area?
Because right now, it looks quite simple. Although, in essence, it's not really needed here, but since there are external "rewards," the question is quite relevant.

I didn't understand the last sentence, but regarding the design, I'm constantly refining the map over time in this direction (although in this case, I don't even know what else I could add without it seeming superfluous (perhaps minor landscape details that I haven't paid much attention to: like little stumps or something)).
Dyrman
I also do, and that's why I disable enemy turns with scripts. There was also an idea to create a huge RPG map, but after WoE with its sluggishness, the idea was quickly abandoned.
And also: I would like a few more external objects, but again, this is just my opinion (I still want to be able to explore).

I, on the other hand, don't like interfering with the game structure that was originally proposed (in other words, I don't like modifying the game from the outside). I try to work with what's available, although in the future, I might, but I don't have much experience in this area yet (in fact, I've only made 5 full maps...)
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
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#19
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KioM

On the contrary, I don't like interfering with the game's structure that was initially proposed (in other words, I don't like modifying the game from the outside). I try to make do with what's available, although in the future, I might, but I don't have much experience in this area yet (basically, I've only made 5 full maps...).
Well, here we have different opinions: what the developers have proposed, we shouldn't be too proud to use (there is a script to disable players' turns, why shouldn't I use it?).
On the other hand, I don't like when a map changes the game's checksum (mods on game mechanics, mini-patches). But the AI is so terrible! ...
KioM

except for small details of the landscape that I paid little attention to: like stumps and the like.
Various height adjustments.... Arts....
Моды для HeroesV:
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...
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#20
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Dyrman
Well, here we have different opinions: what the developers have suggested, we shouldn't dismiss it (there is a script to disable player turns, why shouldn't I use it?).
On the other hand, I don't like it when a map changes the game's checksum (mods that alter the game mechanics, mini-patches). But the AI is so terrible!...

Various enhancements.... Artifacts...

I meant the second one: mods that alter the game mechanics, mini-patches. So, I suggest we end the discussion about the map :) you can talk a lot about such things, but this is not the place for it.
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
#21
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this time, Beghara stopped again near the dwarven castle :(.

p.s. I'll have to wait for the beta testing to end; after that, I might try to complete this map again...
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#22
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antonag07
this time, Begghar stopped again near the dwarven castle :(

p.s. I'll have to wait for the beta testing to end; after that, I might try to complete this map again...

This can't be! The movements of each hero are calculated with precision to within 1 tile! But I still checked (just in case), and the result is: everything works, there are no problems.

P.S. I assume that you encountered a rare case where the effects of weekly events caused neutral creatures to spawn on the map, specifically on the path between the hero and the castle.
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
#23
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P.S. I suppose you encountered a rare case where, due to the effects of the weekly creatures, neutral creatures spawned on the map specifically along the path between the hero and the castle.

But if this path (from the entrance to the castle) were not visible to us, then we could assume that; however, the road is clear (nothing prevented the demons from running there).

I've attached a screenshot (taken on a version 1.5 map).
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#24
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antonag07
Well, if this path (from the entrance to the Castle) wasn't visible to us, then we could assume that; however, the path is clear (nothing was preventing the demons from running around there).

I've attached a screenshot (taken on a map from version 1.5).

I checked again, this time on the current version 1.5, and everything is fine. Try playing it from the beginning again.

P.S. The problem can be solved if it exists, but it doesn't.
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
In reply to KioM
#25
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KioM
checked again, already on the current version 1.5, everything is fine. Try replaying from the beginning.

P.S. The problem can be solved if it exists, but it doesn't.


The problem still exists - even in version 1.6 (which isn't surprising, since the author didn't fix it, believing it doesn't exist).

I can suggest that the presence of Haven troops in the dwarf's army might influence the appearance of this problem (the enemy stopping a few steps from the dwarf castle).

I recommend considering adding an additional script to force an attack on the next day if the enemy, for one reason or another (let's say due to the proliferation of neutrals), doesn't reach the dwarf fortress.
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#26
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antonag07, how did you place creatures from Haven into the Dwarf Castle? I will disable the reproduction of neutral creatures due to week effects. Start the mission from the beginning; when loading a saved game, say from version 1.3-4, all information remains the same in version 1.6. This is possible in campaigns where you can start with a saved game after updating the map, but here, with each update, you need to start the mission from the beginning.

P.S. The only explanation for why you can't complete it is that in version 1.2-1.3, the system by which the hero moved was buggy, and in those versions, heroes really did stop wherever they wanted (not only when moving to the Dwarves but also to others). Most likely, you started playing on an early version of the map and then continued playing on new versions with information from the old version...

Added 4 minutes ago
Update 19.03.2012 v.1.7

Week effects for creatures have been disabled.
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
#27
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P.S. The only explanation for why you can't complete the game is that in version 1.2-1.3, the system that controlled the hero's movement was buggy, and in those versions, heroes really did stop wherever they felt like it (not just when heading to the Dwarves, but to other locations as well). Most likely, you started playing on an early version of the map and then continued playing on newer versions, carrying over information from the old version...


That's a reasonable assumption, but it doesn't reflect reality. I started the game from scratch on all versions (i.e., without using old saves; you know, I have experience as an old tester ;) ).
How did you get creatures from the Order faction into the Dwarven Castle?

It's elementary, my dear Watson ;)

A Knight hero trains monks (20 per week), and a Dwarf hero recruits them (there are two options here: starting from level 15, use "Summon Creatures"; starting from level 20, use "City Portal" – and we also get the missing spells at the same time).
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#28
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antonag07
That's a reasonable assumption, but it doesn't reflect reality. I always start a new game (i.e., without using old saves) in all versions of the game. You know, I have the experience of an old tester.

How is that possible? Do you have any mods installed? (affecting intelligence)... because it seems like only you are having this problem. It wouldn't be difficult for me to add an extra boost for the Necromancer... it's just strange why it works for everyone else but not for you. Such problems don't arise out of nowhere... there's definitely something wrong here.
antonag07

The Knight hero trains monks (20 per week), and the Dwarf hero recruits them (there are two options here: starting from level 15, "Summon Creatures" is used; starting from level 20, "City Portal" is used - and we also get the missing spells).

Clever! I didn't take that into account. Okay, let them be. These spells won't significantly affect the map's balance.

P.S. For those who have successfully reached the encounter with Baghar (the Necromancer) on this map, please let me know if anyone has had any problems?
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
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#29
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Update 20.03.2012 v.1.8

Added an anti-stall check for Baghar. (not tested)
Fixed the increased creature growth in cities (now, the bonus can only be applied to one city at a time, specifically the one being attacked).

P.S. [Food for thought] For now, I've added a simple check for the Necromancer; if it doesn't work correctly, I'll implement a more complex and extensive one, as it might require a more elaborate solution... [/Food for thought]
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
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#30
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Update 02.04.2012 v. 1.9

Fixed the issue where the game would freeze for an extended period when a new day began (script optimization).

Added 3 hours 46 minutes later
Update 02.04.2012 v. 2.0

Fixed the task of holding the border after Baghar was defeated.
Fixed the appearance of a pop-up message about a demon attack after Baghar was defeated.
Fixed several warnings in the scripts.

Upd. I finally played through my own map on "hero" difficulty (to finalize testing the map). It seemed to me that the main villain was weaker than the Necromancer. But I didn't strengthen him, the army is already huge, it's just that the last battle was less exciting compared to the fight with Baghar.
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
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#31
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I played the new version a bit. I'll say right away that I don't like playing as dwarves. Observations: - At the start, the heroes aren't placed very nicely near their castles: only the elf is positioned correctly; - It takes too long to wait for the opponent to attack; it would be better to have more battles on the map or come up with something else; - The opponent's attack can be slowed down: they appear (teleport) on one day, and attack on the next; - The objects on the map seem to stand out a bit, or they don't quite fit into the landscape; - The monsters aren't positioned very well (select a monster, hold down Ctrl, and move it near itself to rotate it to any angle); - It seems that having two random castles is better than having three to choose from, but that's just my opinion. Of course, it's all IMHO, but at least I've expressed my thoughts.
Моды для HeroesV:
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
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Мир надо уничтожить... Чтобы создать свой...

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