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I mostly played with humans :) (humans) 2x6 (AI), I'm not sure which month, but we were the only two left) and we beat each other up for 6 whole months :smile01:
Let's move away from the off-topic a bit: Is there anyone to play this map with? :) I think it would be more interesting to test it with a worthy opponent ;)
Mines in the Dungeon aren't really necessary: it's enough to capture both artisan towers, and the need for resources will disappear, except for gold.
Updated from 0.5 to 0.5.1: - Reduced the number of units in the central outpost; now this applies to all difficulty levels; - Reduced the number of creatures in the Artifact Vaults, but this is now independent of the difficulty level; - In the SM version, in addition to this, I added 16 more heroes to the starting selection.
Updated to version 0.6. Fixed an inaccuracy with the array, reduced the army size in the artifact banks, and removed one-way portals (after testing with players, they turned out to be unnecessary, and the AI handles it differently) - in general, nothing major. I will be making a release from this version.
Added 16 hours 16 minutes ago Released the pre-release version PRE1.0 (slightly fixed some minor issues, further weakened the posts and guards, and changed the models of the artifact treasure chests). It's even enjoyable to play against the AI in one go.
I played on version 1.0, and armies still accumulate very quickly. How do you defeat them? The number of creatures is always 150-200% higher than your hero's, and bonuses from the hero's stats and magic don't help; they overwhelm you with numbers... (Well, maybe I'm just not very good at the game). I have a couple of suggestions for the map: 1) I suggest making it so that you can only hire heroes of the same race as the castle in the tavern. 2) I wanted to create something like this, but it would fit better on your map: make an attack on a garrison with the hero's participation, i.e., the enemy hero attacks the garrison, an arena is summoned with an army from the garrison + your main hero; this would be more interesting (much more interesting :) bonuses from the hero's stats, magic, etc., and garrisons wouldn't be so weak, even if you reduce the number of creatures in them, because they become too numerous after some time).
I played on version 1.0, and the armies still accumulate very quickly. How do you defeat them? The enemy always has 150-200% more creatures than your hero, and the hero's stats and magic don't help; they overwhelm you with numbers... (Well, maybe I'm just bad at the game).
Well, I don't know, honestly, I can't reduce it any further. Maybe I can suggest you lower the game's difficulty ;) For the Warrior and Recruit, I increased the initial growth rate for the player against the AI. KioM
I have a couple of suggestions for the map: 1) I suggest making it so that you can only hire heroes of the same race as the Castle in the tavern.
And I lost my main hero on the second week to the AI, he didn't even have time to escape. I hired a hero of a different race in the tavern, leveled him up, and it turned out to be a great combination, which I used to defeat the AI. It's an interesting strategy when you're not playing with your own army ;) It would be great if you could always have one of your own heroes and one of a different race in the tavern (maybe it's already possible, I haven't checked, but I doubt it), instead of just your own, because otherwise, we won't be able to re-hire a lost hero who didn't even have time to escape during a battle, and at a high level, which is not good. But, despite this, it's probably better to make them the same race. That's more logical, I haven't thought about it myself yet. Thanks for that.KioM
2) I wanted to implement this somewhere, but it would fit better on your map: make it so that attacking a garrison involves the hero, i.e., the enemy hero attacks the garrison, and an arena is triggered with an army from the garrison + your main hero. That would be more interesting (much more interesting :) The hero's stats, magic, etc., would have a bonus, and the garrisons wouldn't be so weak, even if you reduce the number of creatures in them, because they become too numerous after a while.
And I was already thinking about doing that. But how many heroes can be involved in Multiplayer? The outposts are already good enough. The AI attacks with its hero, but several of its own units are lost/flee :D This would require leveling up each hero, and there might not be enough heroes. Unless it's in version 2.0, but 2.0 is already starting to resemble a remake.
Try the SM version. There's a boss in the outpost ;)
Well, honestly, I don't know, there's nowhere to reduce it further, unless I can suggest you lower the game's difficulty ;) I also made an increased initial bonus for the player on Warrior and Recruit difficulty against the AI.
I was playing as a hero; maybe it will be easier on Veteran difficulty... Dyrman
And I lost my main hero on the second week against the AI, he didn't even manage to escape. I hired another hero of a different race in the tavern, leveled him up, and it turned out to be an excellent combination, which I used to defeat the AI. It's an interesting combination when you're not playing with your own army ;) It would be great if you could always have one of your own heroes and one hero of a different race in the tavern (maybe it's possible, I haven't checked yet, but I doubt it), instead of only your own heroes. Otherwise, if only your own heroes are available, we won't be able to re-hire a lost hero who didn't even have time to escape during a battle, and at a high level, which is not good. But, despite this, I think it's better to stick to native heroes. It's more reliable; I haven't thought about it myself yet. Thank you for that.
This way, you can set a restriction on the appearance of heroes after death/escape in the tavern. Dyrman
And I was already thinking about doing that. But how many heroes can be transferred in Multiplayer? The outposts are already good enough. The AI attacks the hero, but several of your own heroes are lost/flee :D This means each hero needs leveling up, and will there be enough heroes? Unless it's in version 2.0, but 2.0 is already starting to resemble a remake.
Try the SM version. There's a boss in the outpost ;)
There's no need to transfer them; I haven't figured out how to do the technical part yet, but I meant a standard attack against the garrison, and summoning, say, the main hero (you can choose the hero in different ways, for example, by the highest level), and at the end of the battle, the hero doesn't die; he remains standing with his army where he was at the end of the turn, so to speak, he was just summoned to repel the garrison, and now he continues with his own affairs.
P.S. I think this can be done by reserving heroes... reserve all standard heroes and summon the hero who is the main one on the global map... although the name might be the same... then I think you need to make copies of all standard heroes with different names in the script (it's a hassle, of course, but interesting :smile01:)
This way, you can set a restriction on heroes appearing after their death/escape in the tavern.
But you need to set the restriction on appearance only after death, while allowing escape. Although, considering the obelisks, maybe it can be allowed. The main thing is that not all 8/10 of them die – that's also a problem.
KioM
There's no need to translate them; I haven't figured out how to do the technical part yet, but I meant a standard attack against the garrison. And summoning, say, the main hero (you can select them in different ways, for example, by the highest level), and at the end of the battle, the hero doesn't die; he remains standing with his army where he was at the end of the turn, as if he was just summoned to repel the garrison, and now he continues with his business.
No, that's not quite what's needed. KioM
P.S. I think you can do something similar by reserving heroes... reserve all the standard heroes and summon the hero who turned out to be the main one on the global map... although the name might coincide... then I think you need to make copies of all the standard heroes with different names in the script (it's a hassle, of course, but interesting :smile01:)
I don't know, that's a lot of complications and unnecessary upgrades. I've already used "neutral" heroes on one of my maps. And you'll have to read the army from the outpost, transfer it to the combat script, disable the outpost, enable it, clear it, make it active/inactive, reserve at least 100 newly created heroes (so they don't appear in the tavern and don't take heroes for hiring) (although: you can make the companion bot buy a hero and steal him for the outpost) - and all this still requires the correct sleep commands, which means more load and slowdown. In principle, I've outlined the algorithm; maybe I'll play around with it myself ;) Good luck with reserving the "Indians" :)
I don't know if it's possible to set the status of a defeated hero to "surrendered" in tactical mode; if so, it would eliminate the need for all these manipulations. We activate the main hero, disable the auto-completion of the battle, and when the army in the garrison runs out, we set the status to "surrendered" so that the hero simply appears in the tavern later. Of course, all this needs to be done through a **script, disabling/enabling the outpost, clearing it, and making it active/inactive**, but that's not as cumbersome anymore.
I don't know if it's possible to set the status of a defeated hero in tactical mode; then, all these manipulations wouldn't be necessary. We activate the main hero, disable the auto-completion of the battle, and when the army in the garrison runs out, we set the status of the defeated hero so that he simply appears in the tavern later.
When the army runs out, he will already have the status of a loser... And even if he appears, can he be hired again using a script?KioM
Of course, all this needs to be done through a script, disabling the outpost, enabling it, clearing it, making it active/inactive, but it's not that complicated anymore :)
When entering a nearby region, you disable the object. You click. The transfer of creatures to the battle trigger begins. You enable the object. You clear the outpost using a script. The battle trigger activates. You destroy the enemy, and the flag for destroying the enemy is triggered, indicating that the object has been visited, and you replenish the outpost. You force a click on the outpost; the flag there understands that the battle has been won. Also, after the battle, you need to count the killed creatures from the outpost, so that, for example, if the attacker flees or loses, the creatures don't remain in the same quantity and can be managed.
Something like that. But how do you make heroes infinite but different, without blocking the possibility of hiring them (is there a script for copying/creating an object on the map, like a "hero") and all of them being as different as possible (automatic leveling up might work, but it would be too simple)? The option of having battles with the heroes who have already been hired doesn't look good.
Endless heroes, through the reserve, killed a hero, and he can be summoned back from the reserve. Regarding hiring, I didn't quite understand; can you allow this hero to be hired in the tavern, and then even if he loses, he ends up in the tavern (though I'm not sure exactly, it seems he reverts to level 1).
Endless heroes, through the reserve, kill a hero, and he can be summoned back from the reserve. Regarding hiring, I didn't quite understand; you can allow this hero to be hired in the tavern, and then even if he loses, he ends up in the tavern (though I'm not sure exactly, it seems he goes back to level 1 :)).
So, will it be the same hero? In the reserve? Won't they decrease the number available for hiring if you put them in the reserve? I don't know yet if you can summon a copy of a hero from the reserve. And how many of them will you need to accumulate and put in the reserve? And having two identical heroes isn't good. I'll get to my home computer in the evening, and I'll probably check it, if someone doesn't get there before me :) If this is possible, then it will be possible to calmly implement everything.
So, will it be the same hero? In reserve? Won't they decrease in number for hiring if placed in reserve?I don't know yet if it's possible to summon a copy of the hero from reserve. And how many copies will need to be accumulated and placed in reserve. And having two identical heroes isn't good. I'll get to my home computer in the evening, and I'll probably check it, if someone doesn't get there before me :) If this is possible, then it will be possible to calmly implement everything.
example: I add the hero Sarge (known as Axel) to the reserve, in the map settings, in the Heroes section, I put checkmarks on the heroes that will be available on the map, in the script I write:
player = {1, 2, 3, 4... etc.};
for i = 1, length(player) do
AllowPlayerTavernHero(player[i], 'Sarge', nil);
end;
Yes, you can summon the same hero from reserve indefinitely. Regarding "I don't know yet if it's possible to summon a copy of the hero from reserve," I'm not sure, but it's easy to figure out logically for tactical scripts, i.e., using StartCombat... it's not summoned onto the map, which means that in fact, there will only be one hero on the global map. (as we know, there is DeployReserveHero for summoning from reserve to the global map, but it's not needed here) 80 heroes, this is if it's a standard set... I suggest making it simpler: take one hero for each faction, name them something like "Garrison Defender," and summon them :). Control their abilities and upgrades through scripts, depending on the difficulty or other factors, such as the day since the start of the game ;) (this option might even be more fun)
example: I'm adding the hero Sarge (commonly known as Axel) to the reserve. In the map settings, in the Heroes section, I check the boxes for the heroes that will be available on the map. In the script, I write:
player = {1, 2, 3, 4... etc.};
for i = 1, length(player) do
AllowPlayerTavernHero(player[i], 'Sarge', nil);
end;
Yes, you can summon the same hero from the reserve infinitely. Regarding whether you can summon a copy of the hero from the reserve, I'm not sure, but it's easy to figure out logically for tactical scripts, e.g., using StartCombat... He is not summoned onto the map, which means that effectively, there will only be one hero on the global map. (There is DeployReserveHero for summoning from the reserve onto the global map, but it's not needed here) 80 heroes, that's if it's the standard set... I suggest making it simpler: take one hero for each race, name them something like "Garrison Defender," and summon them :). Control their abilities and upgrades through scripts, depending on the difficulty or other factors, such as the day since the start of the game ;) (this option might even be more fun).
Yes, this is all clear. I was talking about having infinitely different heroes (or at least a minimum of 8 for each race), but here, it's the same one (although you can change it with scripts, but there's a second drawback). And most importantly, it shouldn't reduce the number of heroes that can be recruited. That is, even if you make one identical hero for each building, you'll need a minimum of 9 (3 Towers and 6 Outposts) heroes per race out of the possible 8 :confused: And it's easier to do by sacrificing something else, but that seems wrong. I didn't have time yesterday; I'll check today. If I can, I'll at least make 3 heroes for each race from copies and test them on a map. I always try not to reduce the functionality offered by the developers, so I won't select starting heroes. You can use companion heroes, but there are some ugly drawbacks again. Also, the regular version shouldn't contain the mod. And won't StartCombat... lead to the neutralization of the opponent's hero, meaning the opponent will be controlled by the AI, and that's very important? And if you summon a hero onto the map and control him with the editor, we won't be able to choose the castle arena :(
Added 25 minutes ago I just checked. Copies work ;) Both with and without a reserve. Now, there can be a minimum of 8 heroes for each race, and you can add an opponent against each. That's 64 new ones in total. Heh, that's a lot... Considering that each one will need to be given the right upgrades against each race and combined, it could potentially lead to 192 heroes, although some races are similar, and the upgrades will be too ;) There's the option to upgrade them with scripts, so you can have fewer heroes in the reserve or keep the already upgraded ones in the reserve. And can you give different icons to the hero through scripts? And how can you make the opponent control a hero and fight on the castle arena without using the castle itself?