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Posts from The Tale of Igor's Campaign Auto-translated

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Ment
#69
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Completed the map - a few points: 1) There is still a possibility for the hero to land not on the ramp, but near the mercury workshop (when returning home in the finale) - the mission does not end without returning to the ramp (because a battle with Okhtar is needed to complete it, as I understand);
2) The quest with the goblin Pinkot is also available for the red player (the script should only be addressed to the yellow player; then we won't see these meaningless dialogues);
3) It wouldn't hurt to add a mentor (with guards, of course) in the starting location, and some other things to gain enough experience to reach level 20;
4) The 2nd and subsequent videos have no text dialogues - what the orcs are saying is a big secret ;)
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#70
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1) There is still the possibility of landing the main character not on the ramp, but near the mercury workshop (when returning home in the finale) - the mission will not end without returning to the ramp (because a battle with Okhtar is needed to complete it, as I understand);
Okay, I'll take a look.
2) The quest with the goblin Pinkot is also available for the red player (the script should only be addressed to the yellow player; then we won't see these meaningless dialogues);
This is not difficult to fix.
3) It would be good to add a mentor in the starting location (with guards, of course), and also something else to gain enough experience to reach level 20;
Level 20? Why? The faster the hero builds a traveler's hut and leaves, the better, right?
4) The 2nd and subsequent videos have no text dialogues - what the orcs are saying is a big secret.
But this is bad. Apparently, the files have been renamed again, and I didn't even notice. I will fix it.
Thank you for the feedback.
 

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#71
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Ment


Level 20? Why? The faster a hero builds a traveler's hut and leaves, the better, right?



This is to be able to drop unnecessary artifacts to a secondary hero in the starting location (bags of gold, crowns of leadership - I had 4 secondary heroes with the "Property" skill) and take something from what they found (after regularly looting a crypt).
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#72
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I completed the map in hero mode. I really liked the map, but I found a few flaws in the scenario – I'm rushing to report them. If I repeat someone else's comments, please forgive me – I didn't read the entire forum thread. :smile32:
1. If you enter an empty Earthman city without a fight, you are allowed in, but if you then exit city mode, the hero dies under its ruins (Since I stormed the last three cities with one free sack, so that my troops wouldn't desert me, I encountered this phenomenon twice). :eek:
2. I don't know if this was intended, but I captured the port city – the last city of humans – and hired a bunch of heroes there, who served the needs of Khan Botan, who was at that time engaging in guerrilla warfare and accumulating experience and troops for the final battle. Every time one of the heroes sailed to the landing site on his territory, Khan Botan was attacked by a bunch of elementals, no matter where he was. In principle, this is very beneficial, since I threw wyverns against them, which regenerate well. As a result, I killed all the elementals except for a few air elementals, and then just waited for the wyverns to restore their numbers to their initial level – this is how I developed my experience and accumulated movement points (warfare). :cool: In the end, I even created a special city that stood there on guard and sailed back and forth when necessary.
3. You can land on your part of the island near the mercury laboratory, which greatly simplifies the game – you can recapture your castle and build up your forces twice as fast :p .

Overall, I repeat, I really liked the map, but the bonus for the ballista in the Dungeon should be assigned to something else – mages and peasants are useless in this war :smile32: .
And the shield of Sir "Tough" is useless when you have a full set of dragon artifacts :smile41: .
I was also surprised by the stupidity of the red heroes – the small ones ran away immediately when they had the opportunity on their first turn, and the large ones by the fact that Rosenbaum gave his troops to his companion and sat with one unit in the port city that I had captured, as a result, I defeated him with Botan without any losses, not allowing him to make a single move, and it is much easier to engage in guerrilla warfare against one strong enemy than against two – especially since in an emergency, you can accumulate turns by fighting elementals (as I wrote above).:)
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
Древняя восточная мудрость (вольный перевод)

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#73
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but then, if you exit city mode, the hero dies under its ruins
Yes, unfortunately, that's how it is. The thing is, the interaction with the city triggers before my script's trigger. I can try to experiment a bit more to fix it, but I can't promise I'll succeed. Besides, if you don't put the hero in the garrison, this won't happen.
2. I don't know how it was intended, but I captured the port city - the last city of humans - and hired a bunch of heroes there, who served the needs of Khan Botan, who was at that time engaging in guerrilla warfare and accumulating experience and troops for the final battle. Every time one of the heroes sailed to the landing site on their territory, Khan Botan was attacked by a bunch of elementals, no matter where he was. In principle, this is very beneficial - since I threw wyverns against them, which regenerate well. As a result, I killed all the elementals except for a few air elementals, and then just waited for the wyverns to restore their numbers to the initial level - this is how I developed my experience and accumulated movement points (warfare). In the end, I even created a special city that stood there on guard and sailed back and forth when necessary.
Wow, that's very interesting! I'll fix that. If necessary, because it turned out to be an epic bug.
3. You can land on your part of the island near the mercury laboratory, which greatly simplifies the game - allowing you to recapture your Castle and build up your forces twice as fast.
There seem to be constant problems with the tiles in those areas.
Overall, I'll repeat once again that I really liked the map, but it would be better to assign a different bonus for the ballista in the Dungeon - mages and peasants are not needed in this war.
I'll think about it.
 

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#74
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The map is really good; I've played through it several times on hero level, and basically, "diplomacy" with the Crown of Leadership solves everything. I'm looking forward to more maps featuring the Stronghold as the main faction. I would appreciate it.
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#75
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By the way, you can also challenge Sir "Stern" to a duel anywhere on the map by moving any random hero onto his tile. However, for the final battle, Khan Botan must appear in person. P.S. Please forgive the short replies and grammatical errors (I've been on a business trip for two weeks and accessing the internet wherever I can) - I'll write a full battle report when I get home.
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
Древняя восточная мудрость (вольный перевод)

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#76
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Well, as promised, I've decided to write a full battle report. ;)
I completed this mission twice—both times in hero mode.
The first time it took 133 days. I played the map classically: put things in order at home, explored everything within the gates, learned four spells, and then set out on the campaign :smile17: .
I defeated the first enemy without losses; he didn't even have time to retreat, so I didn't save the battle log. I captured the first human city without any problems, but discovered that a third of my army had vanished—I had to replay it. I left the entire army guarding the nearest mine and stormed the city with 8 Wyverns. The assault was lossless; five of them remained after the storm—the rest vanished. Then I met a peasant, killed some demons, and got a pitchfork.
Next, I caught another enemy hero with a roughly equal army—he foolishly charged at me, but didn't even make it two steps before I summoned everything I had accumulated on the next turn and attacked him (luckily he was standing right there) :cool: .
I took the other three cities using only one Cyclops (so that he wouldn't vanish) :smile01: .
After taking the fourth city, a script triggered and three strong heroes appeared. I took the outpost without losses and the port city as well, killing the last of its defenders along the way. Then I sailed and sneaked through the dungeons back to my city, but realized the path was blocked by elementals and the main enemy. From there, I started guerrilla warfare—fortunately, my logistics were maxed out, and I could easily evade pursuit. It helped a lot that Rosenbaum gave all his troops to his partner and holed up in the city with a single unit; as a result, Botan wiped him out without even letting him make a single move. While playing guerrilla, I completed all other offered missions—the duel with Strict, the goblin's request, and destroyed the ballista; the human city changed hands periodically. Having accumulated the army needed for the final fight, I headed to battle. I defeated the elementals without losses using only Wyverns; the battle took nearly an hour. The fight with the main Red hero, Otair, was uninteresting—a "head-on" collision, as they say—and Botan's head proved stronger :smile22: .
I wasn't satisfied with the result :mad: , so I decided to replay.
This time, while traveling, Botan spent almost no time gathering loot; he even freed the circus animals, but didn't bother delivering them to the circus :rolleyes: .
After taking all the Castles, I returned to my Castle through a hole near the mercury laboratory. I hired two Orc heroes there, drove them down to the water, and they ran back and forth along the slope (it turns out you don't even need to swim—just descending to the water is enough). Each time, elementals attacked Botan and he wiped them out, gaining experience and additional movement points—I leveled him up to level 36. (I got so practiced that I could kill an elemental in three minutes without losses). And if you place Botan near the flag at that moment and visit the flag after every victory, you accumulate so many movement points that after all the battles, you'd have enough movement to cross half the map in a single day. :smile09:
In the port city, I also hired heroes who finished the quests for Botan—they challenged Harsh to a duel and returned the animals to the circus (Botan received all the bonuses anyway). But most importantly, in this city, I grew a Dark Elf pest (my favorite character) :o . By slaughtering all unnecessary human beings on the sacrificial altar, I leveled him up to 20, and this little brat, by attacking and retreating, destroyed almost the entire active Red army :eek: (Botan buried the last hero as an afterthought). But I decided to go further, and the brat attacked the main Red hero, Otair (who was guarding the gates), and as a result, Otair was left with almost no army—in one version only 398 Fallen Angels, and in another 100 Angels, a couple hundred Knights of Izlbel, and some riffraff. But, as it turned out, all this was unnecessary—the main knight in the final battle attacked Botan with his entire planned army anyway.
The mission lasted 114 days.

So, that's how it went :smile01: . If you're interested, I can post almost all the logs (from the battles with elementals to the brat's fight with the main Red hero)
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Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
Древняя восточная мудрость (вольный перевод)

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#77
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Yeah, I see. It’s unlikely that we’ll be able to fix that issue with the cities (although, I must admit, I still don’t understand how it happened. I specifically added a land lord to each city via script to prevent this from happening...). The alchemist’s passage has been fixed, and I’ve managed to do some other things as well. Regarding the rewards, I want to put them all into a new set and make the ballista reward an artifact from that set as well, although I’m currently having some difficulties with that. I hope to overcome them soon.
 

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#78
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Ment
Regarding the rewards, I want to put them all in a new set and make the reward for the ballista also an artifact from this set, although I'm currently having some difficulties with that. I hope to overcome them soon.

I sincerely wish you good luck with this endeavor. If you need something tested, let me know, and if I have the time, I'll gladly participate;)

And here's a replay of the battle between my little monster and Otair. I think it would have been even more fun, and maybe I could have even managed to take him down right at the gates (I wonder what would have happened in that case?), but this coward realized that things were getting bad and used "Unclean Word" to eliminate his own units so that the enemy would be afraid. It's strange that he didn't think of this before :cool:
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Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
Древняя восточная мудрость (вольный перевод)

In reply to Rambo1969
#79
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Dear author or anyone who has played through the map. For some reason, in the Goblin archer huts near the castle, I am able to recruit Dark Knights. Is this intentional, or is it a bug in the game?
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#80
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Most likely, this is due to the influence of some third-party mod or a map with a mod; I would recommend that you check it.
 

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#81
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Version 1.2 of the map is available: /attachments/30033/
Changes in version 1.2:
1) Landing near the mercury workshop is no longer possible.
2) Now, the red player cannot activate the quest for the goblin Pinkot.
3) When entering the landing region, the battle with elementals now begins with the hero who entered that region.
4) The reward for defeating the King-Ballista has been changed. It is now Mambrian's Helm.
5) Mambrian's Helm, Magic Pitchfork, and Large Shield make up the Wandering Knight set.
6) The Runic set has been removed due to its irrelevance (artifacts from this set can still be found).
7) The script for destroying cities has been reworked. The city menu is now unavailable under any circumstances, and the land lord spawn in the city garrison has been canceled.
8) Fixed videos with missing text.
9) Icons for the Magic Pitchfork and Large Shield have been changed.
Thank you to everyone who helped develop the map.
 

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In reply to Ment
#82
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How can I tell if a map has a mod? You wrote that yours has a mod, but it was saved not in the "mods" folder, but in the "scenarios" folder, where regular maps are stored.
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#83
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Yes, for example, my map might affect other maps. For instance, maps with manticores will be affected. But I don't have a mod that would affect the goblin dwellings. How to find out? It's easier not to find out, but to copy the maps that you have in the Maps folder (except for the one you are going to play now) to some other location, temporarily. And then start the game on this map from the beginning. Then the influence of third-party mods will disappear.
 

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