Posts from Hive Leader
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Regarding attacking the Necromancer's Castle, well, you can certainly get creative. First, make the Necromancers your allies, then, a second before attacking Nicholas, make them enemies again, and after his death, make them allies again. Although, their city doesn't really play a significant role. (It immediately reminds me of the last mission in Warlords of the Horde with 900 Cyclops)
As for the boredom and true hardcore difficulty, I'll honestly think about it. In the first version, each city had an outpost, but the AI would gather one army and crush any player. Then, I left normal troops only in the first three cities and the final one - the eighth. Again, it's very difficult to control the AI that has 7!!! cities and infinite resources. As an option, I can simply create a script to add armies to the remaining cities under AI control, but not all at once, but every n number of days, and even n*number of days, then the difficulty will be approximately the same throughout the game.
jjjoker777: The green quest was specifically made as a secondary one. I might add some meaning to it, or I might not.
As for the Haven lands, everything was done intentionally, just consider it as a landscape. After all, they are at war now...
Thank you all for your feedback. Regarding the ideas with the green faction, this can be postponed to version 1.1.0, and as for the difficulty, I will try to think about it. (Since I am a very bad player, unfortunately, I cannot test the difficulty on myself)
INTACTO - I'm glad that this method also worked. Theoretically, I assumed that someone would use it =)
jjjoker777 - on hard difficulty, you can't amass an army anyway. Although, your option sounds good. I think we'll do it that way.
Regarding the spells - there are a lot of them, I don't know why the companion hero doesn't learn them. When I went to him, he had all the towers built, I don't know why he doesn't use them.
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By the way, I also completed it normally. I decided to level up a ballista from the very beginning, since I found the Ring of War Machines. In the end, the ballista could eliminate 1k level 1 creatures per attack series.
I even took a screenshot for memory (I even managed to break through the Haven's gate in its original form).
but there won't be any more of that. I'll have to complete all the quests, although it doesn't really take much time.
As for the long walks, this is done to give the computer a chance to focus on building up its capital, because when it has many cities, it doesn't spend all its efforts on just one. And while you're wandering through the dungeon, the AI will at least prepare a little for the battle.
Thank you for the reviews and video files.
Added 2 hours 9 minutes ago
I'm working on version 1.1.0.
I've added something interesting, and I'll try to release it soon.
I'm also editing the hard version of the map.
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Мои карты для HoMM V:
Герои Асхана: Антарес
Анонс:
В разработке Кампания "Зехир. Новое путешествие".
.........As for the long walks, it's done to give the AI a chance to focus on developing its capital city, because when it has many cities, it doesn't spend all its efforts on just one. And while you're wandering through the dungeon, the AI will at least have some time to prepare for the battle.
That's why you need to put a REALLY STRONG guard on the teleporters - either try to win (losing some of your troops) and teleport, or walk: D
I'll be waiting for the sequel. Thank you.
That's why you need to put a REALLY STRONG guard on the teleporters - either try to defeat it (losing some of your troops) and teleport, or walk. :D
Okay, then I'll add a two-sided structure there.
I also noticed a possible bug with the cutscenes.
Yes, I've noticed that too. I'll put a rock there. It's also in the cutscene of the battle with Nicholas, but it turned out to be a mess, and I need to make it look good with the main cutscenes.
the computer doesn't use call-to-arms spells.
And here, I don't know what to do. Actually, it sometimes uses the rage buff on units. Once, it even seemed to scare them. Why it doesn't do it, I honestly don't know. There are plenty of call-to-arms spells in the cities, and it will definitely have a couple in its spellbook.
As for the continuation, I don't have that much time right now. I will release version 1.1.0 on this map (there was only one small problem), and then I will start working on the second map. I have almost the entire design ready for it, and all the "features" are written down in a notebook.
Thank you for the kind feedback.
Yes, the quest is activated simply by "looking at the wreckage."
