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Dyrman
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#76
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Heroist
so, unfortunately, I lost =(

version 1.3.0, difficulty - I chose Warrior for starters.
In the first week, the AI retook both garrisons, then a long tactical war began, because I thought it could only attack the city by going through its central garrison, near which it was constantly stationed. Well, then I made a clever move and locked the Companion in the center, thus buying time, then I captured the center and all the Towers + visited 3 out of 4 artifact locations. I decided to end the game, because it turned out that the AI was already in trouble, but it was stuck in an impassable wall.
Then I wanted to capture my outposts (the ones that were mine at the beginning of the game), but I ran into a Cloud-Swarm. After that, it turned into Legions. And this is only the end of the second month of the game. I know, probably, the problem is that I played too much, now the troops in the outpost grow by 300% per week (from 8 to 24 thousand immediately).
And I can imagine what the army in the center looks like, based on my own outpost, there will soon be millions.

But the map is great.
The increase is only 25%. Even in the 6th month, there wasn't such a large army. The army in the center is quite weak. If you quickly give up the central Tower and the Tear, the increase becomes slightly more than double. This is one of the tactics to win or play for a draw if playing against a human. Move more, don't let the computer control the Towers for too long, and if it also has the Tear, you need to take it out immediately. The computer falls in two weeks on Warrior in version 1.3.
I have a question about the creatures in the outposts. Which upgrades are best to use for the outpost defenders?
And maybe remove the portals altogether?


Added after 16 hours 11 minutes
I think I'll make the outpost and Tower growth rate 5-10% specifically for the Warrior and Recruit
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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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#77
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Perhaps creatures of other levels could also be used as new guards. And the upgrade could be made random.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#78
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RedHeavenHero
Perhaps creatures of other levels could also be used as new guards. And the upgrade could be made random.
New guards for where exactly?
The upgrade cannot be made random. For example, the difference between the upgrades of mages, archers, and ranged units is significant. Either make it random only for those who are more or less equal.
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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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#79
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We need new guards in the captured castles, otherwise, there are only levels 6 and 7 there.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#80
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RedHeavenHero
We need new guards in the captured garrisons, because there are only levels 6 and 7 there :(
As practice shows, even this is a lot :(
Or, reduce the number of levels 6 and 7, but add levels 5 and 4.
Моды для HeroesV:
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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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#81
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Dyrman
Upgrades shouldn't be random. For example, the difference between the upgrades for Mages, Archers, and Marksmen is significant. Either make it random only for those that are more or less equal.
Okay, but randomness would add a unique element and a sense of surprise...
Militia, Archers, Halberdiers, Core Gryphons, Adepts, Knights of Isabel, Archangels;
Imps, Greater Demons, Cerberi, Succubi, Hellhounds, Cave Lords, Archdevils;
Skeleton Archers, Plague Zombies, Ghosts, Vampire Lords, Archliches, Death Messengers, Astral Dragons;
Assassins, Furies, Minotaur Overseers, Dark Riders, Dark Hydras, Shadow Lords, Black Dragons;
Nymphs, Wind Dancers, Forest Archers, High Druids, Light Unicorns, Wild Ents, Crystal Dragons;
Gremlin Saboteurs, Obsidian Gargoyles, Obsidian Golems, Archmages, Djinn Viziers, Kshatria Rakshasa, Titans;
Warriors, Harpooners, Bear Lords, Arkat Warriors, Flame Priests, Jarls, Lava Dragons;
Trappers, Battle Centaurs, Warmongers, Daughters of the Earth, Executioners, Paoka, Free Cyclops.

Added 9 minutes later
Dyrman
As practice shows above, there are already many of them :(
Perhaps reduce levels 6 and 7, but add levels 5 and 4.
No. I think even with a 25% increase, not everyone has tried them all. Maybe that will be enough.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#82
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RedHeavenHero
Okay, but randomness would add some spice and an element of surprise...
Against the AI, yes. But against a human player, that surprise...

I wanted to make it random against the AI, but I just didn't feel like going through all the IDs again :(

Added 38 minutes later
I did it, took a look, and it seems okay for now.
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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#83
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Dyrman
Added after 38 minutes
I made it, looked at it, it seems to be working fine for now.
How, with random elements, or without?
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#84
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The growth is only 25%.
Okay, if that's the case, I currently control the entire map, and the AI only has one town left + a tear, but I probably won't be able to catch up to its growth rate.
I think it should be added to the map description that it needs to be completed quickly, or give the player a chance not to lose to the central garrison.

Whatever
In reply to Heroist
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#85
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Heroist
Okay, if that's the case, I currently control the entire map, and the AI only has one city left + a tear, but I guess I won't be able to catch up with its growth rate.
I think it should be added to the map description that it needs to be completed quickly, or give the player a chance not to lose to the central garrison.
In the very first versions, the growth rate was 100%, and even legions could be defeated quite easily.
The AI has a higher growth rate when capturing a tower/outpost. This is not the case with humans. The growth rate was already mentioned in the scenario window.
Play on Recruit difficulty or hire a mage and defeat them through Subjugation. Or better yet, play version 1.3.1 ;)


Added 59 seconds ago
UP
Updated to version 1.3.1
Now, upgrades are generated randomly.
The growth rate of towers and outposts is 20%.
The difficulty of Warriors and Recruit has been simplified.
The description has been clarified.
Anti-magic artifacts have been added.
The portal lock has been removed.

Added 3 minutes ago
RedHeavenHero
How, without randomness???
With randomness!
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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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Мир надо уничтожить... Чтобы создать свой...
#86
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With randomness!
Long live randomness!

I played it on older versions, and now I have a reason to replay it.
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#87
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There’s a map strategy where you can push unwanted units into outposts to get them out of the way for attacking. They will accumulate there and won’t be a hindrance anymore ;)
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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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#89
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I played as the "hero" against the AI and finished the game in 12 days. I encountered the main AI player on the third day, and after giving him a hard time, victory became a matter of time. I captured garrisons on days 2, 8, 9, and 10. After taking the first garrison, I foolishly rushed towards the enemy city and suffered a crushing defeat – the approach was blocked. I had to read the forum and understand the essence of the trick. The map is truly designed for multiplayer and for two Homo_sapiens, playing against the AI is boring. Although, as a mental exercise, it's not bad. :)
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
Древняя восточная мудрость (вольный перевод)

In reply to Rambo1969
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#90
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Rambo1969
I played as "Hero" against the AI and finished the game in 12 days. I encountered the main AI player on the third day, and after giving him a good beating, victory became a matter of time. I captured the garrisons on the 2nd, 8th, 9th, and 10th days.
After taking the first garrison, I foolishly rushed towards the enemy city and suffered a crushing defeat – the approach was blocked. I had to read the forum and understand the trick.
The map is truly designed for multiplayer and two Homo_sapiens, playing against the AI is boring.
Although, it's quite good as a mental exercise. :)
What version of the map was it? Which hero did you play as, and which faction was the opponent?
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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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#91
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Version 1.3.1, starting hero - Letos, opponents - dwarves (their defenders of the mountain castle caused some trouble - as many as 100 extra units, and I was only using the first tier - a dozen or so skeletons, a couple of dozen imps, two salamanders, and two manticores, which I freed).
By the way, I won (captured outposts, stormed the castle, and defeated the first enemy) not with imps (due to their invisibility), but with salamanders (due to their health).
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Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
Древняя восточная мудрость (вольный перевод)