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Posts from Hive Leader 2: Fall of the Empire Auto-translated

4.6 (7 ratings)

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Heroist
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#16
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Yes, it seems the issue is that the hero receives more troops within the dungeon itself. And Loran is already very aggressive; he simply doesn't attack the player in the Necromancer or Elf zone until the first outpost is breached. (He can only attack from Grayhillstrike with his second hero).

Regarding building defense, yes, I agree; I was just too lazy to configure each one individually. This will be added in the new version, and, of course, even creature squads will consist of several groups of monsters.
As for buying artifacts, the price can be increased. The problem is simply that the AI steals them, especially the Dragon set...
The Elf castle is more complicated; in the Light Path, you give it back to them. If you destroy it to zero while it's under the player's control, the elves will have no chance against Blue or the Mage. Perhaps a script for rebuilding it could be implemented.

Thank you all for your feedback. I'll wait a little longer and then start working on the improved version.

Whatever
#17
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I tried the "light" path – the main problem is that the blue outpost remains after capturing Grayhillstrike. Therefore, delivering troops from behind the outpost becomes incredibly difficult. And also – I agree not to take this city, and the inhabitants give it up themselves, but after the negotiations, I still have to attack: it doesn't make sense.
By the way, the elves of Lorean still lose – he captured their castle only in this way.
And regarding the frequency of Lorean's resurrections – it's very annoying. Perhaps, at a higher level, this is also a problem – no matter how you fight, you still lose troops (especially on auto-battle). At least let him recover for 3 days.
But overall – I enjoyed it again; I had a great time fighting in the sunken castle. The level of security in it is definitely not for a recruit....
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#18
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1) Initially, that's how it was. But back then, I thought the "Defeat All" quest couldn't be completed precisely because of this; it turned out that only the elves could capture the city, but they could lose before that happened. 2) I agree about Loran; we need to come up with something. 3) Thanks again.

Added 17 minutes later
Here, I remembered something else. That's actually the problem. In the dark path, you can get the elf city, and also Grayhill Strike. In the light path, you only get the elf city temporarily, and Grayhill Strike is completely inaccessible. I removed this because it makes the path too difficult, almost the entire map without a city and the ability to hire caravans. (+ they still won't sail across the sea to bypass the outpost). I can remove the outpost; that would make sense. But if we follow the storyline, the blue city will end up belonging to the elves/no one. We could, of course, make it neutral – that's a good idea. However, it doesn't change the essence: choosing the path of darkness gives you two cities. It turns out that being bad is better... =)

Whatever
In reply to Heroist
#19
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Heroist

Added 17 minutes later
[/U]Here, I remembered something else. The main point is this: on the dark path, you can get the Elven city, and also Grayhill Strike. On the light path, you only get the Elven city temporarily, and Grayhill Strike is completely inaccessible. I removed this because it makes the path too difficult, almost the entire map without a city and the ability to hire caravans. (+ they still won't sail across the sea to bypass the outpost).

I can remove the outpost – that would be logical. But if we follow the plot, the blue city will end up belonging to the Elves/no one. We could, of course, make it neutral – that's a good idea. However, it doesn't change the essence: choosing the dark path gives you two cities. It turns out that being bad is better...=)

So, it would be logical: the humans go to the dwarves and take the outpost with them. Then both paths become equal, with the dark path being slightly easier due to the mages' quest compared to the dwarves' quest. And on the dark path, the Elves' army could be increased, and their aggressiveness reduced. At the same time, Loran won't surrender his castle:)
In reply to vadim_t
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#20
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vadim_t
That would be logical: people go to the Dwarves and take their outpost with them. Then it would create equality between the two paths, with the dark path being slightly easier due to the mages' quest compared to the dwarves' quest. And for the Elves on the dark path, you could increase their army and reduce their aggressiveness. At the same time, Loran wouldn't surrender his castle either.

Yes, that would be good. We also need to figure out how to destroy the Elves' castle...

========

So, has anyone else played through it? Are there any comments or suggestions? :smile10:

Whatever
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#21
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Uploaded a new version 1.0.1

Changes:


-The respawn rate of Lord Loran has been increased from 1 to 5 days.
-Most of the monsters on the map have been significantly strengthened.
-Added units consisting of several monsters.
-Monsters guarding quest artifacts have become much stronger and now always attack the player.
-The cost of artifacts that help the player has been increased to 200,000 gold.
-The Elven Castle is reduced to zero if it transitions to you.
-After successfully completing the quests with Grayhillstrike, the outpost guarding it will leave.
-Added a small addition that determines the fate of Grayhillstrike if the elves do not want to capture it.
-Grayhillstrike is reduced to zero under the control of player 1 (you).
-Fixed a bug where the main hero died (apparently).


Good luck, and I look forward to your feedback and/or suggestions!!!

Whatever
In reply to Heroist
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#22
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function Loose ()
while 1 do
sleep (1)
if IsHeroAlive ('Gottai') == nil then -- gotai died, sad face
sleep (5)
Loose();
end
end
end
startThread (Loose)
You shouldn't do it this way.
kool1 = 0

function kool1 ()
while 1 do
sleep (1)
if GetObjectOwner ('elftown') == PLAYER_1 and kool1 == 0 then
TransformTown ('elftown' , 1)
kool1 = 1
end
end
end
startThread (kool1)
And you shouldn't do it this way either.

About the map:
I started playing, and the terrain is amazing! :smile20: I haven't seen such good detail anywhere else. I noticed that in the "Destroy Five Blazing Crystals" quest, Loran is called Alaric.;)
Nerzhul is not a suitable name for a Necromancer.:o This is, of course, just my opinion.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to RedHeavenHero
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#23
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RedHeavenHero
function Loose ()
while 1 do
sleep (1)
if IsHeroAlive ('Gottai') == nil then -- gotai died, boo hoo
sleep (5)
Loose();
end
end
end
startThread (Loose)
You shouldn't do it this way.
kool1 = 0

function kool1 ()
while 1 do
sleep (1)
if GetObjectOwner ('elftown') == PLAYER_1 and kool1 == 0 then
TransformTown ('elftown' , 1)
kool1 = 1
end
end
end
startThread (kool1)
And this way is also not correct.

Regarding the map:
I started playing, and the terrain is amazing!:smile20: I haven't seen such good detailing anywhere else. I noticed that in the "Destroy Five Blazing Crystals" quest, Loran is called Alaric.;)
Nerzul is not a suitable name for a necromancer.:o This is, of course, just my opinion.


1) How can I do it correctly? I don't know any other way :D
Oh, I understand where I made a mistake in the first example. But what's the problem with the second one? Is it the endless check with self-destruction of the 'if' statement?

2) Thank you for the compliment about the terrain. Actually, the area around the river was made using the eraser tool in the editor, which is why some of the banks are still square. :)

3) Just my opinion? :confused: :)
The rest can be fixed. I couldn't remember where I had heard that name before, but I remembered it when I was working on the Mages quest. :D

Thank you for the feedback.

Whatever
In reply to Heroist
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#24
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1)
function kool1()
while 1 do
sleep(1)
if GetObjectOwner('elftown') == PLAYER_1 then
TransformTown('elftown', 1)
break -- this thing breaks the while loop
end
end
end
startThread(kool1)
The problem with the original code is that you gave a function and another variable the same name.
3) In my humble opinion.
Карты для Героев Меча и Магии 5
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#25
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Oh dear, I need to quickly check if there are any other instances of this... Thank you. 3) This name has a long and interesting history, which ended with it practically becoming a Necromancer...

Added 1 hour 51 minutes ago
ah yes, and one more thing - how do I fix the defeat error? "Loose" isn't working. Is the reason the same?

Whatever
In reply to Heroist
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#26
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Yes. You just need to rename the function.
Карты для Героев Меча и Магии 5
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#27
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Heh-heh, it worked, but now something happened that shouldn't have.

I was given a loss. My cities became neutral, and my heroes disappeared. But...the game didn't end!!! I became an observer; the enemy's turns are going one after another without a break, and I can only control the camera.
What caused this? =) =) =)

Whatever
In reply to Heroist
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#28
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What was the final script like?
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
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#29
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it's the same, only the name is not "Loose" but "Lost" =)

Added 1 minute ago
in reality, all these bugs just need to be fixed so that a normal version can be released and uploaded. I allowed myself to delay it unforgivably, since the errors in the script are not very critical for the normal completion of the map.

Added 48 minutes ago
Update: Actually, due to the same problem (no defeat), the "defeat all" quest is not working at the moment. Previously, I thought that the problem was that blue doesn't lose, due to the backup Loran, however, unreserve() didn't help, so now, as you can see, you can't lose either =)

Whatever
In reply to Heroist
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#30
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1) Copy the function from the previous mission – it worked there. ;)
2) Perhaps you need to specify the victory conditions more precisely.
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