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1) - a) Copying doesn't work; you still end up as an observer. b) I'm not even sure if that function works anymore =)
2) - If I remember correctly, it was something like: if GetPlayerState (PLAYER_2) == 3. It worked in Demon Attack. I think the issue is related to the Reserve Hero...
1) Wow, that's quite interesting... Maybe we should implement this task through the editor instead of using scripts.
2) It's most likely due to that. We can artificially create this situation, for example, if the enemy has no heroes or cities left.
Actually, it can be left as is. Anyway, once you become an observer, you'll quickly lose interest in such a game. =)
Has anyone else completed it?
Added after 3 hours 14 minutes Updated the map to a playable version 1.0.2!!!
=================================================== Update to 1.0.2: -Bugs fixed -Fixed the bug with the destruction of Grayhillstrike -Fixed the bug with the destruction of Sanderlake -Fixed minor txt errors + typos -Fixed the defeat bug. Now, after the death of Drayhar, you become an observer/the game ends ===================================================
Thanks to everyone for testing
Now, the map is normally playable and almost bug-free. And if there are any, they are insignificant. What are your suggestions for the third mission, because Drayhar's story is not over yet...? =)
Added after 21 hours 47 minutes =================================================== Update to 1.0.3:
-Fixed a serious bug with Lord Loran. Now, after destroying eight crystals, he will appear correctly and will not leave the capital. ===================================================
I had an idea on how to replace the missing "lose" condition. Instead of it, we could put "ExitGame()" – and then, instead of watching the AI, the game would crash!:smile08:
Generally, yes, it's possible. But, when observing, you can immediately press "load game," which is even faster than with a regular loss, as you still have to close the results window in that case. With this option, you would have to restart the game. Although, it's certainly an interesting option.
I really liked the map! Everything is well done; it took me 7 tries to kill the hero at the beginning because I'm not that good at the game, even though I've been playing for 6 years. The only thing that annoyed me was that when the blue AI approached the red tent where the key guardian was, it stubbornly wanted to go inside, even though there's a quest there. This made the turns take a long time. And I also wanted to ask a question. After completing the map, you wrote that cheat codes are available. As I understand it, they can only be activated if you have a certain amount of army, right? Or not?
Started playing, at first I didn't understand how to get out of the prison, then I finally figured out that I need to wait a week=) I drank 2 cups of coffee while Loran was walking. But seriously, the prison is a great idea. My suggestion is to make it multi-story) I noticed one visual bug - when the human dwelling (level 3) changes to the corresponding orc one, it turns out to be much larger in size, and it overlaps the fence. Thus, it looks a bit strange that the wooden fence sticks out of the building) I'm moving on...
Added 8 minutes ago ... The graphics are definitely pleasing, you can see the painstaking work. Here are a couple more things: Neutral non-shooting units definitely need to be strengthened, and also a good squad of succubi and specters joined me, and I only use them in battles. I probably need to remove this possibility)
Added 18 minutes ago I haven't quite figured out how to choose a side yet, I'm killing everyone. I killed an elf hero, I hope nothing terrible will happen because of this.
Added 1 minute ago I killed the second elf hero... Are they unlimited here?
Added 10 minutes ago Some quests are very funny=) especially with the peasant and the ents) Is the Ent the owner of the shipyard, as I understand it? It's a pity that you can't kill him and turn him into a nice little ship!) ...Or can you?
1) Regarding the two-story dungeon: Well, it's the same as in your new map – it's best to leave the dungeon as quickly as possible, as the enemy's armies accumulate quickly at the beginning. 2) Regarding the transformation of dwellings – I know about that... Although, in theory, they are completely typical... 3) Regarding strengthening the neutrals – it's possible. It just so happens that archers cause more problems. 4) And where did I miss such a "good" squad of succubi and ghosts? I can assume that these are ordinary neutrals, but in that case, there shouldn't be many of them. 5) The side is chosen when you approach the Elven castle or the Necromancer at the cemetery. More precisely, there will be a dialogue and a quest box. The choice of side affects the further development of events on the map. And for now, since you haven't chosen a side, you can freely kill everything =) 6) The Elves have only a city.
Thank you for the compliment about the graphics; it did require a lot of work. There was also a beautiful Dungeon, but it was removed. It's not as good after restoration.
upd: I wrote this post a long time ago and forgot to send it. You have already found the answer to some of the questions. =)
Added 3 minutes ago It turned out to be fun with the peasant, yes. The thing is that you can simply take the boots from his enemy and run away, or you can trade =)
The Ents are a separate matter. If you form an alliance with the Necromancers, then when you enter the shipyard territory, all the Ents will flee, and the shipyard will be destroyed.
1) Regarding the two-story dungeon: Well, it's the same as in your new map - it's best to leave the dungeon as quickly as possible - the enemy's armies accumulate quickly at the beginning. 2) Regarding the transformation of dwellings - I know about that... Although, in theory, they are completely typical... 3) Regarding strengthening the neutrals - it's possible. It just so happens that archers cause more problems. 4) And where did I miss such a "good" squad of succubi and ghosts? I can assume that these are ordinary neutrals, but in that case, there shouldn't be many of them. 5) The side is chosen when you approach the Elven castle or the Necromancer at the cemetery. More precisely, there will be a dialogue and a quest box. The choice of side affects the further development of events on the map. And for now, since you haven't chosen a side, you can freely kill everything =) 6) The Elves have only a city.
Thank you for the compliment about the graphics; it did require a lot of work. There was also a beautiful Dungeon, but it was deleted. It's not as good after restoration.
upd: I wrote the post a long time ago and forgot to send it. You have already found the answer to some of the questions. =)
Added 3 minutes ago It turned out funny with the peasant, yes. The thing is that you can simply take the boots from his enemy and run away, or you can exchange them =)
The Ents are a separate matter. If you form an alliance with the Necromancers, then when you enter the shipyard territory, all the Ents will flee, and the shipyard will be destroyed.
I approached the Elven castle, and no dialogue appeared. In desperation, I took and captured it. Is this normal, or is it some kind of bug? Regarding the Dungeon - it's slightly noticeable - the river is square in one place
I approached the Elven Castle, but no dialogue appeared. In desperation, I captured it. Is this normal, or is it some kind of bug? Regarding the Dungeon – it's slightly noticeable – the river is square in one place.
Ah, there's just a misunderstanding here: you actually need to talk to all three groups of Ents: each one responds to its own task.
I understand why the script didn't work; I didn't pay attention and started playing on version 3.0 (I have both 3.0 and 3.1 installed). I'll have to start everything over. In the dungeon, swordsmen guard the warriors. I approached them, and first the warriors joined me, and then I killed the swordsmen. It would be good to move the warriors further away. Although, it's a minor issue.
Added 17 minutes later
I suggest making the orcs join the hero weekly, instead of daily. It's just too frequent to have to click "cancel" so often.
Added 18 minutes later
Loran is incredibly annoying. I've killed him three times, and he keeps stubbornly stealing my mines.
I realized why the script didn't work; I didn't pay attention and started playing on version 3.0 (I have both 3.0 and 3.1 installed). I'll have to start everything over. In the prison, swordsmen guard the warriors. I approached them, and first the warriors joined me, and then I killed the swordsmen. It would be preferable to move the warriors further away. Although, it's a minor issue.
Added 17 minutes later I suggest making the orcs join the hero weekly instead of daily. It's just too frequent to have to keep canceling it.
Added 18 minutes later Loran is incredibly annoying. I've killed him three times now, and he stubbornly keeps stealing my mines.
1) Yes, it doesn't work on 3.0 to determine which city belongs to whom.
2) Regarding the swordsmen, I've already noticed this bug. I just forget to fix it. Making the creature recruitment weekly is possible; it would just require changing the function, and I was too lazy to do that.
3) Loran respawns less frequently now; he used to respawn every day =):smile08: