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Posts from Duel map: "Summon Ship".

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Look here.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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tk3 iron
In reply to RiMpel2
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Lider1
Check it out here.
Yes, I saw it. Thank you.
It's true that this isn't exactly what I had in mind.
I would like to find something similar to this: http://yadi.sk/d/Z1o4Z9NY8shHG
RiMpel2
tk3 as well
"tk3"?

-=-=-=
Understood, thanks everyone!
Всё пройдет, пройдет - и всё.
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Sorry, my mistake. Here it is
And a tournament was once held there. Read the description if you're interested
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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Thank you! Yes, that’s it.
Всё пройдет, пройдет - и всё.
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Hmm. To clarify the odd behavior of Blue, I started playing as him (starting from the southeast). I set the difficulty to "impossible," all cities are randomly generated, and the bonus is gold. The result: Red - Conflux, Blue - Necropolis, Brown - Rampart, Green - Rampart. My starting hero is Tant. That's good: the "Raise Dead" specialty is exactly what I need! However, as I expected, development on "impossible" difficulty for necromancers is very slow. Now things are going better with vampires and liches, but there's still a long way to go before they become truly powerful... ;) I'll see how it goes - now I'm doing it purely out of sporting interest.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
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I would like to express my gratitude to Marmot for such a detailed review!
Marmot
place artifacts in such a way that the players' capabilities are more balanced
On the map, all artifacts that are not related to the scenario are random. The red and blue, green and brown territories are mirrored accordingly. But I still removed one random relic from the territories of the computer players.
Marmot
Also, it might be nice to make it so that Green and Brown can not only enter each other's lands through the Dungeon and fight each other (provided that their capabilities are balanced), but also pass through the center diagonally on the surface (from southwest to northeast).
I checked this, and initially, this possibility was included. But if you allow the computer players to move around each other's territories, they will start to develop much more slowly. The computers will start to interfere with each other (for example, by capturing dwellings that don't belong to them) and waste turns on pointless scouting. Also, they should not attack each other so that the map does not become unbalanced in Multiplayer; otherwise, one of the human players will not have to fight the computer at all.

In general, when the map was conceived, the initial concept was as follows:
  • Human players develop for a long time, fight computer players in their development, search for certain artifacts, and then get the opportunity to have a final battle with each other.
  • It is not necessary to destroy the AI, and it is impossible to do so. The AI behaves in such a way that it constantly interferes with and harasses human players, and it is very difficult to track it down and finish it off.
  • As soon as the humans have a final battle, the game on the map ends.
But now it is clear that this concept does not work in practice. The map is used more in single-player mode. Therefore, I decided to make changes so that the Walkthrough becomes more linear and obvious, and the ending is not so drawn out.

Map version 1.1

List of changes:
- Simplified the teleport system
- In Multiplayer, the final battle is not possible until
the main scenario of the map is completed
- Changed the ownership of neutral castles
- In single-player mode, after completing the main scenario of the map, the
"City Portal" spell and the "Chains of War" artifact are unlocked
- Necromancy is prohibited outside the starting zones of the players

I tried to take into account most of the recommendations and feedback, especially those received from Marmot.

Download
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Max-Moro, and thank you for your efforts and for the enjoyment of playing through it!
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
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It has indeed become somewhat better now: - there is now a teleport with an exit to the Castle, which is very convenient, as it saves the hero's time and energy when returning from the Dungeon; - the city portal allows you to speed up the Walkthrough; otherwise, you had to go to the underground level, and then bring reinforcements with other, weaker heroes. Regarding Necromancer: it still isn't a solution. When playing as Necromancer, two heroes are created: one starting hero with Necromancer skill, and the second main hero is taken from the tavern. Both are developed, then the main hero runs to the enemy's lands, and the Necromancer stays to create skeletons. Thus, when the main hero returns with an artifact, he receives a large number of skeletons. It still gives a significant advantage, as even without leaving the starting zone, you can calmly create 1k (or even more) skeletons, plus the skeletons bought from the Castle. Therefore, it is probably still necessary to somehow prohibit Necromancer. Options: - a complete ban on the use of heroes with the Necromancer skill; - a ban on Necromancer level 3, or level 2; - a ban on Necromancer after visiting the Keymaster tents (I think this is the optimal option; that is, when both Keymaster tents have been visited, Necromancers are either removed or used in a chain to collect resources and transfer troops); - a global solution to the problem - a complete ban on playing as Necromancer. It would be interesting to watch or simply read the Walkthrough of this map, not as Necromancer, but by such masters as Dirty_Player or Lider1, or RiMpel2.
In reply to bolotnik
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bolotnik

It would be interesting to watch or simply read a walkthrough of this map, played not by Necropolis, but by masters like Dirty_Player or Lider1, or RiMpel2.

For reference, Dirty_Player is the only one who plays seriously offline; the other two prefer to play for fun in single-player or online :D
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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by the way, I just checked and thought about it, I played a few games on this map with a friend, and...

for Inferno, you also need to ban the gates; otherwise, it turns out that you can bypass the city portal, which is only accessible after destroying another player. Inferno players can simply move around the cities and gather an army in one turn.
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I decided to add another note, which became clear after many games on this map: - It's not entirely fair to give the red player the necklace and the blue player the hat, which automatically adds the "Summon Ship" spell to their spellbook. This means there's no need to complete the quest for the blue player; they can simply use the hat.... The same applies to the AI playing against the blue player. After defeating the blue player, it receives the hat and can summon a ship and land in an area that was previously inaccessible.... In a duel between human players, the blue player gains an undeniable advantage (of course, in a fair game, the quest will be completed, but there is sometimes no guarantee of a fair game). In a single-player game, the AI for the blue player, if it survives against the AI opponent in the dungeon, will use the hat instead of completing the quest, or the AI will use the hat at a certain point.... Therefore, I suggest making the following change: Make the quests for the blue and red players the same - bring the necklace. This will prevent the blue player from skipping the quest.

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