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Posts from Illusion of victory.

5.0 (5 ratings)
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12 years ago
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Map title: The Illusion of Victory
Required game version: 3.1!!!
Map type: Single-player mission
Size: 136x136 (Medium)
Dungeon: Yes
Number of players: 4 (2vs1vs1)
Scripts: Yes
Cutscenes: Yes
Map creator: Heroist
Current map version: 1.0.3
Last update: 08.02.2014
Version 1.0.1
Version 1.0.2
Version 1.0.3
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Special thanks to: RedHeavenHero, Ment, Победитель, 13га, Nikolay, and others.
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The rebellion in the Holy Griffin Empire broke out almost simultaneously in all duchies with terrible, unprecedented force. And while Biara, who usurped the throne, frantically tries to gather red troops, the rebels are getting closer and closer to the capital, capturing more and more cities.
But the great lord Kha-Belekh foresaw this. While Prince Andreas has not yet been delivered by Archbishop Alaric to the Claw, and the gates from Shio have not been opened, he sends his faithful servant and assistant on earth - the demon Nimuss - to help the succubus. His task is to delay the rebels at any cost.

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Attention! This map is from the KartMaster_2013 competition and has undergone some changes. A detailed list of changes can be found in the "ISM.txt" file in the archive with the map.
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Installation:
Download the "The_illusion_of_victory.zip" archive. Inside, find the map file "New_Random_Map 43.h5m" and "New_Random_Map 45.h5m". Move the maps to the Maps folder in the HoMM_V game installation directory.
Download the "Music.zip" archive. Inside, find the music file "Siege-Renegade.ogo". Extract the file into the Maps folder. Without this file, there will be no music in the first cutscene of the map, but it will not cause a crash.


Warning:
The map is not a mod; it does not change existing game files.
I also strongly recommend that you read the "Read_Me.txt" and "ISM.txt" files. These files contain brief information about the map, help with installation, and an update history.
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You can express your wishes, comments, and other feedback in the topic where this map is posted. They will not go unnoticed.
Have a nice game!
Just below, right under the gameplay screenshots, you can download the latest version of the map.
Sincerely,
Heroist

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12 years ago
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==========================================================================
Version: 1.0.1
-Fixed an issue with the Fortress, which was incorrectly upgrading troops of different players.
-Fixed errors in the map's txt files and in the cutscenes.
-Made some visual changes; strengthened some monster units.
-Fixed an issue with the portal malfunction with Shio.

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12 years ago
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What a prolific author! :eek: I can't keep up with playing all the maps :) Thanks! I'm taking it. I'll leave feedback later.
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12 years ago
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Yes, by the way, I still haven't fixed the error with the Fortress. So, for now, it only provides alt-upgrades.

Added 31 seconds ago
NİKOLAY
What a prolific author! :eek: I can't keep up with playing the maps :) Thank you! I'll take it. I'll leave feedback later.

This map was made for a contest a long time ago, but I couldn't officially upload it.
In reply to Heroist
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12 years ago
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Heroist
Yes, by the way, I still haven't fixed the Fortress issue. So, for now, it only provides alt-upgrades.
I don't think this will be a major problem. It might even be a unique feature :) Well, I'm off:smile13:

Added 2 minutes later
Reading the README file: "Download the archive. Inside, find the self-extracting file The_illusion_of_victory.exe." But I don't have it. There are just two maps and text files in the archive. Is that normal?
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12 years ago
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Yes, by the way, I still haven't fixed the bug with the Fortress. So, for now, it only provides alt-upgrades.
And I thought it was a cool feature, haha.
In reply to NİKOLAY
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12 years ago
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NİKOLAY
I don't think it will be a big problem. It might even be a cool feature :) Well, I'm off:smile13:

Added 2 minutes later
Reading the README file: "Download the archive. Inside, find the self-extracting file The_illusion_of_victory.exe." But I don't have it. There are just two maps in the archive and some text files. Is that normal?

Oh) and I forgot to mention this. The archive was there. I just couldn't upload it to the forum because of its size, so I had to split it. Read the instructions on this page for now. Sorry. I'll fix it now.
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12 years ago
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Dear Heroist! I played the map. But I couldn't see the ending :(
But first, let's talk about the good things. I liked the "Demons vs. Humans" theme. I've wanted to play as them for a long time. The plot is based on "real events" that mentally take us back in time, evoking nostalgia for the completed Campaigns. The map design pleases with its classic genre elements. Good landscape rendering, everything is logical, everything is in its place. The number of videos and scripts is impressive! This gives the map a special atmosphere.
Since I wanted to play easily and casually today, I immediately started as a "Warrior". That's why the map seemed relatively easy. In general, everything went smoothly and steadily). After capturing a couple of cities on the southern coast of the river and completing all the additional quests, except for "Shio" and the prophet's quest about the mines, I decided to go past the entrance to Shio and head straight to the other bank. And that's where things went wrong. After the bridge, the camera started spinning and whirling, hit the ground, and... no, it didn't crash, but a video started playing :). After the video, a message appeared about the imminent famine in the enemy camp and the reduction in the number of the garrison army. Then a message appeared about the update of the quest, and... that's it. That is, everything froze. After restarting the game and loading the last save, everything repeated. And it froze again. Well, I thought, maybe before going to the other bank, I need to go to Shio. I "loaded" again and, bravely waving my axe, in the rhythm of a fast waltz, headed to the entrance to Shio, after first collecting the necessary set of artifacts. In Shio, after dealing with some rude girl with horns, I decided to spend the night in my newly acquired home. The morning of the new day coincided with the first day of the week, and, as usual, a request for new tele-recruits from Shio appeared. My hero was still lying in bed at home when the request to accept new recruits arrived. I was surprised and pressed "OK", while thinking to myself, why do I need reinforcements from Shio if I'm here myself :confused: And again, everything froze. I "loaded" again, went into the city, and waited for Monday, and... everything repeated: Request - OK (or Cancel - it's the same) - Freeze. After the next restart, I decided to wait for Monday near the city, and everything went well without freezes. Yes, by the way, reinforcements didn't appear every week - is that how it's supposed to be? And after that, I went to the other bank again. But after the bridge, the freeze repeated after the video :smile35:
:confused:
In reply to NİKOLAY
12 years ago
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The map version has already been updated. However, this particular aspect hasn't changed yet. In the game, summoning demons to the army happens in a "batch" manner, meaning they all arrive at once. In my opinion, this isn't the most successful approach. Perhaps it would be better to summon reinforcements optionally – "do you want to summon imps – yes/no," and so on. What would this achieve? It would allow for some resource saving, exchanging surpluses for summoning more useful units. Money is sometimes needed. For example, I couldn't buy an artifact in the shop because I was summoning reinforcements. Overall, I would like (and I hope the author would too) to know the opinion of the forum community – is it worth changing anything in this part? Regarding the Fortress – I don't think anything needs to be changed. Firstly, during the game, I didn't see any red units in the computer's army when I arrived at the third town; the Fortress was still not cleared of neutrals. The computer isn't in a hurry to clear them out. Secondly, who knows what kind of traitors might be among the followers of the new church.
In reply to 13га
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12 years ago
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The map version has already been updated. But this aspect hasn't changed yet. In the game, summoning demons to the army happens in a "batch" manner, meaning they all arrive at once. In my opinion, this isn't the best approach. Perhaps it would be better to summon reinforcements optionally – "do you want to summon imps – yes/no," etc. What would this achieve? It would allow for some resource saving by exchanging surpluses to summon more useful units. Money is sometimes needed. For example, I couldn't buy an artifact in the shop because of summoning reinforcements. In general, I would like (and I hope the author would too) to know the opinion of the forum community – is it worth changing anything in this part?
As an alternative: at the beginning of the summoning, add all troops to a hidden garrison, create an interaction between the hero and the garrison, and after the shuffling is complete, deduct resources from the player according to the remaining troops.
Regarding the fort – I don't think anything needs to be changed. Firstly, during the game, I didn't see any red units in the composition of the computer's troops; when I arrived at the third city, the fort had not yet been cleared of neutrals. The computer is not in a hurry to clear them out.
It needs to be changed. I played. The blue army included renegades, and the fort had been cleared a long time ago.
Regarding the second fort near the Northern Cross. It could also be slightly adjusted so that all demons can be created.
Secondly, there may be various traitors among the followers of the new church.
They could be dressed in white so that they are not confused with the enemy in battle. ;) Besides, an army consisting of 5/7 traitors doesn't inspire confidence.
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12 years ago
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Dear forum members! Has anyone experienced crashes in version V1.0.1 of the map, similar to what I described in message #8? Or is it happening to me because I have the EWA mod installed?
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12 years ago
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Okay, I'll start sorting things out now. Yesterday, I also didn't waste my time and played through my own map again. First, the error with the prophet's quest to capture all mines has resurfaced. I don't know why, but I'll have to fix it. Next, there's a bug with the rebel garrison. However, I'm not entirely sure if it's the bug you described, Nikolay. The problem is that if you approach the garrison for the first time, while clearing the entire area on the right bank, including destroying a couple of buildings, this bug will appear. There are no camera jumps, but there is a freeze. Furthermore, if the Hero is inside the city, his scripted name disappears from the map's database (apparently), so it's impossible to interact with him at that moment. However, I'm not sure if this is the cause. After all, the task that checks "Is Nimue alive" doesn't cause an error, so the game finds the hero. But it can't give him troops. The solution here is simple: don't hide the hero inside the city, but leave him at the entrance – you can still transfer the purchased troops to him. As for the bridge, it's simple. If you have the console, of course. Approach the bridge, watch the dialogue, and then, after the game freezes, enter @UnblockGame() and @Trigger(REGION_ENTER_AND_STOP_TRIGGER, 'block10', nil) in the console. After that, you can continue the game and attack the outpost. I also know about the errors with the forts and will fix them. In principle, I only need to check the final part of the map and optimize the script with Marbas and Alaric.
As an option: at the beginning of the summoning, add all troops to a hidden garrison, make the hero interact with the garrison, and after the shuffling is complete, deduct resources from the player according to the remaining troops.
By the way, this option is also convenient because you can immediately remove unnecessary troops from the army. You don't even need to remove them from the garrison – you can assume that the hero sent some of the troops back to Shio and took some with him. I think I'll do that. Thank you all for the positive feedback! I will try to start updating the map as soon as possible.
In reply to Heroist
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12 years ago
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Heroist
The problem is that if you approach the garrison for the first time, while also clearing the entire area on the right bank, including destroying a couple of buildings, then this bug will appear. There are no camera jumps, but there is a freeze.
Regarding the camera – that was just a side note. But everything else is as described. I destroyed several buildings before approaching the outpost near the bridge.
In reply to Heroist
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12 years ago
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Next. If a Hero is inside a town, their scripted name disappears from the map database (apparently), so it is impossible to interact with them at that moment. However, I'm not sure if this is the exact reason. After all, the task that checks "Is Nimue alive" does not cause an error, which means the game can find the hero. But it cannot give him troops. The solution here is simple - don't hide the hero inside the town, but leave him at the entrance - you will still be able to transfer the purchased troops to him.
The hero disappears as an object from the map. For some functions, this is fatal, but not for those that contain the word "Hero" in their name. The error is most likely due to the effects and functions that accompany them. There is a function that checks whether the hero is in a town: GetHeroTown(hero). If not, it returns nil; otherwise, it returns the name of the town.
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12 years ago
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Ah, yes, by the way. There will be problems with the effects.

Added 1 minute ago
NİKOLAY
Regarding the camera – that was just a side note :) But everything else is as you said. I destroyed several buildings before approaching the outpost near the bridge.

Then the console method will help you.

Added 13 minutes ago
However, the garrison option is still not ideal. I don't know if it's possible to withdraw troops, but the resource check will have to be done later. For now, I'll leave the standard, but optimized, option.

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