:rolleyes: Yeah, you can't please everyone. I think the "OK" or "Not OK" request is correct in this case. But the effects are a matter of personal preference :)
Added 5 minutes later
Well, then they shouldn't have been placed in the Dungeon, but right in the radius of the first turn at the very beginning. So you wouldn't have to think or strain yourself :rolleyes:
Posts from Illusion of victory.
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This has already been fixed in the new version of the map. By the way, it's interesting why no one encountered this error during the contest...
Maybe they just got lucky in the contest.
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
Added 1 minute ago
RedHeavenHero, no, I was talking about the bug with the hero in the town garrison during reinforcement calls. The function shouldn't work at all there because I added a check like if IsHeroInTown == nil.
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
So, if a player is in a town, do they lose reinforcements that turn?
It seems that way. You can, of course, artificially pull him out, try to send reinforcements directly to the town, but... For now, that's how it is.
The probability of an item dropping can only be reduced using mods, but there are no mods in this map.
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
Please dispel my doubts: has the main hero's chance of getting the Logistics skill been reduced, or am I just lucky?
You're lucky!) I usually get Logistics quite often.
By the way, it's interesting why no one had this error in the competition...
Yeah, you can't please everyone.
I'm not that good of a player) and without an army, where can I go?
why is there this extra running back and forth?) while I was running, the castle was captured 10 times
Dispel my doubts: the main hero has a reduced chance of logistics appearing.
Guarding the Northern Cross is quite a hassle. You can't teleport into the city, and the AI "gives away" Orlando surprisingly easily. His army doesn't grow, even though "yellow" heroes with a horde of troops are running around. But none of them seem to think it's necessary to stop the "blue" player from taking the city. Although, as a mutual favor, the "blue" player sometimes defeats Orlando and leaves without capturing the city. It's often problematic for Nimues to intercept such raiders due to the presence of shipping routes.
Hmm, I don't even know what the problem is. Well, actually, I do. In general, if you place Orlando directly in the city, the city will be attacked, BUT the yellow player starts transferring all the purchased troops to him immediately, and then can't (or won't) take them back, which makes the quest useless, as well as all the yellow player's activity. I don't know why the AI doesn't take the empty city, but it's become a little more interesting in this regard - at least the quest can be failed.
I could never complete the prophet's quest about the mines. On the one hand, this is again related to the possibility of the "blue" player landing with ships in the deep rear, and on the other hand, the mines are intercepted by the "yellow" player - and that's the end of it.
Also, behind the gates, before the 3rd castle, I encountered groups of red troops - they joined. Perhaps that's why renegades were noticed in the AI's army, and not just because of the fort. On the map, the resource guard is random, but if it turns out to be "red," it somehow joins. I never managed to see "red" units in the AI's army. There were cases where the fort was cleared, but I didn't encounter mixed-grade units.
This is true. In general, some pitfalls have emerged with this reinforcement system. Getting reinforcements from RedHeavenHero (virtual garrison) is very good and convenient from the player's point of view, but from the point of view of implementation, I agree with Heroist, it is extremely complex.
As for the option that exists in the new version, it is convenient for everyone except for the time spent and the frequent clicking of "OK".
I finally explored the map several times. It has an amazing property - it can be appealing to fans of the 5th game with the most diverse tastes. Both for those who just wanted to take a look at the magical world of sorcerers, and for those who want to engage in serious battles with the enemy. The map harmonizes exceptionally well with the plot. The abundance of inserts from very high-quality cartoons creates the necessary atmosphere. The terrain and geography are just what is needed. The map reveals an incredibly wide range of strategies (and hero development) to the player. The balance of power allows you to choose the difficulty level already in the game. If you take the joining demons and the reinforcements, it will be a pleasant walk, and victory is inevitable. Fans of hardcore will not be disappointed either. Throw away the crutches in the form of demonic troops, and use the Red Army. You will step into a land where streams of sweat mix with rivers of adrenaline. The path to the top of victory will lie through canyons of despair. You will face battles in which even a single peasant is worth a lot.