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Posts from Illusion of victory. Auto-translated

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Heroist
In reply to NİKOLAY
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#61
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NİKOLAY
: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:
but why all this unnecessary running back and forth?) while I was running around, the Castle was captured 10 times, and I had to start all over again.
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#62
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Heroist
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...
masgak has version 1.0.2, and it seems like it didn't work properly.
Maybe they just got lucky in the contest.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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Орден Порядка: 1
Нейтралы: 1 2 3 4
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#63
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masgak, but no one forces you to collect them ALL. And especially to upgrade them in a Fortress. If you don't want to waste time, it's your choice; it's not a main quest. You can even manage with reinforcements alone in the end. Regarding reinforcements, I like how it's implemented now. The function is quite extensive and complex, but it turned out well. I don't think I'll redo it. Thank you for the feedback.

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.

Whatever
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#64
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So, if a player is in a town, does that mean they won't receive reinforcements that time?
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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Орден Порядка: 1
Нейтралы: 1 2 3 4
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#65
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Heroist Well, unlike you, I'm not such a strong player. And what can you do without an army?
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#66
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Well, personally, I only chose the upgrades I needed, and I left/killed the rest for experience. That way, I only used that Fortress once – I immediately ran to the left side of the Dungeon. I upgraded, cleared everything from left to right, and then went to the surface. It took about a week or two, no more.
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.

Whatever
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#67
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Heroist would like to see a new creation featuring dwarves.
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#68
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Unfortunately, I don't have enough time to release decent maps every week.

Whatever
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#69
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we will be waiting)))
#70
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Please dispel my doubts: does the main hero have a reduced chance of obtaining the Logistics skill, or am I just lucky?
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#71
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You are lucky!
The probability of an item dropping can only be reduced using mods, but there are no mods in this map.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
In reply to Player100
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#72
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Player100
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.

Whatever
#73
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Uh-huh... Thanks.
In reply to masgak
#74
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I finally explored the map several times. It has an amazing quality – it can appeal to fans of the 5th installment with the most diverse tastes. Both for those who simply decided to take a look into 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. An abundance of inserts from very high-quality cartoons creates the necessary atmosphere. The terrain and geography are just right. 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 remove the joining demons and reinforcements, it will turn into a pleasant walk, and victory will be inevitable. Hardcore fans 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 the ravines of despair. You will face battles where even a single peasant is worth a lot. A few, not exactly criticisms. Guarding the Northern Cross is very troublesome. You cannot teleport to the city, and the AI "gives up" Orlando surprisingly easily. His army does not grow, although "yellow" heroes with a horde of troops are running around nearby. But, none of them consider it necessary to somehow prevent the "blue" from taking the city. Although, as a mutual favor, the "blue" sometimes defeats Orlando and leaves without capturing the city. It is often problematic for Nimues to intercept such raiders due to the presence of shipping. I never managed to complete the prophet's quest about the mines. On the one hand, this is again related to the possibility of the "blue" landing from a ship in the deep rear, and on the other hand, the mines are intercepted by the "yellow" – that's the end of it. Also, behind the gates, in front of the 3rd Castle, I encountered groups of red troops – they joined. Perhaps that is why renegades were noticed in the AI's army, and not only 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 the AI having "red" troops even once. There were options that the fort was cleared, but I did not encounter mixed grades.
Heroist
By the way, it's interesting why no one had this error in the competition...
I went through it 4 times – this bug never occurred. 3 times on the competition map, 1 time on the last one (1.0.3). 2 times, I didn't have Orlando at that point ("blue" defeated him).
NİKOLAY
Yeah, you can't please everyone.
That's true. In general, some pitfalls with this call have begun to appear. The option of receiving reinforcements from RedHeavenHero (virtual garrison) from the player's point of view is very good, convenient, but from the point of view of implementation, I will support Heroist, it is extremely complex.
masgak
I'm not that good of a player) and without an army, where can I go?
Anyone can become a good player, the main thing is not to be lazy to learn and not to forget to think. Especially when something is not working out.
masgak
why is there this extra running back and forth?) while I was running, the castle was captured 10 times
This is the question to ponder. I assure you, the castle cannot be captured, even if you take all the reinforcements.
Player100
Dispel my doubts: the main hero has a reduced chance of logistics appearing.
-Dispel your doubts! :smile16: (dispel). Logistics always appeared for me on the 2nd-4th level, it is impossible without it.
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#75
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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.
The quest is indeed difficult, but the reward is worth it. However, perhaps it should be considered completed EVEN if the mines belong to an ally, not you.
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.
Groups of Renegades are placed around the Cross specifically. There are no more errors with the fort in version 1.0.3 - renegades cannot upgrade troops to alt-tier in forts. I don't know why the random red guard joins, that's no longer up to me. I repeat, renegades should not have renegades, and renegades should not have renegades.
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.
I don't even know - the option isn't that complex, but how do you deal with the fact that the hero will leave some of the reinforcements in the fort? It's already impossible to check how much he took from there, and if you do check, it's very difficult. Secondly, how do you deal with checking the number of resources? After all, the fort window kind of "blocks" all the scripts, so the player can easily take all the reinforcements, and the check will only run later. So, at the very least, it won't be pretty.
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.
Thank you for the positive feedback!

Whatever