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Garstan
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#16
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The battles against the main heroes of the opponent on veteran difficulty were quite easy. I'm posting some recordings.

And one more thing - the AI heroes were landing on the shore, in an area with many trees where, in theory, heroes shouldn't be landing, not far from the third castle, counting from the shipyard "upwards," then they used astral gates, and voila, they were already in the castle. And I was gathering forces in the castle near the shipyard and didn't expect such a trick. Of course, I killed them later, but I lost a lot of time and had to rebuild the capitol from scratch.
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#17
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On the map, the spells Astral Gate and Teleport are blocked. Angel Wings are also prohibited. That's strange. I'll double-check now.
Added 7 minutes later
The 5th rank building of the school of magic does not grant the Astral Gate spell. I checked in the game. The map restriction is still in effect.
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#18
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Garstan
The Astral Gate and Teleport spells are blocked on the map. Angel Wings are also prohibited. That's strange. I'll double-check now.
Added 7 minutes later
The 5th tier building of the magic school does not grant the Astral Gate spell. I checked in the game. The map restriction is still in effect.

Nevertheless, both humans and dwarves used this "trick." It's easier to use the Mask tool to cover the entire coastline so that no one can land there.
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Одиночные сценарии Heroes V 3.1:


Незваные гости
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Мультиплеерные карты для Heroes V 3.1:

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#19
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This won't solve the astral gate problem. Nothing will stop them from jumping over the garrison, for example. We need to figure out where the AI got the gates from if they are prohibited on the map.
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#20
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Garstan
This won't solve the astral gate problem. Nothing will stop them from jumping over the garrison, for example. We need to understand where the AI got the gates from if they are prohibited on the map.

Let them jump over if they want. With the creature growth rate that occurs every week on their territory, there's little point in having garrisons.
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Одиночные сценарии Heroes V 3.1:


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Мультиплеерные карты для Heroes V 3.1:

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In reply to MasteR
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#21
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Juss456
Let him jump around if he wants. With the creature growth rate he has each week on his territory, there's little point in having garrisons.
The point of garrisons is to delay the final clash and block heroes with 10 peasants who run around and grab mines.
Maski made a map; I'll update it in the header when there are enough changes.
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#22
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In terms of strategy, the map is good. It would be even better if we diversified the design, removed all sharp corners, made some minor improvements, strengthened the neutrals and AI, rotated creatures in certain areas, and then it would be truly excellent. Good first work and very valuable experience!
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Одиночные сценарии Heroes V 3.1:


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Мультиплеерные карты для Heroes V 3.1:

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In reply to Garstan
#23
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Garstan
Defensive, considering the specifics of this map and the heroes and their stats. Orcs have fewer towns, but a very strong hero.

Um... I don't quite understand... strong in what way?
The Orc has a total of 13 stats, while the Elf has 14, and the Knight has 13. So they are equal.
Is it the specialization? +1 to attack for each stack killed every 6 levels? So at level 24, it will be +4 attack if a stack is killed. Is this an overpowered specialization?
Perhaps Kurak has better artifacts at the start, but that doesn't compensate for the 2 extra towns. 2 extra towns = 4 gold mines at the start + a 4-fold increase in low-level units (like archers). With that many archers, the Orc will simply be shot down.
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#24
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Rexsar
Um... I don't quite understand... stronger in what way?
The Orc has a total of 13 stats, the Elf has 14, and the Knight has 13. So, they are equal.
Is it the specialization? +1 to attack for each stack killed every 6 levels? So, at level 24, there will be +4 attack if a stack is killed... Is this an overpowered specialization?
Perhaps Kurak has better artifacts at the start, but that doesn't compensate for the 2 extra castles. 2 extra castles = 4 gold mines at the start + a 4x increase in low-level units (like archers). With that many archers, the Orc will simply be shot down.

It would be better to have 3 castles for each race. There is plenty of space on the map. If, for example, with this setup, two people play against each other, one as Elves and the other as Orcs, the Orc player will have almost no chance.

Added 5 minutes later
Garstan
The purpose of garrisons is to delay the final clash and block heroes with 10 peasants who run around and grab mines.
Maski made a map; I'll update it in the thread when there are enough changes.

It's enough to gather a decent force in the city closest to the heroes' landing point, and none of the heroes "with 10 peasants" will dare to approach. And it's unlikely that such heroes will have Astral Gates in their spellbooks. And it's unlikely that anyone will venture to the opponent's territory on the second week; it's much more effective to develop your own cities first. While you're sailing to the Humans with a small army, they will have time to gather an army 2-3 times larger from their 4 cities. It's a different story when you have 500 Master Archers with a Unicorn Horn Bow and a Quiver. You can defeat everyone with your eyes closed.)
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Одиночные сценарии Heroes V 3.1:


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Красный кристалл
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Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
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#25
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I will definitely add a city for the Orcs, but it seems no one has explored the map completely, because if someone had played through the entire map, they would understand that the Orcs are not as simple as they seem, and they have a trump card up their sleeve.
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#26
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Garstan
I will definitely add a city for the Orcs, but it seems no one has explored the map completely, because if you really explored the map from beginning to end, you would understand that the Orcs are not as simple as they seem, and they have a trump card up their sleeve.

The screenshot shows everything I explored. I assume there is something in the lower right corner of the map as well? I swam and swam there, then I got tired, turned the hero back, and sent Faelan to help, because the human heroes were using astral gates left and right and capturing cities.

Added 1 minute ago
Garstan
I will definitely add a city for the Orcs, but it seems no one has explored the map completely, because if you really explored the map from beginning to end, you would understand that the Orcs are not as simple as they seem, and they have a trump card up their sleeve.

Maybe, but I defeated them first, without much effort. I actually posted the recordings. Considering that I reached them after a long journey with half my army, their total army was still less than twice as large
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Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
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Мультиплеерные карты для Heroes V 3.1:

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#27
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I wasn't paying attention, and the orcs were just wandering around on their own.

Added 2 hours and 1 minute ago
Updated the map in the header. Changes: - Orcs have been reworked. A town and new camps have been added, as well as artifacts. Now they are a truly formidable force. - An impassable zone has been added along the entire coastline to prevent the AI from cheating. - Garrisons have been strengthened. - Mines have been added. - New effects and environment have been added.
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#28
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Tell me, is the Dragon set blocked? I just haven't gone into the editor.
And my second question is: why does this map (and not just this one) have so many glitches? With 2.6 GHz processor, 4 GB of RAM, and 1 GB of video card (2 Radeon video cards), it's just... frustrating. There are lags when scrolling... but not often.
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#29
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The Dragon Set is not blocked and, with some luck, it can be collected by buying its parts from artifact shops. The map is large and designed for good hardware. It's not surprising that in some areas with high mountains, it might glitch on a 2.6 GHz processor and 4 GB of RAM.
In reply to Garstan
#30
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Garstan
He was just wandering around carelessly among the Orcs)

Added 2 hours and 1 minute ago
Updated the map in the header.
Changes:
- Orcs have been reworked. A town and new camps have been added, as well as artifacts. Now they are a truly formidable force.
- An impassable zone has been added along the entire coast to prevent the AI from cheating.
- Garrisons have been strengthened.
- Mines have been added.
- New effects and environment have been added.
Ah, too bad. Perhaps it would have been worth it for multiplayer, but in single-player, it was
fun to play as the Orcs. I completed the map in 5 months with that hero. Thank you, excellent work. I have a suggestion: don't place a bunch of obelisks. Because once you find all
the Grails, they are no longer needed.

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