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Mapmaking Closed Topic
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12 years ago
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The Phantom isn't a problem – he doesn't know how to use them.
That's not true. He does know how and creates them regularly.
In the updated version, is the bug fixed where the hero starts the 5th map at level 1?
No.
12 years ago
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By the way, how about adding stationary garrisons to the castles on the veteran-hero difficulty in the 4th map, which would increase independently of the city itself, but would be added to the hero's defending troops?

It's simple: with a hundred Adepts (the rest of the army is useless), the computer is doomed to lose.

Added 2 minutes later
RedHeavenHero
No need. He can and does create them properly.

I'm not talking about the fact that he creates them. I'm talking about the fact that he doesn't know when to create a phantom and who to phantom. It's like giving a miner a brush and asking him to paint a portrait. There would be more problems if he cast mass slow-dispel-poison.
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12 years ago
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There would be more problems if he cast mass slow, dispel, and poison spells.
This is something the AI in Tribes of the East (at least in version 3.1) simply cannot do.
In reply to RedHeavenHero
12 years ago
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RedHeavenHero
This is something the AI in Tribes of the East (at least in 3.1) simply cannot do.

It's a shame, because these overpowered units (slow-dispel) immediately turn an army into a pile of meat, and ranged units are completely taken out of the fight.

Added 4 minutes later
Regarding the 4th map... Or ban vampirism.

Roughly speaking, I put 200 Adepts into a battle – they don't knock out the enemy's ranged unit pack on the first strike, then there's a dispel. The enemy goes into melee. And in melee, whatever damage he deals, I immediately regenerate in response + the hero's special ability silences him + mass slow, so these 200 Adepts defeat an army that includes 50 Angels, 100 Knights, and 600 Archers, etc., with a loss of only 3 bodyguard units and without any effort.
In reply to RedHeavenHero
12 years ago
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RedHeavenHero
The Orc army depends only on the difficulty level; there are no breeding structures in its city, and they are prohibited from being built. Only trappers are added, thanks to the specialization.
It won't be interesting without the Necromancer.
Regarding the Orc army; I seem to be having an optical illusion – there are more high-tier units in it now than there were a week ago (I didn't even count the trappers). I don't think it's worth reducing the time it takes for the Necromancer to approach the city. I am in favor of having alternative solutions to the problem. Statistics from our test group show that most players encountered the Necromancer and then headed towards the Orc. All the information on the map (the text of the message about Vlad's appearance, the distance from him to the castle) leads to the conclusion that the battle is inevitable. It becomes clear only later that there is a certain scenario "loophole". It's always nice to discover something new for yourself. When I wrote about the balance, you can see it in the replays – the player's army and the final Orc army are almost equal in strength. The Necromancer will definitely weaken the already not-giant human army – it is difficult for me to say whether it will still be possible to win at the maximum difficulty levels in this case. It is better to leave it as it is.
Rexsar
Lucky))
Luck is not the least important thing. But, as Uncle Archimedes taught us, the point of application of forces is important. I tried to meet Vlad (the AI phantom still uses him), and then sail – the result is always disastrous. Therefore, I changed the scheme – immediately another colenkor. Your information also helped me, for which I thank you separately.:smile02:
In reply to 13га
12 years ago
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13ga
.
Luck isn't the only factor. But, as Uncle Archimedes taught us, the point of application of force is important. I tried meeting Vlad (the AI phantom still uses him), and then swimming – the result was always disastrous.

Yeah))

I also encountered Vlad with a hero in the 1st version... I won, swam to the orcs... and had to start over on veteran difficulty:)

The phantom uses him)) But since we're talking about the computer, it's not that big of a deal)).
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12 years ago
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I couldn't complete the mission without any ore... it failed! :(

Sincerely, Psatkha
In reply to psatkha
12 years ago
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psatkha
I couldn't complete it without ore... the mission failed! :(

Sincerely, Psatkha


Post #124 - a mini-guide for the 1st mission on Veteran difficulty (1st version of the campaign).
In reply to Rexsar
12 years ago
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I'm slowly making my way through the second mission; it feels a bit off, like it has a rubbery taste. I'll write more about it later when I finally finish it. For now, here are some notes about the new upgrade that appears in the campaign for the first time on this map. I didn't like the appearance; it's too green with a poisonous tint, and using the "Scottish" pattern for the design wasn't a good decision. The griffins and angels suffered visually. The light green tone gives off a sickly, weak vibe. With this color scheme, they should be part of the Undead faction. In the cutscenes, Dominic is wearing a luxurious outfit: dark green with gold. Apparently, there wasn't enough of that fabric for the troops. In terms of functionality: I didn't use peasants in combat, so I'll skip that. Archers – two arrows, slightly higher initiative, very strong under Waren. Maybe not the best choice with other heroes. The armored infantry are very similar to their "white" counterparts; the difference isn't significant. Griffins – limited usefulness, a ridiculous creature. Its ridiculousness can be compared to Megara performing "Strike from the Heavens" and taking damage in return. Monks – simply supermen. Of all the possible upgrades, I would only choose them. Cavalry – an improved version of the "red" ones; use them if you like and depending on the situation. I liked the angels, if only because they duplicate all the light magic (similar to the light unicorn). They resurrect twice, but for some reason with a decrease in health (just like a hero would).
I'm posting a few replays featuring the "green" army to illustrate their capabilities. (Watch with the NCF mod)
In reply to psatkha
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12 years ago
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I'm still working on another version. I'm fixing bugs and finishing the 5th mission... It's better to wait for now.
In reply to 13га
12 years ago
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13ga
I'm crawling through the second mission, and it feels a bit bland.
I didn't like the second mission in the second half; after defeating the elves, the map became a tedious search for upgrades and dwarves hiding in their castles.
However, the war against the elves was quite enjoyable.
13ga
In terms of functionality. I didn't fight with peasants, so I'll skip that. Archers – two arrows, slightly higher initiative, very strong under Waren. Perhaps not the best choice with other heroes. The armored infantry are very similar to their "white" counterparts; the difference is insignificant. Griffons – limited usefulness, a ridiculous creature. Its ridiculousness can be compared to Megara performing "strike from the sky" and receiving a counterattack. Monks – simply supermen. Of all the possible upgrades, I would only choose them. Cavalry – an improved version of the "red" ones, use is a matter of preference and depends on the situation. I liked the angels, if only because they duplicate all light magic (analogous to the light unicorn).

Archers are a great unit... The total damage is good + one of the archers goes first.
The griffons' stun often works. The only thing they need is boots with +1 speed so that they can kick someone on their first turn.
Although sometimes royal or assault griffons are more useful because of their flight.
The computer doesn't really use light magic... what's the point of the duplicate? When playing against a player, yes. Against the computer, you're casting mass light spells anyway (if you're playing light, and if you're playing dark, it's a useless ability).
The knights are weak – zealots can easily defeat them.
In reply to Rexsar
12 years ago
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Rexsar
I didn't like the second mission in the second half; after defeating the elves, the map traversal began.
It's roughly the same. Landing/disembarking – a week passes, and nothing changes.

Stunning often works for Griffins. They just need +1 speed boots so they can kick someone on the first turn.
Green Griffins are quite acceptable when storming a castle. With "Death March," they can reach someone inside the castle behind the walls from the starting line. But this is a weak argument for them to be constantly in the army. I'm all for Royal Griffins – the "white" ones.

The AI doesn't really use Light magic... what's the point of having a duplicate? When playing against a player, yes. Against the AI, you're casting mass Light spells anyway (if you're playing Light; if you're playing Dark, it's a useless ability).
The AI casts "Light" quite often, in many cases with spellcasters like Druids and Archon Priests. There are also heroes like Helmar, who always play Light. The reflection of "Light" on Angels doesn't disappear. If the AI doesn't cast "Light," your own monks can immediately put two points into "regeneration."

Knights are weak; Zealots can handle them well.
Knights or Zealots – it depends on the situation. On this map, the opponent is an Elf with very powerful ranged units, so you often have to besiege him in his castle. The option of taking half damage from ranged attacks is preferable to the ability to deal double damage. Knights allow you to conserve troops. If the task is to win a single battle in the field (and the hero is Warrens), then Zealots are definitely the better choice.
In reply to 13га
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12 years ago
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Cavalry - an improved version of the "red" units.
Not at all. Isabel's Knights have Knightly Charge + Tournament Strike, while the Cavalry have Knightly Charge + Charge Attack.
In reply to 13га
12 years ago
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13ga

Whether to use Knights or Zealots depends on the situation. In this map, the opponent is an Elf with very powerful ranged units, and you often have to besiege him in his castle. The option of taking half damage from ranged attacks is preferable to the ability to deal double damage. Knights/Zealots allow you to conserve troops. If the task is to win a single battle in the field (and the hero is Varen), then Zealots are definitely the better choice.

Zealots suited me better. I found Scattershot quite quickly, I think it was when taking the 3rd castle... although I can't say for sure. And then I also got Vampirism, which allowed me to fight with just one stack. Before that, I was using Adepts as cannon fodder – they're tough and last a long time.

Added 5 minutes later
13ga

The AI casts "Bless" quite often, in many cases with spellcasters like Druids, Archmage Priests. There are also heroes, like Helmar, who always have "Bless" active. The "Bless" buff on Angels does not disappear. If the AI doesn't cast "Bless", then your own monks can immediately cast "Regeneration" on two units.


If the battle has progressed to the point where Angels are involved, it means the AI is already on its last legs, and whether the hero is buffed and reflects spells or not is not critical at all. I only bought Angels around the 6th month. Before that, my priority was Infantry, Adepts, Archers (for killing mobs, I didn't use them in battles against the AI), and Cutthroats for distraction. Then I added Cavaliers after taking out the green castle. I didn't use Monks – I was playing the first version of the Campaign, i.e., without a fort near the castle – I transformed them into Adepts.
In reply to Rexsar
12 years ago
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I completed the second mission of the campaign, version 0.8.1, playing as the “hero” in 3.5 months. I didn’t notice any bugs, inconsistencies, or typos. That’s good. Regarding the gameplay, I have mixed feelings. All the battles with scripted heroes turned out to be engaging (both with the elves and the dwarves). The appearance of a new upgrade was interesting. The cutscenes are very “atmospheric.” (The only thing is that in the last cutscene, the human troops are represented by a red and white army, and some units are “blue.” It’s unlikely that non-upgraded troops will reach the end. It would be more logical to have “green” or at least only red and white troops appear on screen). However, the exciting dynamics of the first month later turned into tedious searches, especially those related to sailing. Perhaps, on a second playthrough, I would move faster, but first impressions are important. And they boil down to the fact that interest in the map is significantly lost. It makes sense to leave only a purely naval route up to the northeastern city of the dwarves. The second human city is not really needed. Later, I wondered why I captured it: there was enough money, I didn’t take a single unit from there to reinforce my army, and I only got a little bit of magic. It turned out that I just randomly hit the elf. There is an excessive amount of “meat” on the map. Varens, if there were no level restrictions, could probably reach level 30. Andrias reached level 27, and he was only two battles short of hitting the limit. Despite all this, there are still hordes of guard monsters left on the map. Perhaps it makes sense to significantly reduce their numbers proportionally. The garrison troops in the elven cities could be reduced (almost removed). There are two points here. First, only the first city can be captured by Varens not immediately; in all other cases, the losses are insignificant. This guard only serves to help the hero gain experience, and there is already a lot of that. The city still doesn’t come under the player’s control. Second, besides the first city, there are two battles: one is a siege against the elven hero, and the other is the same city, but without a hero. Visually, such a scene is confusing. Finally, it would be better to end the map with a cutscene. This is justified from a narrative point of view. The small segment that follows, where Varens automatically runs, looks like an unnecessary and unsightly addition.

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