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Posts from Islands of Mystery, Chapter 2: Dragon Wisdom
I would like to express my gratitude to the author for the "Islands of Mystery" campaign; it's simply a wonderful campaign with an amazing storyline :smile20:.
Personally, I played these campaigns with the "Epic War Age" mod, and it was very interesting.
The only thing I didn't like was the fourth mission in Saddir's campaign. It's just three battles per level, and although they are difficult, the level is completed too quickly, which isn't very interesting. It would be much better if Saddir started with a Castle and played against three players: Necromancer, Demon, and Warlock, and the objective was to defeat them all. (This is just my opinion :) )
And also, in the last mission of the same campaign, the turquoise player took too long to move, more than a minute.
But overall, everything is great. I'm looking forward to the third part.
ukdouble1
13 years ago
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I've wanted to thank the campaign author for a long time. I intended to do it after completing the campaign, but it seems it wasn't meant to be... :) The first three maps were impressive in their accuracy. I started playing about 2 years ago, and I've returned a couple of times, but I can't seem to make any progress. I'm having the same problems as Rambo1969 (apparently, 1969 was a year of unlucky people). I got stuck on the last battle of the 4th map. The difficulty is set to maximum. I have 525 mana + support and dark magic, and summoning, so I don't have any mana problems after using the "blood drain" spell, but I can't seem to do anything, even after casting "mass slow" and using "dominate" and "berserk" spells for one turn (the opponent casts "dispel"), and I have a significant advantage in troops, especially after the first turn. Request: If you happen to edit this map again, please add our skeletons (mine and Rambo1969's) to it...
Мусульманен
13 years ago
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I've played this mod twice, and I never had any problems in the 4th mission. Perhaps the hero isn't developed enough, or maybe you need to spend more time on the 3rd map and max out his level?
ukdouble1
13 years ago
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level, seems like, is the maximum for this map. The previous map, if I remember correctly, was completely explored. What difficulty level were you playing on, and which hero did you choose?
Мусульманен
13 years ago
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Veteran, if you have a Spellcaster, why do you need Summoning and Darkness? Instead, take Defense and Attack. Go back to the third map; there's a Mentor there, and it's best to take a Defense skill with Readiness to Defend, which gives a counterattack before the attack and counters all attacks. Try it this way.
ukdouble1
13 years ago
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instead of them, take defense and attack; return to the third map
I only have the final recording (from two years ago) - the beginning of the 4th map... And Darkness, due to general forgetfulness and other reasons. Summoning - yes, I should have kept it.
Мусульманен
13 years ago
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Simply put, if you have all the spells, it's better to focus on defense and attack, as the 20% bonus will still be beneficial, and the "Readiness" skill gained from defense, combined with the "Tactics" skill from attack, provides a very good bonus compared to the general "Darkness" skill. After all, general "Darkness" doesn't really help you. If you've completed the campaign up to the 4th level, there should be a record of the entire campaign. Otherwise, you'll have to go back and replay the third level.
Alien Sands Mission One Oh! This is a very difficult mission. I only managed to complete it on Recruit difficulty, and even then, it required a lot of effort and patience to avoid losing to yet another garrison. It was more or less manageable in the Dungeon, but after the first garrison, at the exit of the prison, only 7 Gremlins and 15 Assassins remained in the army. Reinforcements were only enough to pass the next outpost, after which the army was reduced to the same remnants. However, after the fifth magic garrison (the one guarding the mage), the situation improved slightly due to the addition of 5 Arcane Priests and 8 Battle Mages, as well as the purchase of the "Summon Phoenix" spell. In the Elven lands, a wand with the "Resurrection" spell was found, which later helped to avoid significant losses from the Necromancer's plague tent. After that, it became easier. I completed all the quests except for the one from the exiled elf. It was no longer relevant, as the development limit had been reached near the oldest Silanna, not far from the army guarding the quiver. Quiet Haven was taken without difficulty. The map, especially the beginning (and perhaps only the beginning), definitely needs to be simplified. If you have to go to great lengths to pass the first garrison on Recruit difficulty, I'm afraid to imagine what it will be like on other difficulty levels. Reinforcements in the prisons depend on the difficulty level, just like other mobs, which is not entirely correct. The joining units do not depend on the difficulty level at all.
The storyline is as always excellent. The quests are interesting and sometimes make you think. The dialogues are well-written.
Glimpses of Truth Mission Two After a long break, I decided to resume the campaign walkthrough. In the first dialogue, the mage Zazir mentioned the well-known druid and three special places... I have a feeling I know which ones. I wonder, are the elves and humans allies of the main heroes from the previous campaign? It seems they were the ones who decided to seal the passage to one of the parts of the Heart of the World. So, after settling in Ilkar, Saddir quickly captured Narshados, the turquoise player's city. The mentor to the west of the second city helped get rid of the Summoning and Leadership magic early in the mission, which was necessary in the first mission but not really needed in the second. The elves and humans have very strong heroes, and it took a lot of effort to defeat them. Dugald, with his dark magic, caused a lot of trouble. But soon, Gylan and Greystone were captured, and the elven and human troops began serving Saddir. After his military exploits, the mage decided to devote some time to self-improvement (including retraining with the mentor in all-encompassing witchcraft) and, at the same time, complete quests. Jack Nightingale made me smile :). Soon, Dalaya also fell, but at the hands of a secondary hero. It was not possible to successfully besiege Meilin, but, waiting for the right moment, when Lorra'el was away on business, that city was also taken. The battle with Hazim was difficult, but successful. The map's balance is very well calibrated, and no imbalances were noticed. It was quite interesting to read the descriptions of what was found in the libraries; some things were remembered. I will start the third map soon.
The Sphinx's Riddle Mission Three At the beginning of the mission, an error message appears in the console: Hero "Orrin" does not exist. I don't know if this affects anything, but no bugs were observed during the process. Now, about the map. There were no particular difficulties in completing it, so the balance seems fine. I completed the quest from the mages in the tower; they only gave experience as a reward. I didn't fight the elves. I have a small question about them: can elves pass through the one-way portal near the hermit's hut, or is it forbidden for them? Volander didn't pose a serious threat, although his turquoise minions caused quite a bit of trouble, taking Yaved several times. Overall, the map leaves a positive impression with its moderate dynamics (union weeks are quite frequent), as well as a pleasant encounter with a familiar character.
Mupy-Mup!
11 years ago
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A very interesting campaign. I'm finishing the 5th mission on Hero difficulty. I'll write later. I don't know yet who and what to thank for the unforgettable hours of this exciting journey.
If anyone is interested, ask questions about the walkthrough, and I'll tell you.
Added 14 minutes ago RedHeavenHero
Alien Sands Mission One
It was more or less okay in the Dungeon, but after the first garrison, near the exit from the prison, only 7 Gremlins and 15 Assassins remained in the army.
The map, especially the beginning (and maybe only the beginning), definitely needs to be simplified. If you have to bend over backwards to get through the first garrison on Recruit difficulty, I'm afraid to imagine what it will be like on other difficulty levels.
In no way should the map be simplified; the first mission is great. I completed it on Hero difficulty, and after exiting the Dungeon and taking the first garrison on the street, I had 25 Djinns, 25 Gremlins, 29 Assassins, and one Berserk left. In principle, I can send you the game saves.
At the beginning, after a quick look around, I realized that you can't survive here without machines, so I left the underground with: Master Summoning - Phoenix, Master Machines - Triple Ballista, Advanced Leadership, and Intermediate Education.
I leveled up with a focus on "Empathy."
After the second garrison, I joined one Titan, who then led the battles together with the summoned elementals and the ballista; they advanced without losses, or the ability saved the day when killed units were replaced by elementals.
I also noticed that the computer is forcing you to take Fire Magic, but you don't need to take it, because it has low initiative, and in this area, high-initiative flying units arrive, which are very helpful.
Leveling up in this mission was completed when I crossed the last garrison and emerged into the Grove. My mage was level 23, with stats of 4-9-18-18, Master Summoning - Phoenix, Master Machines - Triple Ballista - Tent, Advanced Leadership - Empathy, and High Education.
With this, on the next map, "Glimmers of Truth," I quickly rushed and, on the first day of the third week, took almost the fully built city of "Oasis of Hazim" in the corner in the southeast, with the Tear of Ashi already installed, and the troop increase went to me. Before that, I had to sweat a little to defeat the heroes who don't run anywhere but attack themselves. But nothing. This Oasis of Hazim turned the further journey into an easy walk.
Added 25 minutes ago Muslimanen
Veteran, if you have Creature Attack, why do you need Summoning and Darkness? Instead, take Defense and Offense; return to the third map, where there is a Mentor, and preferably take Defense with Readiness for Defense, which gives a retaliatory strike before the attack and retaliates with a retaliatory strike against everyone. Try it.
Considering the hero's ability, it is best to take Defense - Battle to the Last. And, as a bonus, Reflection.
That is, we put stacks of 2 units each; they are destroyed - one unit remains, then an elemental.
While the enemy is busy destroying this, the phoenix does its job.
RedHeavenHero
11 years ago
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The "Recruit" difficulty level implies that the player doesn't possess exceptional strategic skills and doesn't have the time or desire to replay each battle multiple times, but rather wants to enjoy the story and have a good time.
I'm saying that "Recruit" should be noticeably different from "Hero." In the first mission (especially in the dungeon), we sometimes see the opposite effect (the number of prisoners joining, for example).
Also, where does the phoenix summon come from?
My point is that a "Recruit" should be significantly different from a "Hero." And in the first mission (especially in the dungeon), we sometimes see the opposite (the number of prisoners joining, for example).
Also, where did the phoenix come from?
The phoenix was purchased in the spell shop before the last garrison.
I think I misunderstood; are you saying that the first mission is more difficult with a Recruit? I just haven't tried it.
I think I misunderstood something. Do you think the Recruit difficulty is harder here in the first mission? I just haven't tried it.
I simply understood the phrase
exited the dungeon with: skilled summon - phoenix
as "exited the dungeon with skilled summoning magic and the summon phoenix spell."
I think I misunderstood something. Do you think the Recruit difficulty is harder here in the first mission? I just haven't tried it.
It's only harder in the dungeon and before the first garrison: the joining units in the "chambers," for example, are three times smaller than on the hero, so I think that this part of the mission should be simplified. After that, the Recruit becomes more and more like himself.
as "emerged from the dungeon with skillful summoning magic and the Phoenix Summon spell."
It's only more difficult in the dungeon and before the first garrison: joining units in the "chambers," for example, are three times smaller than on the hero, so I think that this part of the mission needs to be simplified. After that, recruiting becomes more and more like itself.
I just call myself the "Lord of Charms" – that's what it is!)
I watched, and I don't know, but on auto-battle, the recruit goes through the dungeon and passes four garrisons, and only 2 gremlins remain.