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Hello. Can you tell me how to reach the mentor? I completed the map (without completing the quests), but I still don't understand how to get there. I thought maybe a scroll with a portal would be given at the end, but I didn't find one. Also, several artifacts are located on "islands."
Excellent map, everything is beautifully done. I played it a couple of times. I didn't finish the quest map (playing as Orcs). I always play on Hero difficulty, and here I felt the tension without Cyclops (I didn't understand how to get to the Tomb of Power). The quests are quite challenging, so dwellings don't open, and the Orc needs an army (maybe I'm just a noob, I'll try again later). The map without quests is relatively easy, but I enjoyed playing it around the 5th-6th month. I played the map with a Warlock and 150 Marksmen (they don't need dwellings). I liked the final battle. Thank you, author.
The question has already been asked. Can I reach the location of the "Cloak of Deadly Shadow," which protects a group of creatures, next to the witch's hut, and the "Breastplate of Great Might," which is guarded by Archdevils, without levitation boots?
I played the map without quests on “hero” difficulty, using different Factions. I was particularly impressed by the exceptionally well-designed landscape and the placement of structures. It’s interesting to move around the map. However, the main idea – the ban on “Dark Magic,” although not entirely complete – didn’t resonate with me. (It’s like if friction disappeared on Earth because it spoils many things). The existing balance of magic in the game has been fundamentally undermined. Considering that the heroes will be encountered as highly developed, with very large armies, the choice of magic has become almost non-alternative. Therefore, I decided to see who would thrive in these new conditions. The rejection of “Dark Magic” should primarily benefit those Factions that are greatly hindered by it (Orcs) or do not use it much (Elves). Necromancers are in a very difficult position in such a scenario. I played as Elves, Humans, and “Academics.” My assumptions were only partially correct. Necromancers are completely toothless on this map (demos in the attachment), but the Dungeon faction always appears first. Now, about those who turned out to be the winners. I didn’t play as Orcs – it’s not interesting without Cyclops. The Elves are noticeably slowed down in their development due to a lack of wood and money. Their lumber mill is located on some central route, and all players capture it, and you only have time to retake it. I completed the map as Elves in 5 months and 1 week. The “Academics” are even more hindered – they are constantly lacking some resources. The amassed army does not yield good results, and the attack is weak. The nearest opponent is Humans, who appear in large numbers, and the mage can do little against them. In general, the mages lead an almost partisan lifestyle, waiting for the Human main hero to move away. After capturing the Human Castle, life becomes more enjoyable. I completed the map as mages in just under 5 months. The advantageous location of the Castle helped – proximity to Humans and “mentorship” from the main hero. Finally, the Human Castle itself. It’s a pleasure to play as them. They develop quickly, and with Elain’s support, they have an abundance of money. In this Castle, not only can you do without creatures of level 7, but even level 6 is not needed. Not a single cavalry unit was used in battle. The main hero chose Mephala; in conditions of uncontrolled “Light,” she becomes a super-beast. With the army she took from the Castle once, without any reinforcements, she traversed the entire map and defeated the guards of the red tent. It took 4 months and a little. A demo has already been uploaded showing how the Dungeon faction gradually gnaws at the Dwarf outpost; for comparison, Mephala and the same garrison.
Playing as different Factions, I never had the thought of fighting in the arena or specifically collecting artifacts. This has been written about – the losses are disproportionate to the gains. The idea of reputation is self-defeating. On the one hand, it greatly overloads the map with scripts, and on the other hand, it creates a lot of absurd situations. (Some of these have already been described; I’ll add: when a computer hero attacks on their turn and dies, my reputation decreases; when I retake my mine, my reputation decreases again. Computer Factions survive for a week after capturing a Castle and losing all their heroes. During this time, you can increase your reputation with the doomed faction by either providing the required resource or defeating its opponent). The Necromancers seem superfluous on this map. It would be more logical to replace them with Demons or remove them altogether. A few words about the map’s functionality. There were crashes, but they were not critical. Considering all the complexities and the size, I was only surprised by its stability. For some reason, the crash rate was different for different Castles. They occurred more often when playing as mages. However, all saves were read correctly, and I could reload them.
Where did the prophet go? I'm standing next to the garrison where a huge army is stationed, but I can't recruit them! What should I do? (I'm talking about the Dark Elves – even if they're weak, I'm playing as them).
I put the files into the Maps folder, but nothing happens. That's why I asked.
Unzip the map archive and move the map file itself to the Maps folder. If everything is done correctly, the map will appear in the list of single-player maps in the game.
I unpacked the file, and I got two folders: 1) MapsObjects, 2) Maps, and two files: CombatScript.lua and CombatScript.xdb. Where should I put them? I tried copying everything into the game's installation folder, but it didn't work. I also tried putting the Maps folder separately, but it still didn't work. What am I doing wrong? I used to be able to install maps.
Oh, it seems you unpacked it too much. You need to take the archive that contains all the files and folders listed above and place it directly into the Maps folder without unpacking it. Of course, this applies if the file extension is h5m; otherwise, you need to change the extension to h5m.
P.S. These are general tips for all maps; I don't remember how this particular map is distributed.
The beginning was enjoyable, as was the abundance of quests and the map itself. Overall, everything was good. My sister and I played with pleasure, but since we like to conquer absolutely everything and kill everyone, the neutral creatures from which you collect artifacts need to be made much weaker! We finished the game by simply killing all the AI and suffering significant losses of several armies, killing the creatures guarding the red tent. But we would have liked to conquer everything.
I replayed the map (without quests), this time as the Necromancer. To my surprise, I found that after the red tent, the Book of Dark Magic can appear either with the guardian, Jazbeth, or without one. So, the question is, in which case does it appear? In general, the Necromancer faction develops quickly, faster than the Human faction. It is especially helpful that each captured Castle can provide the Necromancer with native troops.
Another point: when I launched the map this time, everything was very bad: crashes, saves wouldn't load. At some point, I noticed that I couldn't launch the original campaign – it crashed. The struggle to fix it was long. In the end, I found the conflicting point – the map doesn't work well with the Campaign.sav and CustomCampaign.sav files in the user profile. Mainly with Campaign.sav. When I deleted them from the profile, the map became very stable: no crashes or even slowdowns.
DaNet
We finished the game simply by killing all the AI and with significant losses of several armies.
This is somewhat of an exaggeration. For example, the Necromancer faction quickly stops losing troops in battles and even gains them. Other factions also have good opportunities to avoid losing troops (except perhaps the Barbarian faction)
I played the map (without quests) again, this time as Necropolis. To my surprise, I saw that after the red tent, the book of Dark Magic can be guarded by Jazbet, or it can be unguarded.
How did it happen that there was no guard? I mean, did nobody attack when the hero approached the book? 13ga
This is somewhat of an exaggeration. For example, Necropolis units don't lose anything in battles very quickly, and they even gain something.
This compensates for the lack of MT (Magic Troops). And for Orcs, the lack of MT is actually a good thing.