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Posts from Former Friends 2.0

5.0 (1 rating)
10 years ago
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I'm releasing my version of the reworked original map "Former Friends."
Title: Former_Friends 2.0
Type: Multiplayer
Size: Small, with a Dungeon
Game Version: 3.1
Map Version: 1.0 (release)
Author: Dagonet
Brief description of changes:
1. Completely redesigned Dungeons from scratch. Each Faction has a starting Dungeon + 2 Dungeons in the center of the map leading from the desert.
2. Total redesign of the map by changing many aspects of the landscape both on the surface and in the Dungeon. The map itself has been significantly expanded by adding new locations.
3. Added many buildings both on the starting locations and in the center of the map and underneath it. The map features a sacrificial altar, a mentor, an artifact shop, an underwater Temple, and other structures.
4. Significantly increased the number of units in the neutral armies in the center of the map and in the central Dungeons. Now you will encounter not only level 7 creatures guarding the artifact, but also creatures of lower levels, but in huge numbers.
5. All artifacts and spells have been unlocked.
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10 years ago
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Well done! I haven't played the downloaded version yet, but the editor shows that it's very well made. I'll be happy to play it with my friends. I think that a huge number of fans of the game dreamed of remaking this map. Thank you very much for your work.
In reply to Vitalioverlord 2
10 years ago
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Vitalioverlord 2
Well done! I haven't played the downloaded version yet, but the editor shows that it's very well made. I'll be glad to play it with my friends. I think that a huge number of fans of the game dreamed of remaking this map. Thank you very much for your work.
Thank you very much for your feedback; I was already losing hope of seeing any comments. When you play with your friends, let me know about the balance; I significantly increased the number of units in the squad in the center of the map. The initial number of units in the squad in the center of the map: Level 1: 800-1600 units Level 2: 400-800 Level 3: 200-400 Level 4: 100-200 Level 5: 50-100 Level 6: 25-50 Level 7: 10-25. In the Dungeon under the desert: Level 1: 1600-3200 units Level 2: 800-1600 Level 3: 400-600 Level 4: 200-400 Level 5: 100-200 Level 6: 50-100 Level 7: 25-50. At the Hero level, they grow by 14% per week, so don't be surprised when you have to fight 5000 peasants or, worse, assassins. Also, combined squads consisting of several units have been added to the map; for example, there are only 8 relic artifacts on the map, each of which protects an army of improved creatures of a certain castle.
In reply to Dagonet
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10 years ago
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The presence of all these "goodies" (valuable artifacts and structures) becomes meaningless because, geographically, it's faster to reach the enemy than to reach them (meaning the enemy will be defeated sooner). Also, the neutral creatures controlling the entrances/exits to player territories are weaker than the armies guarding the "goodies." Thus, both reasons indicate that access between players is faster and less problematic, which means the game will end quickly, and the aforementioned "goodies" will remain unused and untouched (this is what happened to me: a Necromancer broke through to the center, infiltrated the Warlock's territory, and I defeated the Necromancer, taking both the Necropolis and the Dungeon. Then, a Demon emerged. While I was taking the Dungeon, the Demon infiltrated the Necromancer's territory. Now, I'm planning to defeat the Demon and reclaim the Necropolis, then I'll take out the Inferno city. The result: the Dungeons remain untouched, as does the center of the map with the desert (I only fought the golems in the pyramid and about 30 devils).
Conclusion: the strength of neutral creatures needs to be reduced, except for those controlling the entrances/exits to player territories
In reply to SRD
10 years ago
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SRD
The presence of all these "goodies" (valuable artifacts and structures) becomes meaningless because it is geographically faster to reach the enemy than to reach them (i.e., the enemy will be defeated sooner), and the neutrals controlling the entrance/exit to the players' territories are weaker than the armies guarding the "goodies." Thus, both reasons indicate that access between players is faster and less problematic, which means the game will end, and the aforementioned "goodies" will remain unused and untouched (this is what happened to me: a Necromancer broke through to the center, infiltrated the Warlock, and I came out and beat up the Necromancer, taking both the Necropolis and the Dungeon. Then a Demon emerged; while I was taking the Dungeon, the Demon infiltrated the Necromancer's territory. Now I'm planning to eliminate the Demon and reclaim the Necropolis, then I'll take out the Inferno city. The result: the Dungeons remain untouched, as does the center of the map with the desert (I only fought the golems in the pyramid and about 30 Devils).
Conclusion: the strength of the neutrals needs to be reduced, except for those controlling the entrance/exit to the players' territories.
Thank you for your feedback. While refining the map, I tried not to abandon the concept of a rush strategy, as for some races, it is almost the only chance to defeat an opponent. There are four players on the map, each of whom can choose their own path to victory. One, for example, chooses a rush tactic and quickly captures one or two castles, while another, in order to counter the opponent, chooses to strengthen his army by collecting powerful artifacts on the map.
The initial problem with this map is that it is small, and it is very easy to reach the opponent. I will think about how to use the entire map in the game and encourage the collection of artifacts; perhaps I will completely revise the concept of how to reach the opponent, using all possible locations.
I would like to gather a few more reviews, form a unified opinion about the balance, and then release an updated version.
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10 years ago
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I played with a friend for 2 and a half hours on Veteran difficulty. I'll say right away that the large number of ghosts and 3rd-tier golems at the bridge, as well as the horde of titans guarding a one-way portal, seemed like a huge army to us. However, by the middle of the game, we realized that this was normal and how it should be – the AI still managed to break through and come to us, and by the middle of the game, we could also break through this passage through the bridge. Huge thanks to the author for using the "Custom" and "Rage" functions, which limit the number of units until the very end of the game – this is a great and correct idea. We haven't finished the game yet because my opponent, due to making mistakes at the beginning of the game, has almost no decent army, unlike me and the two AI players – so it's quite possible that someone will go after the artifacts (why not?). I even think that if the AI had pushed us, one of them would have entered the Dragon Utopia, for example. So, the map gets a 4 out of 5 rating at the moment – the idea with the portals is one of the best – this is exactly what we wanted to see on this map. I think that it is possible to create a separate version of the map with medium-level protection of mines and portals – then on Hero or Veteran difficulty, a very long chase after enemies and random loss of castles will be ensured for both the AI and the players (it would be especially cool with human players). In general, we more or less liked the map; once again, huge thanks to the author.
In reply to Vitalioverlord 2
10 years ago
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Vitalioverlord 2
Thank you very much to the author for using the "Custom" and "Rage" functions, which limit the number of units until the very end of the game – this is a great and correct idea.
That's exactly what I didn't do. I initially set a certain number of units, for example, a random number from 200-400, and they then gradually increase in number depending on the difficulty level you are playing on, for example, on the "Hero" difficulty level, it's 11% per week. But by the middle of the game, this is all really leveled out because your army and its characteristics grow much faster. At level 25, you can defeat 200-300 fighters guarding an artifact even without any losses. For example, playing as Lucretia, I can kill 300 titans with 300 vampires without any losses, or if you have a vampire or summoning spell, then you can play without any losses with any faction (that's why I put elementals and undead in some places for balance). This is done so that there is a reason to carry your entire army with you and so that there is at least some challenge in fighting mobs, as well as to quickly gain a late-game level.

Leave your feedback on how you see this map and what you would like to change or add.
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10 years ago
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Currently, we have completed the entire map, and my teammate, with his overpowered Orcs, defeated the Dwarves, who didn't get any decent runes or dark magic spells (like mind control or berserk) on the entire map in any of the castles – and no one was able to capture the place where you can buy spells. Suggestions: it's necessary to reduce the number of guards in the center a bit – it's excessive. And the relic artifacts at the bottom should be specific, not random – no one will fight an entire army of enemies with dark archers and other units for some rings. Put angel wings there – introduce a small imbalance – it will be more interesting; you can even bury a tear somewhere. And definitely reduce the guard at the shipyard – a legion of archers is too much – when playing against people, it's impossible to gather an army to defeat them. The guard at the artifact shop should also be reduced – there are too many lava dragons. The current version of the map is only for hardcore players.
In reply to Vitalioverlord 2
10 years ago
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Vitalioverlord 2
Currently, we have completed the entire map, and my friend, with his overpowered Orcs, defeated the Dwarves, who didn't get any decent runes or dark magic spells (like Dominate or Berserk) on the entire map in any of the castles – and no one was able to capture the place where you can buy spells. Suggestions: you really need to reduce the number of guards in the center a bit – it's too much. And the relic artifacts at the bottom should be specific, not random – no one will fight an entire army of enemies with dark archers and other units for some rings. Put Angel Wings there – introduce a slight imbalance – it will be more interesting; you could even bury a Tear somewhere. And definitely reduce the guard at the shipyard – a legion of archers is too much – when playing against people, it's impossible to gather an army to defeat them. The guard at the artifact shop should also be reduced – there are too many Lava Dragons. The current version of the map is only for hardcore players.
I think I'll make a separate, less hardcore version where I reduce the numbers by half. The idea with the Tear is great; it will add another path to victory over the enemy. I'll bury it in several places randomly so that it's not in one place. I probably won't remove the random artifacts, because that will lead to players knowing where the artifacts they need are located from the beginning, and they will ignore the rest. But the relic artifacts in the central Dungeon can be checked in the Magic Ocean in the desert.
SRD
The presence of all these "goodies" (valuable artifacts and buildings) becomes meaningless because it is geographically faster to reach the enemy than to reach them (that is, the enemy will be defeated sooner), and the neutrals controlling the entrance/exit to the players' territories are weaker than the armies guarding the "goodies," so both reasons indicate that access between players is faster and less problematic, which means the game will end, and the aforementioned "goodies" will remain unclaimed and untouched (that's what happened to me: the Necromancer broke into the center, penetrated the Warlock's territory, and I defeated the Necromancer, taking both the Necropolis and the Dungeon; then a Demon emerged, and while I was taking the Dungeon, the Demon penetrated the Necromancer's territory. Now I'm planning to defeat the Demon and reclaim the Necropolis, then I'll defeat the Inferno city. The result: the Dungeons remain untouched, as does the center of the map with the desert (I only fought the Golems in the pyramid and about 30 Devils). Conclusion: the strength of the neutrals needs to be reduced, except for those that control the entrance/exit to the players' territories.
Dear SRD. How do you like the idea of removing the bridges to the desert and instead placing one-way teleporters to the desert? In the Dungeons under the desert, there are keyholders who open passages to one-way portals in the starting Dungeons, and those, in turn, as before, lead to the starting Dungeons of the enemy? Then, to reach the enemy, you will have to go through the entire map, and even then, it's not a fact that you will end up in the place you need!
In reply to Dagonet
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10 years ago
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Hmm...
As I understand it, you will remove the bridges, and one-way portals will lead to the central island. On the island, there will be an entrance to a dungeon, which will contain four more one-way portals leading to the individual dungeons of the four players. In this case, the player will inevitably go through all the "goodies" that are both above and below (the problem with the current version is that there is no point in going to these artifacts because defeating their guards is more difficult than defeating the player himself). I still believe it is necessary to weaken the mobs - the question is not whether this map is "for hardcore players or not," but whether there is a need to engage in combat with the mobs - there isn't right now for the reason mentioned above. Reduce their strength by 1.5 to 2 times.

If I understand your idea correctly, then yes, I like the idea with the portals, but I don't see the need for keymasters - it will be enough to simply place guards (not too strong, as it could happen that the player gets to the central territories and cannot get out of them).
In reply to SRD
10 years ago
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SRD
Hmm...
As I understand it, you will remove the bridges, and one-way portals will lead to the central island. On the island, there will be an entrance to the Dungeon, which will have four more one-way portals leading to the individual Dungeons of the four players. In this case, the player will inevitably go through all the "goodies" that are both above and below (the problem with the current version is that there is no point in going to these artifacts, because defeating their guards is more difficult than defeating the player himself). I still believe it is necessary to weaken the mobs - the question is not whether this map is "for hardcore players or not," but whether there is a need to engage in combat with mobs - there is no such need now for the reason mentioned above. Reduce them by 1.5 - 2 times.

If I understand your idea correctly, then yes, I like the idea with the portals, but I don't see the need for keyholders - it will be enough to simply place guards (not too strong, as it may turn out that the player will get to the central territories and will not be able to get out of them).

Not quite. Instead of bridges, four one-way portals lead to one one-way exit from the portal in the desert (you thought about this correctly). Under the desert, there are two Dungeons, each of which contains two tents with keys under guard. For example, the red player takes his red key in the central Dungeon, flies to the city, goes to his starting Dungeon, opens the red lock, and flies to one of the enemies randomly. (it would even be better if there was one key, not four, for all players, and it was red). The problem is that there is no point in flying to the center of the desert without level 20, etc., to the city, because there is no way to return home, and many players will not understand this and will ruin the whole game. It seems that this is not the most successful of the concepts.

The number of mobs probably really needs to be reworked to be reduced by half, although I managed to complete the map with almost no losses. I trained a tent for the Orcs so as to lose as few troops as possible, intimidated units with a roar, threw a cyclops at them with full rage, then ate the goblins, and retrained people into ranged squads, combined with control magic and vampirism. I don't lose units at all with Necromancers due to vampires and so on... Players are used to not losing troops to mobs and avoid them, not taking risks, and it is difficult to fight this.

The original idea was that the artifacts would be difficult for the player to obtain, and there would be too few of them to determine the outcome of the battle. This idea should probably also be refined. Because it is really easier to defeat the enemy than to fight for an artifact with a bunch of mobs.
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10 years ago
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By the way, it would be good to add another note – it’s necessary to add locations on the map where stats can be increased, as there are not enough of them. It would be great to add one more location for spell power and defense, as well as 1-2 locations for knowledge, and these should be located on the players’ territories.
In reply to Vitalioverlord 2
10 years ago
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Vitalioverlord 2
By the way, it would be good to add another note - it's necessary to add places on the map where stats can be increased, because there are not enough of them. It would be good to add one or two magic and defense altars, as well as 1-2 knowledge altars, and they should be located on the players' territories.
They are already there, two different buildings on each of the starting islands, a total of 8, you can get either 4 or 2 attack points (4/2) (depending on the choice), 4/2 defense, 4/2 knowledge, and 4/2 magic. Everything is designed so that there is no imbalance. On the map, besides mines, there are no repeating buildings.
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9 years ago
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A very decent multiplayer mode. The presentation, dynamics, and balance are excellent, plus the portals and squads guarding the artifacts are an interesting idea!

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