Posts from Walkthroughs for custom maps.
Auto-translated
Added 4 minutes later
Marmot, I hope the latest version of the guide will help you with your next attempt to complete the map. There will be no continuation for a long time, unfortunately, due to lack of time.
I would like to mention one thing that made me replay the game so that I could prepare a hero from the tavern for one single battle!
THE BATTLE WITH DEIS for the diamond gates, before freeing Vael and fighting Peplokryl.
Deis has a stack of several thousand minotaurs, and when I arrived, he had almost 15,000 of them, but that's not the main thing; the important thing is that it's all on CURSED LAND, which means spells above level 1 are prohibited!! We don't have ballistics, and we don't have enough troops to take down 15,000 minotaurs before breaking through the defenses....
Therefore, I found only one solution in this situation: hire Uland in the first few days (a Rampart hero, specializing in healing, with starting Wisdom and Ballistics), teach him shooting, water, earth, and defense, and increase all his available stats as the game progresses (essentially, he was a booster and a support for the main hero).
Then, in the battle with Deis, I broke through his defenses in an hour: I equipped the Might of the Dragon Father to prevent the troops from attacking with ranged attacks, bought expendable ranged units (lizards, orcs, cyclops, gremlins) that I wouldn't mind losing, a sniper bow, a wagon, and a stack of a couple of dozen crossbowmen for the gate blockade (we don't play with them, so it doesn't matter if we lose them).
In the end: catapult - defense. Crossbowmen - to the gate (the towers attack the crossbowmen, which is beneficial because ranged attacks are more important there), and then I kept pounding the minotaurs...
It took a very long time, but I defeated Deis...
I can't figure out how to beat him without losses, especially with Mogrein: in 2-4 rounds, there's a 100% chance of a breach in the wall, the minotaurs come out and inflict heavy losses that can't be resurrected, but this way, I can win without losing even one unit from the stacks I used, although it takes a very long time, and the experience goes to the wrong hero...
If other battles when attacking a castle are won with magic, then I think the only option here is a hero with ballistics (controlling the catapult).
I'm currently playing through the Paragon map, it's an amazing thing, kudos to the author and lots of good karma. I couldn't help but register when I saw this post.
I stopped with Mogrein one tile before Deis's castle. I used disguise, and he attacked me himself :smile26:. In an open field, he can be easily defeated - just put on the Cursed Armor to slow him down and take the Sphere of Inhibition (red orb) so that he doesn't cast spells or try to haste. That's it. Then, just run away from him with a flying unit across the field, and shoot him down with ranged units.
Another point: it's worth equipping the Spirit of Inhibition so that his morale doesn't suddenly drop.
Hello everyone!
I'm currently playing through the Paragon map, and it's amazing. Huge respect to the author, and may they have lots of good karma. I couldn't resist registering after seeing this post.
I stopped Mogrein before Deis, one tile before the castle. I used Disguise, and he attacked on his own :smile26:. In an open field, he's easily defeated – just equip the Cursed Armor to slow him down and take the Sphere of Inhibition (red orb) to prevent him from casting spells or trying to Haste. That's it... Then, just run away from him with a flying unit across the field, and shoot him down with ranged attacks.
Another tip: it's worth equipping the Spirit of Inhibition so that his morale doesn't suddenly drop.
Added 3 minutes later
I didn't even think that after my description of how to play through the Paragon map, there would be such a lively discussion and so many people trying it out
I didn't even think that after my description of the Paragon map walkthrough, there would be such a lively discussion and mass playthrough.
(Василь Симоненко. Люди – прекрасні)
On HeroesPortal, the map is confidently in the top best, and it also has a lot of comments. It definitely sparked interest in the offline mode. Exceptionally detailed story and geography, bright characters with their own personalities and destinies, etc. But the difficulty is also high...
It would be interesting to read the author's tips on how to create a map so that the AI not only behaves as the author wants, according to the plot and the map's design, but also creates difficulties for the player, masking the main shortcomings of the offline mode (the AI's stupidity).
Added 24 minutes ago
That's absolutely right. I mean exploiting the infinite turn bug. With this bug, you can actually complete the map quickly... Although, in my opinion, it will still take 20+ days.
When he runs out of mana, just hire another one. In my opinion, it's boring and uninteresting, because the enemy's troops mainly appear through events.
well, I think that in the end, it will take much more time, far from 20+, but it will definitely be significantly faster than a fair and normal playthrough.
1. with the Swamp faction, you may have to wait for the growth to continue in order to capture cities.
2. there, we may not have enough mana for some battles, and we may also not have enough money to buy back troops and heroes (but with infinite turns, you can, of course, cheat, but in the end, everything is still limited by gold and mana).
3. when we send the main hero to the last part of the game - to attack the Devastator, then our movement points are reset, and then there will be no way to accumulate movement points or have someone else come to help attack the Devastator on the cursed land, i.e., there you will have to go through everything with the forces that you have, and you still need to gather and buy them
undoubtedly, the author almost managed to hide the stupidity of the AI.
It would be interesting to read the author's tips on how to create a map so that the AI not only behaves as the author intended, according to the plot and design of the map, but also creates difficulties for the player, masking the main shortcomings of the offline mode (the AI's stupidity).
Give it a certain amount of freedom, but at the same time, clearly limit it, because the more freedom it has, the more likely it is to do something wrong or simply get stuck somewhere. The latter, by the way, could not be avoided. In the first version of the map, much was based on the game time (a technique borrowed from mapmaker Hans C); in the second, it was based on the player's actions, which required a lot of "magic" with modified objects and many, many tests. To limit the AI's movement, disguised border gates were used again, and, I confess, I now find it very difficult to remember which enemies have access to which gates. To prevent the AI, which is initially confined to its territory, from "freezing," windmills help. In some cases, standard enemy behavior settings helped. Finally, all actively operating AIs have the entire map open from the very beginning, but this did not always lead to the expected result. For example, I expected that in the final stage of the game, the orange AI would head straight for the Diamond Spire, where it could take the Orb of Permanence and win, which would correspond to the plot. But no.
In the end, you need to test and test again, see how the AI plays on its own at different difficulty levels, where it goes, and who it attacks.
This was unfortunate because it had the Ring of Life – the last ingredient needed to create the Elixir of Life. And then I had to fight Yogabos and, most importantly, the hippogryphs in the antimagic garrison – without the elixir.
But that's okay...
The real annoyance was when I found out that this Beast, out of sadness and grief that its home castles had been captured, killed one of the mages who was waiting for me in the east. And I had to save up, sell resources, to get to the wizards.
Maybe it would have made sense to hide each of the 10 mages behind a red tent so that no one would eat them before their time?
Oh, how they mangle the names of the heroes!
Perhaps it would have made sense to hide each of the 10 mages behind a red tent so that no one would eat them before their time?
Dear Rince, while analyzing your map in the editor, I noticed the following. In one of the quest guards near Ivinson's castle, it says that Ghashra is ready to help Wael and is waiting for him near Ghashrashor. In the editor, she is indeed waiting (in my playthrough, I killed her a long time ago because I couldn't bring myself to give away 30 archers), and her name is Brissa. She tells the hero to go to the source, etc. There is indeed a quest guard at the source who can give 1000 hydras, but he is waiting for a player named Bron, although he should be waiting for Ghashra, i.e., Brissa. Could you please tell me if this is intentional?
Thank you!
1. Ghashru cannot be killed because she is not in the game; she is in prison behind the castle of the last main lord of the swamp creatures.
2. It seems that Ghashra in prison, the very one and only, is indeed "Bron," but the hero's image is "Lacuss," and the prison is disguised as a hydra pond.
3. Ghashra is released at the very end, when the orange Necropolis invades. Wael jumps into the portal in the final part of the game, and then we free the hero; access to him is not available earlier.
4. Brissa is a completely different hero and has nothing to do with Ghashra.
5. Ghashra is just a name for a hero, and who he is in the editor doesn't matter