Skip to content

Posts from The Hero's Path Auto-translated

4.6 (8 ratings)

Map details

Category
Map
Map type
Scenario
Map size
M
Author
Jack_of_shadows
User Avatar
#212
Auto-translated
P.S. It would be nice if, instead of troops, the Knight could receive gold or experience (or some other resource) for completing a task (besides peasants, of course), because his armored infantry and crossbowmen are useless against a Warlock.
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
Древняя восточная мудрость (вольный перевод)

User Avatar
#213
Auto-translated
in the imperial stable, the owner should definitely mention when talking about the surroundings that there is a mercenary camp at the city gates.
Good point, I've adjusted this and updated the archive in the thread's header (without changing the version number, as the previous one has only been downloaded a few times).
if the Necromancer isn't supposed to start with any artifacts, then at least one dark or chaos spell wouldn't hurt.
If you take an artifact as a starting bonus, it will appear correctly regardless of the chosen hero. There shouldn't be any problems with that. I won't give him any magic yet; let the "bad guys" struggle. I also don't see the point in replacing the troops given in the dungeon – there are very few of them, and they don't play a significant role. Offering a choice between troops and money would seem forced in this case, and one of my main principles was to maximize realism (for example, this is why I try to describe not only WHAT needs to be done in all quests, but also WHY it is needed)
In reply to Jack_of_shadows
User Avatar
#214
Auto-translated
Jack_of_shadows
In this case, the choice between troops and money seems far-fetched, and one of my main principles was maximum realism.
The desire to create maximum realism is certainly admirable, but as a result, I've been dragging these 15 miserable crossbowmen around with me for a month now (I got rid of the spearmen right away). I don't see any point in developing them (the crossbowmen) as a combat unit, but I can't bring myself to get rid of them. It feels a pity to use them as cannon fodder, and there's nowhere to sell them either (so I'm dragging them around like a suitcase without a handle – it's inconvenient to carry, but I feel bad about throwing them away).
Maybe a simple artifact could be an alternative to a troop ;) (and what's wrong with that? It's quite realistic – after his release, the knight, seeing such selfless generosity from the liberator, was so touched that he gave the hero his family heirloom) :rolleyes:

As for the possibility of choosing a starting bonus, thank you for the reminder :) I was so engrossed in the game that I completely forgot about it :eek:
I just started a game with a random bonus and noticed that the hero at least received some artifact last time, while the bad guy got nothing (or maybe he was given 500 gold or had a couple more pieces of wood, I just didn't notice, because in this situation it plays a negligible role) :)
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
Древняя восточная мудрость (вольный перевод)

User Avatar
#215
Auto-translated
If I decide to continue working on this, it will probably only be with the next major update. I used to think that it would be good to have the option to do something with unnecessary troops – sell them into slavery, sacrifice them, or sell them back to the shops for half price. However, for now, they can only be used to create skeletons in the Necropolis.

P.S. The forum has been glitching a lot lately. I send a message, and it's as if it's not even there in the thread.
User Avatar
#216
Auto-translated
Decided to replay as a Warlock and found a bug. The cave where Astral is located should be darkened, but I managed to light it up almost completely using scouting and the Silent Stalker skill from a neighboring area. I haven't reached the Sphinx yet. I also lit up some kind of mess of creatures and heroes in the upper right corner of the map (in the Dungeon). I see a two-way portal there – how do I get to it?
P.S. I got an error message when sending this post. After the forum update, there were 4 of them =).
User Avatar
#217
Auto-translated
The cave where Astral resides should be darkened, but I managed to illuminate it almost completely from the adjacent area using scouting and a silent stalker.
Argh! I don't know how to overcome this. It seems you can't prohibit certain perks on the map, nor can you control the fog of war over a specific area. Luckily, this is a useless perk from a skill that is practically useless on this map – very few will take it.
The creature mishmash is a storage place for all sorts of purely technical things. Unfortunately, it's impossible to get there. The portal is there solely to remove the editor's warning that "there must be at least 2 two-way portals on the map."
User Avatar
#218
Auto-translated
You could try forcing the player to replace an undesirable skill with another one immediately upon its acquisition, using the command `consoleCmd("unlearn_skill SKILL")`.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
User Avatar
#219
Auto-translated
RedHeavenHero, yes, that trick works. It doesn't look very nice, though; you need to enable cheats (which will be clearly displayed in the console) and give the player enough money to remove the skill (in case they don't have enough). If no other solutions come up, I'll fix it in the next version.
User Avatar
#220
Auto-translated
Come on, "useless" – it has a high Intelligence stat, which is great for scouting – I win half my battles with it by casting Slow, Sleep, Berserk, Dispel, Charm, or Wall of Swords first – choose whichever is most appropriate. As for "Silent Stalker," you just have to take what you get.
And how is it implemented in Aglaia's campaign, in the final mission? I think the land is revealed as you move, but the sea isn't.
User Avatar
#221
Auto-translated
So, scouting only increases the view range by 4; I tested it, and it only reveals a small part of the cave. The useless silent stalker, which adds 12 cells, ruins everything.
And how is it implemented in Aglaia's campaign, in the last mission? It seems that the land is revealed while moving, but the sea is not.
There is a function that enables/disables the fog of war separately for land/sea. I try to catch all possible ways for the hero to enter/exit the cave with a mage and switch it at that moment.
User Avatar
#222
Auto-translated
What is the principle behind creature growth? In month 13, I was planning to have the final battle with ancient Ents from the Fortress faction, but when I got to the recruitment building, there were only 31 of them. There are twice as many Paladins. Maybe we could add a quest that increases the number of selected creatures? Otherwise, you have a million gold, but nowhere to spend it. P.S. Is it possible to make the quest for the Boots of Traveling available earlier? Otherwise, by the time the Orc clears all the trees, you'll have already completed half the map.
User Avatar
#223
Auto-translated
MerlKori, the growth rate of all level 6 units is about 1 per day when the shop is opened by the player. In a shop that hasn't been visited yet, the rate is lower. Paladins were unlocked earlier, so there are more of them than Ents. The growth rate is small to prevent the possibility of hiring an uber army, forcing players to rely on additional boosters.
And what are the boots for? There's no need to rush here.
User Avatar
#224
Auto-translated
I'll keep that in mind for the future – I'll head straight for the necessary recruitment buildings. Otherwise, I had to ask a mentor for help and learn some chemistry. The elven tree on steroids doesn't burn in the infernal flames of Shi'o! :p
P.S. Apart from the initial period when I had paladins, I completed the entire map with a hundred Fury units.
User Avatar
#225
Auto-translated
Well, imagine if there were a hundred of those trees; then it would be really embarrassing for the demon lord.
How about the Warlock? Does he put up a good fight? And did the updated Black Fortress turn out to be not so weak after all?
User Avatar
#226
Auto-translated
Well, the trees only appeared thanks to the Readiness skill – without it, I lost badly and went to complain on the forum :D I didn’t use Chaos in battles on the map, so the fact that the hero is a Warlock is meaningless to me – there should at least be an altar so I know the element of my troops. The battle with Black Dragon went roughly the same way – 150 Furies under a Vampire and some steroids – that is, the point of the battles is that the enemy’s damage is less than the damage of your squad, multiplied by the vampirism indicator. Except that I defeated the dragons with the hero – when each hero’s attack deals 4k damage, it’s hard to resist the temptation. In general, IMHO, my very first battle on this map looks even more interesting.
And it would be good to replace the Demoness with Succubus – otherwise, they only hit their own troops with ricochet.
Attachments 1
1 file attached • Total size: 316.2 KB