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Markel the Imperor
#31
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What about giving players the option to play maps that aren't designed solely for overpowered heroes? I mean, should we bring back the difficulty scaling based on the chosen difficulty level?
In reply to vadim_t
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#32
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It will be. The only problem is that I only play on Hero difficulty, so I don't really understand how to do it. ._.
Probably, in scripted battles on Recruit difficulty, the number of troops will be twice as small, and it will increase with the difficulty level.
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

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Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

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In reply to Markel the Imperor
#33
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Completed the map in 69 days, on "hero" difficulty. Encountered a bug in the quest to learn "dark magic." It was credited upon obtaining "subjugation," but my main hero didn't know all the spells of that school by that point. Now, about my overall impressions of the map. I liked the concept. I enjoyed the map's dynamics until I hit the development limit. After reaching it, it became clear that there was nowhere else to grow; parameters don't increase in any way, and very few artifacts are given – the game transitioned into an unappealing mode of simply accumulating an army. Good work on the terrain – I liked the design. The approach to caravans could be refined. Currently, due to the large number of gates and, most importantly, the long bridge to the Necropolis castle, there are constant traffic jams. I didn't like the abundance of mutant heroes. It's like some kind of Chernobyl zone; horned dogs are constantly crawling out. Moreover, their appearance is not justified by the scenario. Why couldn't the heroes have skills that are racially inherent to them? Most of the scripted battles were not enjoyable. The battle with the Guard was well done. The battle with Groll, the monk at the teleport, was okay. The same monk, the second time, named Schultz – it was boring. I switched from undead to a human army, and the battle was a one-sided affair. The battles with Glen and Jazbet are based solely on numerical superiority. If my hero has a lot of units, the losses will be small; if not, they will be large. There's nothing to think about here; you just have to rush in. It's tedious. The final battle… If I had known it would be like this, I wouldn't have even started the map. It's a phenomenal letdown. The map only gives you "dark magic" spells, so the hero has no other way to develop (plus the development ceiling), and then Randall arrives with a full set of dwarven units and a barbarian skill that counters dark magic. The author makes an offer that is impossible to refuse – a comparison of army size. So, the archpriest has two schools of magic, a special unit, a lot of mana, and 2,000 armored units. With a single "divine vengeance," he can destroy 2-3 necromancer armies. It's impossible to fight him in the field, and in the castle, you have to turn the battle into a tedious, drawn-out affair. If you don't want to fundamentally change the archpriest, then at least give access to spells from all schools, add a "wish" spell.
P.S. In "The Empire of the Unicorn," a similar confrontation between the "light" and "dark" schools is implemented in the final battle of the 4th map. But that, as they say, is a completely different story.
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#34
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Started playing with this hero. I'm replaying it for the Nth time. I'm a noob. XD I really don't understand how you can kill 9 vampires and 1 knight without any losses, while they have 2 stacks of 4 regular mages and 2 stacks of 4 battle mages. Are you even from this planet? XD
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Долина расхитителей
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In reply to OrnsteinDragonslayer
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#35
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it's not at all necessary to start with Mages.
the fact that combat mages appear there is just a random event in the game. most often, there are just 16 regular ones. archmages can also appear.

it's easiest to start with Gremlins or Archers. if you're lucky, you can defeat the armored units guarding Stephen's tomb. the main thing is to position your troops correctly and resurrect them at the right moment.

and in general, I've finally found some time and will soon release a new version. so it's better to wait a little.
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

готовится продолжение.

Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

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In reply to Markel the Imperor
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#36
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Markel the Imperor
it's not at all necessary to start with Mages.
the fact that combat mages appear there is just a hero-related random event. most often there are just 16 regular ones. archmages can also appear.

it's easiest to start with Goblins or Archers. if you're lucky, you can defeat the armored units near Stephen's tomb. the main thing is to position your troops correctly and resurrect them at the right moment.

in general, I've finally found some time and will soon release a new version. so it's better to wait a little.
Wow. That's good news. I'll wait then. I really liked it. Even though I didn't get to play it properly. I stopped playing when I was saving Iris.

Added after 19 hours 56 minutes
When will the new version be released approximately?
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Долина расхитителей
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In reply to OrnsteinDragonslayer
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#37
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I'm playing it right now.
OrnsteinDragonslayer
When will the new version be released?

I'll upload it tomorrow or the day after, if I don't find any bugs.

Yes, I'm also planning to continue the map - Rendall's escape with Caldwell to Irollan, the war with the elves, and so on...

Added 21 hours 40 minutes ago
New version uploaded
~
version 1.1

Changes:
0) Increased the development threshold - to level 25.
1) Changed Nicholas's starting stats (defense and Grave Chill instead of attack and Cold Steel).
2) Stefan now starts with a developed Counterattack skill and without Darkness. Develop it as you see fit.
3) The Witch teaches Chaos, along with spells.
4) The quest to resurrect Stefan can be started by interacting with the plaque or by the first touch to the tomb.
5) The bug with Schulz has been fixed. Now, if you lose to him, nothing happens.
6) The Temple of the Underworld now heals with Grave of the Forgotten, and only with it.
7) Some artifacts now drop from certain bosses; some of their parameters have been slightly changed; Glen and the dog handler appear a little later.
8) A pleasant surprise from the ghosts tormented by demons.
9) The Lich on the island now exchanges the amulet for something more useful.

Added 5 minutes ago
Advice

1) Take care of the vampires. It is best to upgrade them to Princes.
2) Also, take care of the Knights.
3) Logistics will be very useful.
4) If you have fewer than 20 vampires, it is better not to attack the wolves...

I look forward to your feedback, and have a good game!
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

готовится продолжение.

Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

Мои моды (скорректированы мод на чумных энтов и циклопов зомби)
In reply to Markel the Imperor
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#38
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Markel the Imperor

Yes, I also plan to continue working on the map – Rendall's escape with Caldwell to Irollan, the war with the elves, and so on...
What should happen next with the elves? Faidaen defeated Kolke and that was the end – a definitive death... Or do you want an alternative version of events, not following the plot?
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
#39
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I'm playing the new version. The bug with the treasure chamber is still present: after killing all the hydras, nothing happens, meaning the "battle" continues. I don't know how critical the amulet is, but it's a shame.
In reply to Antik
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#40
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Antik
The bug with the treasure chest still exists: after killing all the hydras, nothing happens, meaning the "battle" continues. I don't know how critical it is without the amulet, but it's a shame.


I'm hearing about the treasure chest bug for the first time; it works for me.
Very strange.

The battle only ends when there are no hydras left, neither summoned nor regular.

Here's the script, in case you're interested.

defender_turn = 0;
attacker_turn = 0;

main_hydra = nil;

SummonCreature(DEFENDER, CREATURE_HYDRA, 5, 8, 4);
sleep(1);
SummonCreature(DEFENDER, CREATURE_HYDRA, 10, 8, 5);
sleep(1);
SummonCreature(DEFENDER, CREATURE_HYDRA, 5, 8, 7);
sleep(1);


hydra_quantity = 0

function Start()
EnableAutoFinish(nil) ;
local creatures = GetDefenderCreatures();
for i, creature in creatures do

if GetCreatureType ( creature) == CREATURE_CHAOS_HYDRA then
hydra_quantity = GetCreatureNumber ( creature);
end;
end;

end


function DefenderCreatureMove(sUnitname)


if GetCreatureType(sUnitname) == CREATURE_CHAOS_HYDRA then
print("Hydra!!!");
main_hydra = sUnitname;
hydra_dead = hydra_quantity - GetCreatureNumber(sUnitname) ;
hydra_quantity = GetCreatureNumber(sUnitname);

if (hydra_dead > 0) then
SummonCreature(DEFENDER, CREATURE_HYDRA, hydra_dead, GetUnitPosition (sUnitname) );
sleep(5);
SummonCreature(DEFENDER, CREATURE_HYDRA, hydra_dead, GetUnitPosition (sUnitname) );
sleep(5);

SummonCreature(DEFENDER, CREATURE_HYDRA, hydra_dead, GetUnitPosition (sUnitname) );
sleep(5);

defender_turn = defender_turn+1;
end;


end;

end

function DefenderCreatureDeath()
local defenders = GetDefenderCreatures();
if (length(defenders) == 0) then Finish(ATTACKER) end;


end

function AttackerCreatureDeath()
local attackers = GetAttackerCreatures();
if (length(attackers) == 0) then Finish(DEFENDER) end;
end
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

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Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

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#41
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The battle ends only when there are no hydras left, neither summoned nor regular ones.
That is, if an error occurs somewhere, the battle will never end...
----
Why are you checking for hydra deaths during movement (DefenderCreatureMove) and not during the actual death (DefenderCreatureDeath)? This isn't a complaint, but just a question: why? Is it definitely impossible to do it differently?
 

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In reply to Ment
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#42
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DefenderCreatureDeath

Is this triggered when the entire squad is defeated?
If so, it's not suitable because the main hydra, while alive, summons weaker ones in triplicate with each turn (it grows new heads).

I'm curious where this error could have come from. I've played for a long time and haven't encountered it.

What was happening in the battle? Perhaps the battlefield was filled with hydras to the point of being overcrowded? (Although, even in this case, I didn't experience any errors; the hydras just end up stacked on top of each other).

(P.S.)
In the next version, I'll make the High Priest's army half the size. Because even I, the author, had to try a lot of tactics to defeat him. The only thing that helped was sacrificing Stephen, who had two squads of Death Knights, a group of ghosts, and a battle to the last.
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

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Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

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#43
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I'm curious where that error might have come from.
First of all, it would be good to have various try-catch blocks everywhere in the code – so that no matter what happens, you can handle it and gracefully end the script (at least change the victory conditions to automatic).
I don't understand from the script where you are summoning these Hydras... Does the script determine the nearest free space near the main Hydra? I'm not sure that this will happen correctly in 100% of cases.
But otherwise, it looks normal...
 

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In reply to Ment
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#44
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hydras – they appear automatically.
It would be good to see what the console says in case of this error...

try-catch – that is, exception handling...

is there any example with it?

I haven't encountered it in game scripts.

yes, I killed hydras with vampires and the Ring of Exile, so there was enough space on the battlefield. But I remember when I was testing, I brought it to a situation where the entire field was filled with hydras. Then new ones appeared under the old ones.
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

готовится продолжение.

Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

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#45
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that is, exception handling...

is there any example with it?
In the NHF mod, Dyrman handled exceptions, I remember that.
 

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