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Posts from Resilience

3.5 (2 ratings)

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Dyrman
In reply to KioM
#31
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Without mods or exploits, this map is impossible to beat; I've tried many times. I played as the Stronghold faction, and the computer's heroes are ridiculously overpowered with stats and their army... I won't even mention Wolfenstein. However, the map is beatable without mods (assuming mod 3.1 is installed, which we're not considering as it's essential). The goal isn't to defeat the opponent outright, but simply to survive for a certain amount of time. And all except for the last two opponents are beatable – the principle is to distract the computer with expendable units, build up your army (since you have two castles), and then defeat them. As usual, the computer lags during battles, but sometimes it combines its forces, in which case you can only lure it into your castle – that is, defend with an emphasis on attacking archers (Hagish).
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#32
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you can hold out until the last two or three heroes, but then what? Then armies come in such numbers that you simply don't have enough time to gather even half of that number...
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
#33
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The tactic is to distract them (the last two) with random, moving "meat." This also buys time until the end, and the seemingly impossible mission is completed. That's how it worked for me. The computer (for the last two) just ran around aimlessly, not paying attention to the main castle.
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#34
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I like the idea of not running away from the heroes, but defending against them within the castle walls much more (still, thanks to the map author for inspiring me to create a map of this type, but specifically focused on defense).
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
In reply to KioM
#35
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KioM
I like the idea of not running away from the heroes, but defending the castle walls against them more. (Still, thanks to the map author, they inspired me to create a similar map, but specifically focused on defense.)
I believe the author intended the last two scenarios to involve using expendable units to distract the heroes from attacking the castle (capturing which means defeat) – because it's virtually impossible to defeat the gnome (probably the only way is to have a Berserk, Subdue, and Invisibility spell in all stacks from the Dungeon faction, and Sandro's Cloak).
In reply to jjoker
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#36
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jjoker
I believe the author's idea in the last two maps was to have players use expendable units to distract the enemy, preventing them from attacking the Castle (capturing which means defeat) because it's virtually impossible to defeat the Dwarf. (Probably the only way is to have Berserk, Subdue, and Invisibility in all stacks from the Shadow League, and Sandro's Cloak).
Hey, I somehow missed this discussion. :)

jjoker is right about the last maps, as this was already discussed earlier. In general, I always create complex maps, which I then simplify at the request of players. I only play through my own maps (and only my own) on the Hero difficulty setting occasionally. I always play through maps on Veteran difficulty, and if they are passable, I publish them. (I consider myself not a very strong player, so I leave the "Hero" difficulty for strong players). But sometimes there are flaws in some maps, both in the AI and in other aspects, including author-created ones, and sometimes complex maps become easier because of this.

P.S. I have an idea for the next map, which will be even larger, and therefore have a more diverse tactical component. (Difficulty and constant loss of some control points should not be a cause for concern). P.P.S. By the way, I suggested a light version of this map, but... (see the topic). :)
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
#37
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Dyrman
Wow, I somehow missed the discussion here. :)

jjoker is right about the latest Heroes games, as this was already discussed in the thread.
In general, I always create complex maps, which I then simplify at the request of players. I only play through my own maps (and only my own) on the Hero difficulty setting occasionally. I always play through all maps on Veteran difficulty, and if they are passable, I upload them. (I consider myself not a very strong player, so I leave the "Hero" difficulty for stronger players). But some maps have flaws, both in terms of AI and other aspects, including author-created ones, and sometimes complex maps become easier because of this.

P.S. I have an idea for the next map, where the map will be even larger, and therefore have a more diverse tactical component. (Difficulty and constant loss of some control points should not be a cause for concern)
P.P.S. By the way, I suggested a light version of this map, but... (see the thread) :)
A light version is not needed; there are plenty of those in Heroes 5. I would like a reasonable hard difficulty, preferably with a non-linear victory strategy, but at the same time preserving the foundations of the classic Heroes games (i.e., without mods that drastically change the essence of the game). Another question: can the map creator set the behavior of the AI he created in battle, or does the AI only follow the behavior that was initially programmed into it by the game's programmers (creators)? Because, personally, my biggest complaint about Heroes 5 is the frequent inadequate AI behavior in battle.
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#38
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It's possible, but not completely. The functionality of Heroes won't allow for full control over an AI hero under various combat conditions (perhaps there's a way to supplement the Heroes script library with your own functions without having the source code, in which case I think nothing is impossible).
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
In reply to jjoker
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#39
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jjoker
Light mode isn't needed – there's plenty of it in Heroes 5; I'd like a reasonable hard difficulty, preferably with a non-linear strategy for victory, but at the same time, preserving the foundations of the classic Heroes (i.e., without mods that drastically change the essence of the game). Another question: can the map creator set the behavior of the AI he created in battle, or does the AI only follow the behavior that was initially programmed into it by the game's developers? Because, personally, my biggest complaint about Heroes 5 is the AI's frequent inappropriate behavior in battle.
Well, this map is actually just a little prank.
I've already come up with the next scenario for player behavior and the scheme for the next map, since the idea unexpectedly turned out to be popular. We'll gradually bring it to life.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#40
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I really liked the idea ;) it definitely needs to be developed further.
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
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#41
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I saw that version 0.3 was listed in the first post, even though everything has been tested. But simply renaming it doesn't seem right...
I've updated it to version 1.0. I've weakened the enemy and changed the lighting.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#42
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I came across this map for the first time a week ago. I read the reviews and realized that I had to accept the challenge :smile13:. I scouted the map in test mode, found a mentor, and the path became clear – Nurah with her mysticism (endless mana in battle) and magical omniscience. I started a new game, reloaded until I got boots with +50% earth damage at the beginning and stone spikes in the Mage Guild on the first level. I killed Arantir, but Alaric almost killed me – I barely survived with one gargoyle. After that, it became easier to defend myself until Biara arrived . The battle took an hour – until she finally used up all her mana and I could calmly retaliate. While she was using up her mana, I had to heal her demons so that they wouldn't die prematurely :D. An unpleasant surprise was that pyrokinesis affects obsidian golems – I hadn't encountered this combination before. Less than a month before the final battle, I managed to collect the dragon set – and I accumulated some titans. And the highlight of this map is Vulwsten . The battle lasted for 2 hours, during which I defeated a bunch of dragons with forty titans. I thought I could solve the problem faster with Divine Retribution – but alas, 6k damage from the spell is nothing. Also, the gnome's Cold Steel skill interfered a lot – my Last Stand skill turned out to be useless against him. Save game before the battle .
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#43
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Complex map
There aren't enough resources, and they are located far away.
And there are already very strong opponents there.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
In reply to Андраил
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#44
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Andrail
A complex map.
There aren't enough resources, and it's a long way to get them.
And there are already very strong opponents.
Yes, the map is difficult and is more suitable for tournaments. But people have completed it even with a single hero.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
#45
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For me, it seems like the only way to win playing as Elves is with a barrage of enchanted arrows (4 of them) combined with the Berserk spell (and also having "Empathy") and "Counterspell," so that various creatures with unbelievable stats and artifacts don't overwhelm you.
I didn't like it; it's wildly unbalanced, but the idea is good. The map could be bigger, and there could be more opportunities for the hero as well.

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