Posts from The Lord is more alive than dead
Walkthrough
On the first day in the tavern, I hired Lucretia and decided to play as her. On day 12, I captured Abi-Libur without any losses and started developing Nicholas. In the third week, I also began developing Kaspar. With three heroes, two of whom have logistics, they quickly seized mines and dwellings. On day 31, Ora arrived. Nicholas broke through the orange garrison, stopped there, and Ora didn’t move because she was weaker. I leveled up Kaspar to level 20 and positioned him to block Ora instead of Nicholas. When Robin appeared, I immediately placed Lucretia with all her troops (except those taken by Kaspar) near the portal. Robin had a medium threat level but was afraid to attack and remained stationary. A situation arose where the best strategy was to skip turns. More precisely, not exactly skipping: Nicholas still won one battle per week to spend 1000 units of dark energy. Then, I redistributed the army: I left only death knights, 20 new vampires, and 220 zombies for Kaspar, and on day 87, I left only skeletons and zombies for Lucretia; this was enough to continue blocking Robin. Nicholas, with ghosts, vampires, liches, and heralds, set off for the Dungeon. I captured the first human town, killed Glen in the field, and defeated Talanar as well, all without losses. I returned home immediately because Caldwell was catching up to Nicholas. I went back into the Dungeon, captured the second human town, and Caldwell approached with a large army. He stood still, but I hid part of the army in a mine, leaving Nicholas with only vampires, heralds, and 10 ghosts; now he attacked the castle. Due to the high speed and initiative of his army, I had to think carefully. Griffons were killed by troops, archangels were disabled with a hive, and then, using Darkness, I achieved victory without losses. The second time, I killed Glen in the field without losses. Next, I headed towards the elves; the enemies had low threat levels and were afraid of Nicholas. I attacked Gilraen in the castle and won without losses. I removed logistics from the mentor and took Light instead. After that, I defeated Ilfina and Ossir in their towns without losses. Faidaen appeared with a medium threat level and attacked Nicholas in Abi-Libur. Faidaen surprised me with a new script :), but even so, the battle wasn't difficult; in the end, I resurrected everyone and won without losses. The scenario was completed in 176 days, and the final statistics showed "Battles lost: 0."I don't know if there will be any more balance changes after my playthrough.
I downloaded the latest, most hyped map. It is made at a professional level: good layout, art, and plenty of scripts. A lot of work went into it; from a technical standpoint, the map is polished to a mirror finish. I find it hard to believe that this is the author's first map, unless it's the first under this nickname. I didn't like the author's verbosity. Even the task descriptions are wordy. There are own same corners of the internet for graphomania. Strategy games aren't about that. I couldn't push through the author's walls of text and played while ignoring the text everywhere. I started with the suggested heroes, but after a month, I realized I couldn't get this nursing home on its feet. Nicholas's specialty is a dead idea from birth. Why provide help on turn 4-5, when it's too little too late, if you can tell whether I won or lost by the second turn? The enemies have creatures with high initiative and morale; all the hero's bonuses should be present from the first round. I never felt any benefit from the appearing stacks; often they just got in the way of their own units. For the second hero, the author broke some bones in a struggle for equality by banning "vampirism." This hero has a small bonus at the start, but the higher his level, the paler his specialty becomes. By level 20, even Deidra will be no worse than Stefan, meaning there's no point in developing him. I didn't understand the logic of the author who banned alt-grades for the Castle on the grounds that they weren't in the original, but then threw in a bunch of completely new creatures that weren't in any part of the game. Either take off your cross or put on some pants. Those models were lying in distant boxes and could have stayed there. They reek of impossible gaudiness, like gold teeth in the front row. They completely break the balance but bring no meaningful weight to the gameplay. The 3rd heroes were lucky; they escaped the curse of modding creatures to fit personal whims, and therefore they live much better. Bring back "vampirism" and normal "mentorship"; don't force players to scratch their heads in confusion. Look at the map completion times. By the 4th month, the computer throws in the white flag simply out of innate politeness. If you want to create difficulties for the player—remove joining detachments or ban Castle construction, but "mentorship" should be full-fledged. "A player humiliating a helpless AI infant" is when someone completes the whole map as a Necromancer with a pack of ghosts. But here, the player joins more units in the second week than they could gather on their own by the end of the second month. Almost all of the author's innovations in the map disappointed me; I started over and chose Lucretia as my main hero. It's good that thanks to the efforts of conservatives, a pedestal appeared on the map from which she can look down upon any cheating elf. Part of the map was already known to me, so I cleared it very quickly. I got a bit lost in the Dungeon; I could have moved better, by about a week. Because of this, the Blue player managed to declare war on me half a turn before being destroyed; otherwise, he would have vanished silently. I didn't touch the mages; they landed once and then ran out of time. Robin came out once. On "hero" difficulty, the map ended in 67 days. I liked the combat scripts of the title opponents. It would be good to delay their resurrection in the tavern. On my turn, I defeat an AI hero, end the turn, and he's already back with reinforcements and attacks again. Even a vampire's hand gets tired of stabbing here. Against the elves, I knocked out the same units about seven or eight times over three days. The thing I liked least was the mage who popped out from the island: he is modeled after a Warlock. How does he have Sorcery 20 at level 15-17 without artifacts? (more than Knowledge). I didn't like that partisans attack the hero regardless, even if he spends the night in the Castle. The battlefield was normal, not as it would be during a siege. I didn't like the placement of both mentors. Why can't at least one be placed near the second Necromancer castle; it's central to all the action? I don't understand why my economy froze after capturing the last elf castle: money and resources stopped adding up.
P.S. Large text boxes were first used in the map "Ring of Void", 2006
I've written quite a lot, my apologies; I must have caught a virus from the map I played.
Downloaded the latest, most hyped map. It's made at a professional level: good layout, rendering, and plenty of scripts. A lot of work; from a technical standpoint, the map is polished to a mirror finish. I find it hard to believe this is the author's first map, unless it's the first under this nickname. I didn't like the author's verbosity. Even the task descriptions are wordy. There are specially designated corners of the internet for graphomania. Strategy games aren't about that. I couldn't get through the author's walls of text; I played without paying attention to the text everywhere. I started with the suggested heroes, but after a month, I realized I couldn't get this nursing home back on its feet. Nicholas's specialty—a dead idea from birth. Why provide help on turn 4-5, when it's too little too late, if you can tell whether I won or lost by the second turn? The enemies have creatures with high initiative and morale; all the hero's bonuses should be present from the first round. I never felt any benefit from the appearing stacks; often they just got in the way of their own units. For the second hero, the author broke some bones in a struggle for equality by banning "vampirism." This hero has a small bonus at the start, but the higher his level, the paler the specialty becomes. By level 20, even Deidra will be no worse than Stefan, meaning there's no point in developing him. I didn't understand the logic of the author who banned alt-grades for the Castle on the grounds that they weren't in the original, but then slipped in a bunch of completely new creatures that weren't in any part. Either take off the cross or put on some pants. These models were lying in distant boxes and could have stayed there. They reek of impossible gaudiness, like gold teeth in the front row. They completely break the balance but bring no meaningful value to the game. The 3rd Heroes were lucky; they escaped the curse of modding creatures to suit personal whims, and therefore they live much better. Bring back "vampirism" and normal "mentorship"; don't force players to scratch their heads in confusion. Look at the map completion times. By the 4th month, the computer throws in the white flag simply out of innate politeness. If you want to create difficulties for the player—remove joining detachments, put a ban on building castles, but "mentorship" should be full-fledged. "Player humiliates a helpless AI infant"—that's when someone completes the whole map as a Necromancer with a pack of ghosts. But here, the player joins more units in the second week than they could gather by their own strength by the end of the second month. Practically all of the author's innovations on the map disappointed me; I started over and chose Lucretia as the main hero. It's good that thanks to the efforts of conservatives, a pedestal appeared on the map from which she can look down on any cheating elf. Part of the map was already known, so I finished it very quickly. I got slightly lost in the Dungeon; I could have moved better, by about a week. Because of this, the Blue player managed to declare war on me half a turn before destruction; otherwise, he would have vanished silently. I didn't touch the Mages; they landed once and had no more time left. Robin came out once. On "hero" difficulty, the map ended in 67d. I liked the combat scripts of the title opponents. It would be good to hold back their resurrection in the tavern. On my turn, I defeat the AI hero, end the turn, and he's already reinforced and attacks again. Even a vampire's hand gets tired of stabbing here. Against the elves, I knocked out the same ones about seven or eight times in three days. The thing I liked least was the mage who popped out from the island: he is modeled after a Warlock. How does he have Sorcery 20 at level 15-17 without artifacts? (more than Knowledge). I didn't like that partisans attack the hero regardless, even if he spends the night in the castle. The battlefield was normal in this case, not as in a siege. I didn't like the placement of both mentors. Why can't at least one be placed near the second Necromancer castle; it's central to all the action? I don't understand why my economy froze after capturing the last elf castle: money and resources stopped being added.
P.S. Large text boxes were first used in the map "Ring of Void", 2006
I've written a lot; my apologies, I must have caught a virus from the completed map.
You accuse the author of graphomania, but you are guilty of it yourself.
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com
I find it hard to believe that this is the author's first map, unless it's the first under this nickname.
I didn't like the author's wordiness. Even in the task descriptions, there's too much own-speak. There are specially designated corners of the internet for graphomania.
Nicholas's specialty is a dead idea from birth. Why provide help on turn 4-5, when it's too little too late, if one can tell whether they won or lost by the second? The opponents are creatures with high initiative and morale; all the hero's bonuses should be present from the first round. I never felt any benefit from the appearing stacks; often they just got in the way of their own units.
The author broke the second hero's bones in a struggle for equality by banning "vampirism." This hero has a small bonus at the start, but the higher his level, the paler the specialty becomes. By level 20, even Deidra will be no worse than Stefan, meaning there is no point in developing him.
I don't understand the logic of the author, who banned the alt-grade for the Castle on the grounds that such things didn't exist in the original, but then slipped in a bunch of completely new creatures that weren't in any part. Either take off your cross or put on some pants. Those models were lying in distant boxes and could have stayed there. They reek of impossible gypsy-style flashiness, like gold teeth in the front row. They completely break the balance but bring no meaningful load to the game.
Bring back "vampirism" and normal "mentorship"; don't force players to scratch their heads with their heels. Look at the map walkthrough times. By the 4th month, the computer throws in the white flag out of innate politeness. If you want to create difficulties for the player—remove joining detachments, put a ban on building the Castle, but "mentorship" should be full-fledged. "Player humiliates a helpless AI infant" is when someone completes the whole map as a Necromancer with a pack of ghosts. But here, the player joins more detachments in the second week than they could gather by their own strength by the end of the second month.
It would be good to hold back their resurrection in the tavern.
Where does he get spellmaking 20 at level 15-17 without artifacts?
I didn't like that partisans attack the hero regardless, even if he spends the night in the Castle.
I didn't like the location of both mentors. Why not put at least one near the second Necromancer castle; after all, it is central to all the action?
I don't understand why after capturing the last elf castle my economy froze: money and resources stopped being added
caught a virus from the completed map
The map is OP, really cool, I played it with great pleasure.
For about 15 years now, I've wanted to play this mission in reverse.

The most important question. WILL THERE BE A SEQUEL???
1. At the moment, I simply lack ideas for a sequel (and only Ashe knows when they will appear, if it happens at all);
2. The time factor—I planned to create the map in 2 months, but it took more than 2 years (which wore me out quite a bit).