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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Maahir's Gambit?
Thread: Maahir's Gambit? This thread is 2 pages long: 1 2 · NEXT»
Maurice
Maurice

Hero of Order
Part of the furniture
posted July 11, 2006 07:39 PM

Maahir's Gambit?

I started to play Maahir's Gambit this afternoon. A bit tough in the beginning, had some startup problems, but eventually I get some troops (besides my starting troops just a bit more Gargoyles and Gremlins), sweep north and conquer some mines. I head back south with a bruised and battered army, so I take a week or so to replenish my forces (managed to get all creature dwellings by then, upgraded only the Golems and Mages). I head south and two days later ... mission lost! Seems Maahir lost all hope; this was around day 40.

Now I know that I am supposed to collect 4 artifacts (though I didn't see any yet) and battle a Necromancer, but there was nothing about a time limit.

What did I do wrong? Did my enemy collect all 4 artifacts? Is there a time limit in which I need to collect them? I guess they are underground somewhere, so do I need to head down as soon as possible (I skipped the underground while I was flagging mines on the surface)?

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jb239
jb239


Famous Hero
posted July 12, 2006 01:10 AM

I haven't finished this mission yet, but I believe you lose if the enemy picks up 1 of the 4 artifacts you need to collect. I know they are each guarded by a different elemental

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juventas
juventas


Adventuring Hero
posted July 12, 2006 01:11 AM

If the enemy captures any one of the artifacts, you lose.  Stupid, considering 1) you should be able to kill a hero and take it back anyway 2) the artifacts are a lot closer to the enemy than they are to you 3) the artifacts are guarded by piddly elementals.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 12, 2006 09:16 AM

That's interesting. I've played the map twice, once on Normal difficulty and once on Hard. Neither time I encountered the mentioned problem, and yes, it might very well be you loose if the enemy conquers 1 or all 4 of the artifacts.

However, when I played on hard, I was trampled down by the enemy with his 2K Skeleton Archers pretty early in the game, and there was nothing to do to stop him obviously.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 12, 2006 10:06 AM

I figured out what the problem is.

After making the above post, I started the map over again. This time, I went into the underground on week 2 and cleared my way until I resurfaced somewhere north on a small grassy island strip. I found the Staff of Sar-Issus there guarded by some Water Elementals. After defeating them, I returned to my town, cleared 'my' island and then cleared the underground (up until the locked red gate).

In the mean time, Zoltan used 'Instant Travel' to reach the green island strip where I had collected the Staff before ... so I guess this map *is* doable, provided that the computer doesn't "instant travel" Zoltan's army onto those artifacts before I can even get close .

I guess this may be an issue since patch 1.1, because if I remember correctly (I should check the patch notes), the AI handles the adventure map and travel spells differently now than before the patch.

It kinda reminds me of the map from Heroes III where you played one of the ancient Greek gods and you had to collect something from the Underworld. The only unplayable one - Hades - was parked almost on top of it and also had access to that item ...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 12, 2006 10:36 AM

I remember that map! It was one of my favorites. But never had any trouble with that map, I seem to remember he could only patrol the close area or something like that. Anyway, seems the trouble comes in this map if the enemy collects all four artefacts then.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 12, 2006 10:43 AM

It was one of my favorites too, especially all the flavor texts that appeared for each of the factions every now and then .

But I adapted that map to prevent the Hades compu player from reaching the objective of the map - I just added a gate with a few keymaster's tents (one for each of the playable players), problem solved.

Anyway, I forgot to mention that I failed the Gambit again, while I was about halfway down the grassy island strip. Not sure if I have enough room to start from an earlier save game (4 days before the loss at most), or the desire ... it's quite frustrating to lose due to something that's pretty much out of your control.

By the way, Maahir is unable to attain the Arcane Omniscience skill, while he became first mage?? How ... odd

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Klaital
Klaital


Known Hero
posted July 12, 2006 07:53 PM

When I played the map I lost because Zoltan ran me over with his huge horde of undead.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 23, 2006 01:24 PM

Since v1.2 supposedly fixed this map, I started it again.

Currently I am in the 4th month, clearing out the dungeon ... but the computer is taking upwards to 10 minutes per turn right now . Anyone else experience this problem? It's especially annoying when the most I do is just travel for several turns ...

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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 23, 2006 07:21 PM

I figured out what's wrong ... well, not why it happens, but at least what's causing it. Using Instant Travel, Zoltan captured the Haven Military Outpost all the way north on the green island strip where you resurface first. Apparently, having that outpost under his control warranted almost 10 minutes per turn. As soon as I recaptured it, his turns went down to several 10's of seconds again.

The only problem is (was?) that a short while after recapturing it, he would reappear and take it back again. I hope I solved that now, when he made a mistake and came too close to my main hero, allowing me to crush him .

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Incendax
Incendax

Tavern Dweller
posted July 24, 2006 10:19 AM

There are a few infuriating quests with similar issues.
In addition to this one, the Inferno mission where Realag must get to the King's tomb.

The first time I played that mission there was no suggestion at all that I had to RACE the enemy. I just lost out of the blue with no text indicating why. I had to guess what my goal was after that loss.
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Greggy
Greggy


Hired Hero
posted July 24, 2006 01:46 PM

I played this map as soon as 1.2 came out.  I lost around day 40 also.  I've played this map too many times and everytime I lose because the enemy gets an artifact I guess...because I never see him, but I lose.  They were suppose to have fixed this.  They mention it in the notes, but it's not fixed.  Kinda frustrating.  I don't mind them saying it's not fixed, but saying it is fixed, when it isn't...sigh.  G  (-:
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Klaital
Klaital


Known Hero
posted July 24, 2006 07:51 PM

Strange, I never had the enemy picking up the artifacts even in 1.1.
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yiron
yiron

Tavern Dweller
posted July 24, 2006 08:38 PM

Quote:
By the way, Maahir is unable to attain the Arcane Omniscience skill, while he became first mage?? How ... odd


Maybe they hax0r n gave him arcane omniscience when he became first mage, like the 2 sylvan heroes starting with nature's luck from the final mission in sylvan campaign.

anyway so far after the 1.2 patch, i din ve the problem of the artifacts being taken. However, i do notice an increase in the computer turn time after a certain while(possible as someone has mentioned, could be caused by zoltan seizing a haven post), though not as lengthy as mentioned above.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 24, 2006 11:47 PM

It happened to me even after I definitively recaptured the outpost. I went ahead, using Instant Travel myself as well to pass mountain ranges. Somewhere in the northwest corner I found an Inferno town and slightly to the southwest of that one, another Academy town. It was only after I captured that last one that the computer turns went normal again.

For as far as I have revealed the map right now, I see lots of small "corridors" through unpassable terrain. I guess that if the computer used Instant Travel to switch corridors and capture stuff allover the place, it throws the calculations off somehow. I am guessing something along the lines of pathfinding calculations which take ages to complete due to all sorts of obstacles that are simply skipped with Instant Travel.

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yiron
yiron

Tavern Dweller
posted July 25, 2006 07:04 AM
Edited by yiron at 07:07, 25 Jul 2006.

ok~ i guess i realised wat's with the problem of AI stealing the relic artifacts and resulting in u losing. The fact is tat the 1.2 patch did address the issue of the AI stealing the relics on the map. However, if the AI buys any of the relic artifacts(any of the sar-issus set) from an artifact merchant(there r numerous of them all over the map), it results in a loss for u.

Veri frustrating, especially when u ve defeated zoltan and thought its gonna be a cake walk to gather the relics, u lose.

Seriously, this map needs some debugging. If u r unlucky, u could lose by the 1st month.

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Greggy
Greggy


Hired Hero
posted July 25, 2006 01:38 PM

That makes sense as I can reach the artifact merchant underground and maybe that's what he's doing.  That would be funny by buying the artifacts instead of winning them...lol.  G  (-:

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yiron
yiron

Tavern Dweller
posted July 25, 2006 06:28 PM

yeah~ there's 2 artifacts merchants underground. And to make things worse, there's at least 1 more artifact merchant on surface at the corridors nearer to the AI towns.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 25, 2006 11:28 PM

There are at least two arti merchants on the surface and at least two underground. Furthermore, one of the towns I captured was an Academy town, which can build an arti merchant as well.

I am not sure if the towns are random, actually. In my current game I have an Inferno town and an Academy town in the northwest corner and a Necropolis and another Inferno town down south/southwest. Of course, the two starting towns are respectively an Academy and Necropolis town.

If they are random, don't forget that Dungeon can also build an arti merchant.

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yiron
yiron

Tavern Dweller
posted July 26, 2006 06:28 AM

Quote:
There are at least two arti merchants on the surface and at least two underground. Furthermore, one of the towns I captured was an Academy town, which can build an arti merchant as well.

I am not sure if the towns are random, actually. In my current game I have an Inferno town and an Academy town in the northwest corner and a Necropolis and another Inferno town down south/southwest. Of course, the two starting towns are respectively an Academy and Necropolis town.

If they are random, don't forget that Dungeon can also build an arti merchant.



hmm, the towns shld be the same, as i ve similar towns in my game.

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