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Heroes Community > Library of Enlightenment > Thread: Necro Campaigns
Thread: Necro Campaigns This thread is 2 pages long: 1 2 · «PREV
Zephormite
Zephormite

Tavern Dweller
posted June 28, 2007 04:23 AM

Thanks, hopefully it works well...


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Binabik
Binabik


Responsible
Legendary Hero
posted June 28, 2007 04:53 AM

OK, I got as far as I could on the map. The first thing you need to do is fix the monolith so the map can be finished. The entrance and exit are different colors.


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Zephormite
Zephormite

Tavern Dweller
posted June 28, 2007 09:41 AM
Edited by Zephormite at 09:42, 28 Jun 2007.

Ok Monolith changed as well as a couple of creature number edits...

[url=http://wizardsfirstrule.fr33webhost.com/homm/comingintolight.zip]Dark Rising Part I[/url] Version 0.3
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted June 28, 2007 09:12 PM

Ok, finished the map right now.
Due to the fact this will be the first map of a campaign, my decisions refering to the upcoming skills when Sandro leveled up were different than on a single scenario. That's the reason why he still had basic necromancy when he reached the level limit. Can't refuse armorer, log, earth. So I couldn't gather that many skellies.

One thing should be thought of again though.
When I took a look at the stronghold town's garrison, I saw behemots besides the other army. So I thought I have to gather more army before I can try to fight that town. You lose at least a week coz of the 2 dwellings (vamps and wights) u wanna visit more than once.

Maybe u place a garrison (which belongs to the player) in front of stronghold town with the bonus army instead of making an event near black tent?
That way the player knows about his reinforcement and doesn't need to spend too many turns to get the dwelling army.

Finished with 384 points btw.
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Zephormite
Zephormite

Tavern Dweller
posted June 29, 2007 01:12 AM

Ok I might do that with the change of that event...

Thanks for the help
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Binabik
Binabik


Responsible
Legendary Hero
posted June 29, 2007 10:23 AM

I didn't play the newest one yet, but I looked at it with the editor. I played the older one 5-6 times though.

Events: Some of the events are not placed so they always trigger. I didn't see the one by the windmill until about the 3rd time I played. And I don't think I would ever see the one by the dock if I didn't see it in the editor.

Witch Hut: It's set to always give archery. If there is a reason why the hero should have archery later in the campaign, you should use an event to hint that it's important. I don't think most people will want archery when playing necro and might restore a save to get rid of it. So if we need it later, then tell us.

Passability: Just south of the witch hut, did you know that you can get through from the dirt to the sand area? I assume the sand is supposed to be accessed by boat only. (when the corners of 2 red squares touch in the editor, it means you can get through)

I haven't played the latest version yet, so I won't comment about the fights or dwellings yet. But it's good that you got rid of the refugee camp, I got Arch Devils twice and Phoenix once, that made it too easy.

Quote:
Can't refuse armorer, log, earth.
You got all three by level 5 with a necromancer??? Lucky

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EliteLeader
EliteLeader


Adventuring Hero
posted July 03, 2007 02:48 PM
Edited by EliteLeader at 14:48, 03 Jul 2007.

Looks good, didnt play it yet but I will soon

By the way if you need any more help with the editor, I can help you I have much experience in working with it.

Keep up the good work
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Back to back they faced each other, Drew their swords and shot each other"

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EliteLeader
EliteLeader


Adventuring Hero
posted July 06, 2007 03:30 PM

Ive played it now, and I can tell you this: I look forward to the next part hope you will finish it soon! (if ever?)
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"One fine day in the middle of the night, Two dead men got up to fight
Back to back they faced each other, Drew their swords and shot each other"

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Zephormite
Zephormite

Tavern Dweller
posted July 07, 2007 04:15 AM

I am working on Part II but it is a lot more work, a single hero level is reasonably easy to adapt, it gets harder when making it play with a real computer opposition and balancing my map more, but I am getting there slowly.
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