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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Need testers for WOG extra large map
Thread: Need testers for WOG extra large map This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 28, 2008 12:23 PM
Edited by Salamandre at 13:01, 28 Jul 2008.

He cant vanish. Cast view air to see where he is (view earth will NOT show you this). Sometimes he is just stuck somewhere and doesn't move (not because of scripts). However you have to attack him one day. If he REALLY isn't on the map, please post a save before, but it is unlikely.

He can go underground. Usually he parks him self in front of Rome and doesn't move any more. The battle can be won, if you really don't find how, HC me as I don't want to spoil a such great battle here.

Anyway, you never must let the invaders attack you, as the General Slayer artefact doesnt work in defender mode. You have to attack them.

Cheat code: wogeyeofsauron (reveal map)

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pacifist
pacifist


Famous Hero
posted July 30, 2008 09:57 AM

Warmonger, where are you now? Did you find Attila? fought him?
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BAD
BAD


Promising
Known Hero
posted August 23, 2008 02:48 AM

What scripts support your map?
Maybe I'll play when I'm free. Does supports Neutral Units Bonuses or should I enabled myself?

Don't ask, but I enjoy using my own script in maps even sometimes can be a pain)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 23, 2008 03:45 AM
Edited by Salamandre at 04:32, 23 Aug 2008.

Quote:
What scripts support your map?
Maybe I'll play when I'm free. Does supports Neutral Units Bonuses or should I enabled myself?

Don't ask, but I enjoy using my own script in maps even sometimes can be a pain)



This one does not support neutral units bonuses, first because it is most solely Hero vs Hero, second because the fights are tested without bonuses, with script enables you will not survive one day.

But I used the "enchanced units" script in my second map which is build around it and I am sure you will enjoy.

It can be found

Here


However, I used the script 57 you made a long time ago. I know you improved it recently but if it is much harder than the original, map may be unplayable.

If you like my work, please help me with the script 32 (summoning stones) made by Timothy. I will use it in my new map "Alexander the Great". I need to disable the status visited so I can use the stones multiple times in a day.

Timothy emailed me that he does not remember big thing about WOG, so I need to find someone capable to do it. He told me it would be quite easy, yet I coudnt solve it alone.

Te rog, dami un raspuns..


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BAD
BAD


Promising
Known Hero
posted August 24, 2008 04:24 AM
Edited by BAD at 04:25, 24 Aug 2008.

Cauta linia:

[Set hint text to "visited"]
!!PO998&4:N1;


Fa asa:

[Set hint text to "visited"]
!!PO998&4:N0;


Hope that helped you
I tested and worked perfect

If have problems, will send you the script modified, so you can buy more that once per day, but you shouldn't have problems at all with what I gave you

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 24, 2008 05:40 AM

God, I was blind. I already changed that parameter but I did not see it comes two times...Good to get help from the WoG team.


Multumesc.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 17, 2009 08:06 PM

I saw you finished that map in 6 months. Guess this is only possible if you know the map by heart.

As mentioned in the other thread ([WOG]ToP), I restarted this map and wogified it.

I was much faster this time (first try I left the area of Rome end month 2 (quest guard who wants the sorceresses to be killed), this time I found Quintus 2-4-7.

Killed Torosar 3-2-7, Thunar 3-4-5.

Found 2nd Castle 4-2-1 and now I am in fortress region. Andra was not hard, but took forever. One of my 2 stacks of praetorians (57 each) attacked the 2000 lizard warriors and killed 61(!!)

But easy winable without losses.

So am I much too late, or am I still fine?




P.S.: Quintus is just too weak to attack a cyclop stockpile. He has his 3 surpremes, 300 light cavalries and around 40 legionaires, but his losses are enormous. And he can't get first aid skill, his stats are also low. What I'm doing wrong?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 17, 2009 08:23 PM
Edited by Salamandre at 20:37, 17 May 2009.

The first aid skill is also named warfare. If it offers to you artillery or ballistic, take it, and you will get all three skills at once, including first aid.

I always was able to get this skill for all generals, just refuse anything until it propose it. There is also a scholar witch hut hidden in the desert, and it is a must to get it for one general, to give them all town portal/water walk etc; and by this to delegate tasks.

For the time, you have plenty. I finished in 6 months but the time limit is 12. I never fought any creature bank with Max, neither picked artefacts with him or flag mines, just advance and eliminate AI.

But even if you do anything with him, you will finish in time. The time limit is there to avoid bugs later, as creature overgrowth, AI freeze inter turns etc.

Once you filled all 8 slots for each general, then you can visit the masters and get additional skills as wisdom/earth/air. Don't do it before, as it blocks any new skills.(hidden)

If Quintus can't get them, then choose another general. They can all achieve expert in anything. If one is blocked in an area, there is usually a sacrifice Altair, so just give him artefacts and upgrade him.

The fights are much harder than ToP, but the dark tower gives hundred more options.

Check every month is creature banks regenerated and attack them quickly. You will need 5000 of each resource to enable a powerful combo before the end. The best is to establish a fixed pattern (Hero 1 attacks the CB north, Hero2 in south, so you get them regenerate faster. But this is easier when you know the map, as I do).

Don't upgrade dwellings/mines with mithril when proposed, unless you have big quantities. Mithril is required for abilities and for the combo too (300). The 100K azures can be beat and then you will get 5000 mithril but the fight will last a lot.

Hope it helps.

My saves with the 6 month record are HERE

You may want to look if anything seems wrong. (abilities/hidden paths etc)

Quote:

One of my 2 stacks of praetorians (57 each) attacked the 2000 lizard warriors and killed 61(!!)



Yeah, it will be like that all the time. AI are very strong in defense. But we are smarter.
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Koni
Koni


Hired Hero
posted May 18, 2009 12:50 PM

Quote:
P.S.: Quintus is just too weak to attack a cyclop stockpile. He has his 3 surpremes, 300 light cavalries and around 40 legionaires, but his losses are enormous. And he can't get first aid skill, his stats are also low. What I'm doing wrong?


Good luck, angelito! Just another tip: give Quintus (and later the other generals) the main army of Maximus for some fights in stockpiles, nagabanks, conservatories etc.. He will reach expert skills in the shortest time.
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pacifist
pacifist


Famous Hero
posted May 18, 2009 01:25 PM

Best way for Quintus is to fight the earth elementals (while Maximus kills the water elementals), he gains enough xp there to have max skills and he wins without magic and without losses (take only hoplites and centurions with Quintus and Maximus the rest). In the long run it's better to rush for new cities, heroes to free than collect ressources. So rush to Rome, free Sitesius, kill Torosar (around beginning 2nd month), then Thunar 2 weeks later at most +- etc. The generals have easy time with the 3 supreme archangels and first aid (even later with harder banks) but of course they better go with wyverns, dragonflies, griffins and legionaries). The 3 supremes are almost immortal .  
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 18, 2009 01:39 PM

Torosar start month 2? Hmmm....

As far as I remember, I left the starting area 1-4-5 and captured Rome 2 days later.

Hints and signs tell me to fullfill every quest and get expert air/earth near Quintus. This can't be done in just 1 week.

Am I supposed to not collect/fight anything in the first 2 weeks when Maximus starts his journey?

I thought I should get all possible resources as fast as possible coz I need thosuands of them later on, and because of the Dark Tower....

Maybe I restart again then....

Btw...are there IMPORTANT specialities which I HAVE TO chose for a specific creature in teh Dark Tower to be able to win a fight later on?

Clone for Praetorians is obvious, no distance penalty for the Enchanters also.

Due to the fact I send my Praetorians right on the front line in most of the fights, coz I know the tent will most likely resurrect them start next turn, I gave them "additional retaliation" as speciality. I recognized this helps a lot. On Ace level, they retaliate NINE times, which is awesome in combination with BLOCKING DAMAGE.
What's your opinion about that combo?

Some specialities offered in the Dark Tower are unknown for me, can you help me here?
Have to look them up later at home, can remember just one: SHIFTER....What is that?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 18, 2009 01:40 PM
Edited by Salamandre at 13:43, 18 May 2009.

I think it is better that he choose his direction and skills alone. There is plenty of time, and time record was established after 10-15 attempts. Angelito knows how to chain his heros, his problems are so far the WoG mechanics. The good part is that my maps cover almost all mechanics so once you complete them you know everything about WoG (almost), unlike random maps where things come in brute form.

It may sound tricky first but in the end there are not so many changes, the battle mechanics are unchanged. Lure, bait, protect, destroy.

Don't rush if play for the first time, there are so many things to discover in it that you will miss them. Pacifist played it (at least?)10 times and we exchanged more than 2000 mails about.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 18, 2009 01:46 PM
Edited by Salamandre at 13:53, 18 May 2009.

Quote:


Due to the fact I send my Praetorians right on the front line in most of the fights, coz I know the tent will most likely resurrect them start next turn, I gave them "additional retaliation" as speciality. I recognized this helps a lot. On Ace level, they retaliate NINE times, which is awesome in combination with BLOCKING DAMAGE.
What's your opinion about that combo?

Some specialities offered in the Dark Tower are unknown for me, can you help me here?
Have to look them up later at home, can remember just one: SHIFTER....What is that?


Give them attack and return and your problems are solved. Much better, as they return under a force field later.

The script dark tower is chinese so a few names were distorted. Shift is charge I think. The champion ability. Very good for legionaires later.

You also must understand how healing/ressurect works. The tent will ressurect your units but within a limit. If you see that it does not offer the option anymore, and there are still incomplete stacks, let them be damaged again, and restart the process. Even a frost ring will do the job. Damage them yourself.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 18, 2009 01:52 PM
Edited by angelito at 18:24, 18 May 2009.

Interesting point with that harpy speciality when doing the force field tango....

But now, when I am forced to keep the enemy creatures on the right side due to magic immunity (Chaos Hydras -> slow for example), or because they are just too fast otherwise (dragonflies), I like that extra retaliation.

Why do the enchanters have 4 specialities refering to spell immunity, when ONE given speciality (immun to level 1-4 excl. beneficials) covers all others? Was this meant to be like that to see if the player is smart enough to replace those 3 with better ones in the Dark Tower?

But I guess my problem is, Maximus just has too many troops. Maybe I just do all the fights with my Praetorians and Horses only and give the rest to my generals.

We'll see if Torosar and Thunar can be killed with those troops only....
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 18, 2009 01:57 PM
Edited by Salamandre at 14:03, 18 May 2009.

The initial abilities are those proposed by WoG. So you can see how stupid they are in their original form. (enchanters need 4 slots to cover immunity). The dark tower will remove them as you like.

I never gave retaliate because AI is just too strong and our units too weak (early). You lose much more by exposing and retaliate than gaining an advantage, I think. Better protect and never get hit. Fire shield is also a good option (notice how they lose big stacks when they attack you and get hit by it--> Pacifist does not agree but I use it a lot).

The early fights should be done with shooters, cavalry and Pretorians. Later you will have interesting options to change that (every general will have a specific upgrade ability).

Clone shooters also is a must (the clone will protect from first attack)
Reduce defense is deadly good too. Do a test and see yourself. Sometimes rebirth (combined with casting times) saved my ass. There are a few fights which can destroy entirely your pretorians, and if they rebirth as Phoenix, it gives an additional chance.
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pacifist
pacifist


Famous Hero
posted May 18, 2009 02:34 PM
Edited by pacifist at 14:36, 18 May 2009.

You don't need expert magic or earth to beat Torosar 1-4-5 is ok for 1st zone.

Shilft is a sort of block ability . Block works 30% of the time and cancels 100% damage while Shift works 50% of the time and cancels 75% of damage. Block is better (that's why it costs 20 mithril) since a complete blocked physical damage also blocks secondary effects that come with it (fire shield, petrify, blind etc,...).  

For fire shield it's simply a matter of preferencies , I don't say it's bad . I prefer to be able to predict the fight and simply not have to worry about the last harpie suiciding vs a fire shielded pretorian , just an example .

Personally I play very defensively with pretorians, the damage dealers are the hoplites for me . I don't even take block with pretorians . Ok i shut up now
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 18, 2009 09:30 PM

Update

I restarted the map and saved middle month 2.

Here is how it went so far:

1-4-4 Left first area through 2way monolith (Still fought everything and collected everything in this area)

1-4-5 took Rome

1-4-7 DarkTower visited (Clone for Hoplits) / Sorceresses for Quest Guard killed / Angel dwelling flagged

2-1-7 Recieved wisdom behind Quest Guard / DarkTower visited 2nd time (Clone Praetorians)

2-2-1 DarkTower visited 3rd time (Prayer Hoplits) / Torosar killed without losses (takes very long without earth/air)

2-2-3 Recieved Air / Got Boots of Speed / Freed Sitecius

2-2-4 Got earth / On my way to meet Quintus (Just flagged angel dwelling south of Earth Master)


Haven't lost a single unit so far and hope it goes on like that
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 18, 2009 11:16 PM
Edited by Salamandre at 00:12, 19 May 2009.

A few mechanics explained:

Casting times ability: combined with rebirth it gives the ability to resurrect 20% of the stack several times. Alone when on archangels, allows them to resurrect other units several times, not only once.

Attack and return: will not work if you attack the enemy unit from the square behind. Your creature will stop there and not return.

Clone: warning! There can be only 20 clones on the battlefield. The game memorize and once the number was reached, even if clones are destroyed, you can't clone again.  It may lead to difficult situations, so sometimes you will have to place your units with this ability in front of the moat, so the clones will be killed as soon as they appear.

Blind on hit: will not work if attack twice ability is enabled. Same for all spells which apply a bind/petrify spell.

Warfare: If the game offers you ballistic, it will come with first tent/artillery. Same for each of them. You don't need to wait first aid, just choose any of them and you will got all three.

In TEW all creatures banks regenerate every 28 days and offer more resources, and are better guarded. This apply to any CB, shipwreck, boats with Medusa etc.

First aid will not always resurrect all. You may have to damage your unit again, and then it will resurrect again. Always make a screen when entering a difficult battle, so you can see before the end if all your creatures are alive (when high numbers it is difficult to memorize how many you had, and if tent does not heal, it does not mean all were resurrected). This apply if your opponent has red orb or the fight is on cursed ground, and you can't check with resurrect.

Always look at the generals specialties. The 2 first have no specialty, but all the others will have a bonus upgrade.

Estates: always upgrade a general with it up to level 24 (max for estates). If level 24, he will generate every turn 2500 gold. All the generals have estates, so must be upgraded asap. This is easy done by giving them full army and send them in a CB or two.

Luck: if a general has luck, and artifacts with luck bonuses, visit luck objects, do it. If he has luck=10, he has a 100% chance to generate mithril EACH day if you click on estates icon and chose mithril. Moreover, even if he has not luck, you can choose in estates box what resource you want him to generate each day. Luck hut hidden near Torosar. Scholar hut in desert area (hidden)

Additional information: the imp cache gives always 10-15 mercury, no matter how late you fight them. I think WOG team forgot to enable them. So you may want to chose in each hero estates box to generate mercury every turn, because while you will get 100-150 gems or crystals/sulfur from CB, you will only get 10-15 mercury from imps cache.

When you click on creatures dwellings/mines, it will always propose to upgrade them for a price. (mithril). Do it only if you were able to afford all the immunities (50 mithril) for each of your creatures.
If you spend your mithril too early, you can be stuck for a few fights.

Last advice (personal): you are entirely free to take any direction or be slow or fast. 12 months are really long, and there is no way you will run out of time. Besides this, if you try to play fast, you will not enjoy the map, as you will not have the time to give abilities (one per week) and the fights will be painful and frustrating.

For my record I started to upgrade month 2 (as you) and I got +/-16 abilities until month 6. Thats means 3 abilities/creature only (I played the end with Pretorians, enchanters, archers, cavalry and legionaries+ 1000 azure dragons as speed bonus). It was atrocious.

Special hint: The sphere of permanence is the best artifact in this scenario. Once you have the sphere, wear it always so the AI can't dispel all your abilities, your force field or your blind/slow/forgetfulness. Most of them have dispel.

PS: the dark border gate is not dark.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 19, 2009 08:14 AM

Quote:
First aid will not always resurrect all. You may have to damage your unit again, and then it will resurrect again. Always make a screen when entering a difficult battle, so you can see before the end if all your creatures are alive (when high numbers it is difficult to memorize how many you had, and if tent does not heal, it does not mean all were resurrected).
That's why I always chose rounded numbers for my stacks (5,10,15,20 etc...)
I play like that since I started playing those XL + U custom SOD maps like Kill for power, Unleashing the Bloodthirsty etc...


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 19, 2009 03:02 PM

It will not work here: if AI has artillery, you will lose a few units prior to the combat (and receive appropriate message). Sorry for your round numbers being annihilated by such shameless tactic.
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