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Heroes Community > Library of Enlightenment > Thread: Tribute to Strategists
Thread: Tribute to Strategists This thread is 20 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 25, 2010 12:52 PM
Edited by Salamandre at 12:54, 25 Jan 2010.

We all know you are unique, go ahead

Having bigger maps or more levels was always my dream, and not only mine.
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Era II mods and utilities

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted January 25, 2010 01:45 PM

a.f.a.i.r. it's possible to create random maps >144x144 with Bourne patch but only in Editor.
I don't think that 216x216 (46656 cells) will work stable as max allocated memory is for 144x144x2 = 41472 cells. I guess that 200x200 maps will work fine.
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 25, 2010 02:25 PM

Quote:
I don't think that 216x216 (46656 cells) will work stable as max allocated memory is for 144x144x2 = 41472 cells.

Is it verified info? As I find those 216 x 216 maps quite stable. Does the game allocate the same memory size for 36 x 36 map? If so, it is very unusual. I prefer to think that memory is allocated dynamically. But you still can't play normally maps bigger than 256 x 256 despite of memory restrictions, if any.

P.S. fixed cheat-code which, now, correctly reveals 216 x 216 map.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted January 25, 2010 03:25 PM

If you create 256*256 maps, you should also increase the maximum number of heroes present for one faction. How will you chain effectively with 8 heroes on such big maps ?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 25, 2010 09:50 PM

Not necessarily. The purpose of a bigger than 144x144 map would be mostly for single scenarios, and it could replace a campaign limited mechanics (you can import the hero but not all his achievements, quests done/not done etc). I doubt any MP player will be interested to explore for 6 months before reaching opponent. And on single player maps, the town portal is always present.

And if one played Alexander map for WoG, the use of 16 simultaneous heros was possible due to precise and deeply tested towns locations. I would say, no way to survive without having constantly 16 heros to move and cover the needed choke points.

It only requires more concentration.
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 26, 2010 07:29 AM

I fixed the mini-map, so one can easily point any area of 216 x 216 map now (underground included).
Though, I don't have any idea of how to place 216 x 216 pixels mini-map on the screen properly.




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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 26, 2010 01:38 PM

Wow, it is already an awesome start.
Maybe same mechanics that let 144x144 fit in same window as 36x36? Kinda of changed resolution? (have no idea how it is done)
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liophy
liophy


Famous Hero
Bulgarian
posted January 26, 2010 02:24 PM

I want to give feedback about how wothy is to make 216/216 map for multiplayer.

Yes, Salamandre is right, that some people wouldnt like to play so long.

But there are plenty of others, who prefer longer map, as there are more to build, more to lurk, to make strategic decisions and so on.

I thing that it will give great variaty for a game, that is the same for 15 years.

Personaly i would love it.

About the number of heroes - in a long game there is a posibilitie most of your scouts have logistics. Offcourse, all of them will be with fastest posible creature. So i dont think it will be a problem. And as Salamandre mentioned - in later stages most of the time you have town portal.
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SAG
SAG


Promising
Supreme Hero
WCL owner
posted January 26, 2010 04:02 PM

Quote:
Though, I don't have any idea of how to place 216 x 216 pixels mini-map on the screen properly.


Baratorch is finishing his SOD-compatible High-Resolution mod, perhaps he can help here. I'm not expert however maybe possible to load DirectX dll with function BitBlt and stretch params. So, image will be adjusted to current resolution...
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 27, 2010 01:17 PM
Edited by AlexSpl at 08:22, 28 Jan 2010.

2SAG: I think I can adjust 216 x 216 mini-map to 144 x 144 pixels by skipping every third horizontal and vertical line. Also, you mentioned Bourne's patch. I, too, patched the mapeditor. Now it can produce 216 x 216 (+underground) random maps normally. It would be interesting to compare our results.

Done. Currently available for russian version 4.0
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SAG
SAG


Promising
Supreme Hero
WCL owner
posted January 28, 2010 09:42 AM

can you please make for 3.2 English exe ? please post link for your work so we could test it...
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 28, 2010 10:35 AM

Alpha. Made in 4 days. So be indulgent.
Here

Read readme.txt first
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liophy
liophy


Famous Hero
Bulgarian
posted January 28, 2010 12:38 PM

Will there be patch for TE?
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted January 31, 2010 08:07 PM

First post of this thread was updated right now, inlcuding new links.
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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted February 01, 2010 04:22 PM

Thanks mate
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Mystearica
Mystearica

Tavern Dweller
posted October 07, 2010 11:26 PM

wow this is a huge guide thanks!
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 20, 2011 11:22 AM

Quote:
upgraded stack positions on map:
111000000010000111111111111000000000
000000000001111111111110000000000011
000000001111111111100000000000011111
000011110111111100010000000111001111
111001111111001110000000100011111110
011111110011100000001000111111111111
111111111000000000000111111111110000
111111000000000001111111111110000000
110000100000001110111111100011000000
001000000011101111111100110000000110
000000110001111111011100000001000011
000000011111111111100000000000111111
000011111111111000000000000111111111
111111111111000000000001111011111110
011111110001000000011100111111100111
111100111000000010001111111011110000
111110000000000001111111111100000000
110000000000011111111111100000000000
000000000111111111111000010000000111
000000111011111110001100000001100111
001100011111110111000000010000111111
000111111101111000000000001111111111
111111111110000000000001111111111100
111111100000000000011111111111100010
111100010000000111001111111001100000
000110000000100011111110111100000000
100000001000011111111111000000000000
000000000111111111111000000000001111
000001111111111110000000000011110111
001110111111100011000000011001111111
100111111100110000000110001111111011
111111011110000000000011111111111100
111111100000000000111111111111000000
111000000000000111111111110000100000
000000000001111011111110001000000011
100000001100111111100111000000010001


Good info!
Do you have similiar knowledge about obstacles placement or splitting neutrals into multiple stacks?

Second question to experts:
Does Golden Bow or Bow of The Sharpshooter provide "No obstacles penalty" ability, similiar to one Enchanters have?
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night_on_earth
night_on_earth


Hired Hero
posted March 02, 2012 01:25 PM
Edited by night_on_earth at 13:58, 02 Mar 2012.

Luna and Naga Banks

Rainalkar's manual sums up nicely how to fully apply Luna's firewall special. This was first described in great detail by Demarest, if my memory serves me correctly.

Last evening my wife was trying to take a Naga bank on grass (4x2 nagas, 2 naga queens) with Luna, following the outlined strategy: pixie to the left, surrounded by a 3-hex firewall.

To our utter dismay, the nagas didn't move and Luna finally ran out of spellpoints, leaving one vulnerable pixie.

What went wrong? Could it be that banks are treated different regarding the visibility of the firewall, no matter on which terrain they are placed?

EDIT: Found it out myself. In the thread "Luna, the self-reliant" Demarest stated:

"Fighting against double width creatures, cast the FW in such a way that there will be a one hex gap between your creature and FW. Otherwise, they won't even move. IF the enemy is strong enough to withstand one wall, on the second turn, you can fill in the gap with a FW and they will still approach, taking damage from both FWs."

@Railalkar: Maybe this quote could be added to your document to make the explained firewall tactics clearer.
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excalibur
excalibur


Known Hero
posted April 10, 2012 08:48 PM

I have a question!

Just read on a site that luck and morale at level 3 have 12.5% of success. Does it not goe any further? I mean if a unit has 5 morale is it maxed at 12.5 % chance?

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted April 11, 2012 05:02 PM

Only +3 moral count.
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