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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Alexander v1.01
Thread: Alexander v1.01 This thread is 3 pages long: 1 2 3 · NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 26, 2011 05:09 PM bonus applied by angelito on 04 Sep 2014.
Edited by Salamandre at 16:39, 02 May 2011.

Alexander v1.04

Before moving on I had in mind to redo my early maps, as the scripting was somehow noobish. Alexander comes now with a bunch of easy and hard options, which will surely suit any level of game-play, not only the elite required before. The design was cleared, all weird objects changed to regular, pathfinding is much easier, added some quests, fixed a lot of events and possible bugs.




1.04


(Edit 2.05.11, v1.04 -and the last- is up, added spoils of war option, download link to maps4heroes)

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Sal
Sal


Famous Hero
posted August 06, 2014 08:52 PM

Greatly impressed and boosted by the overwhelming reception this thread had, I decided-as summer holidays present to myself-to upgrade the map to 1.05.

What is new (or better):

A new outfit for options. As I don't see why a player would choose something more difficult, I took care so every hard option will offer an unique bonus, beside a penalty.



Alexander specialty was changed from logistic (how boring) to archery + bonus. All AI armies were accorded to the new parameters.



Immortal cost is now 10 gems/10k gold and every gem mine was removed from map. However a new option let you upgrade the mystical gardens, but at an army cost.



Every general has now its own battles counter. For every 50 battles he wins, a 10 tiles bonus is added. For the entire Macedonian faction, one of the hard options offers a bonus of +1 speed for each 100 battles won.



Various locations were improved, bonuses are ok, without being overpowered.



Battles have now their own historical description, in which I suggest how to win in a subtle way  Also the towns description was improved.



I think  that the game is far more interesting when playing with hard options (because of unique bonuses), and is totally winnable. There is still a 12 months time limit because I hate the freeze game bug, but I always finished it in 7 months and I am not a super fast.

And not last but indeed last, the link

Alexander the Great (3.2 Mb)

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gatecrasher
gatecrasher


Famous Hero
posted August 06, 2014 11:14 PM

Nice to see you back in full blast, Sal.

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hippox89
hippox89


Famous Hero
posted August 07, 2014 01:34 PM
Edited by hippox89 at 13:35, 07 Aug 2014.

You have to give a lot of credits for the dedication and sheer amount of quality stuff that Sal voluntarily shares with the community.

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Drake
Drake


Adventuring Hero
Satisfying no one since 1994
posted August 10, 2014 06:10 AM

Amazing
____________
~Drake Lyon~

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3BeP
3BeP

Tavern Dweller
posted August 27, 2014 07:09 PM

Hi Sal, remember when I told you about Pasin in Tew4, that it works only first time after installed? Here I found a similar thing : the first battle you get (5x lots of ogres + 2x 60 or something behe's) first time after clean install was ok, then I though I've made a mistake and started new game. And now is just 1 stack of 10-20 ogres. It's like once you pass the event, it overwrites/deletes its self from the original.

Also description of slots when buying external creatures in castles via shorcut is wrong, the slots start from 0 to 6 instead of 1 to 7.

Btw, since I never played the previous versions I have no idea on timing on the map, but it seems impossible to pass Agis before m2w4 and even then I have to use a cheat for 1 lvl up (to get expert air) and pass him with minimal loses or wait another month+ to be able to pass at all. Playing with all the hard options except nightmare, and 0 of the easy ones (which wouldn't help me against Agis anyway).

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Sal
Sal


Famous Hero
posted August 27, 2014 07:40 PM
Edited by Sal at 19:45, 27 Aug 2014.

Hi 3BeP,

WoG 358 used special flags for custom battles and those flags do not reset if you restart without quiting the game. In later maps as Tew4 I don't use anymore those flags but Alexander is an old map, using old tools. So, in order to have everything properly, you must quit the game then restart. I am sorry for forgetting to add this detail in the read me.

Slots: I use internal Era ID, which considers both town and hero slots as ID 0-6, is easier for me, otherwise I have to add recalculations. I hope is not very annoying for the players.


Time limit: almost all my maps have the time limit set to 12 months because of the freeze game bug (chances greatly increase after 12th month). However every of my maps is usually done before month 7, and you have plenty of time, don't worry about.

I know some  (beginner) players prefer to await month ~24 and gather tremendous army, but also if their game freezes, and it will,  they will complain as usual and I don't have time and solution for that.

You don't need air for Aegis, bring all army, mass prayer, then clone angels to resurrect army. Usually done 2.2 but your time is ok too for a first walk.

Hope it helps, wish you good game.

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3BeP
3BeP

Tavern Dweller
posted August 27, 2014 08:16 PM

Ye, I'm blind . I was fighting Agis without prayer/clone thinking they are disabled for the battle cause I know I had them. I guess at some point after reload I never took em again and thats why I had to use mass haste before ...

Agis just died, m2w2d3.

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Sal
Sal


Famous Hero
posted August 27, 2014 08:19 PM
Edited by Sal at 20:30, 27 Aug 2014.

ok, now trigger invasions then beat all of them with secondary heroes with shackles (0 all stats) + Alexander's army. Then your gold/gems problems are gone for the entire game.

Only secondary heroes can get spoils of war, Alexander can't.

This is what I do. They need to have water expert still.

It is possible to finish all the map without losing a single creature.

Also I strongly recommend Advanced battle hints mod when playing Alexander as without it, you can't know which spells affect your army beside the first 3 ones and you will need badly this information.

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3BeP
3BeP

Tavern Dweller
posted September 02, 2014 12:33 PM bonus applied by angelito on 04 Sep 2014.

Ok, finished the 1.05 at m7w2 with all the hard options except nightmare and here are my notes :

- Overall battles are challenging but doable even if you rush straight. Most time waited for reinforcement was max 1 week population so I think is pretty much balanced.

- AI behavior was ok although the intensity of the attacks wasn't really the same for the whole game, they had a good start at 1st teleport with 3-4 invaders daily attacking, then reduced to max 2 invaders per day even after having 4 teleports activated, and then went up big after opening the last teleport for up to 8+ invaders daily on all sides. Don't know if thats as planned but it wasn't bad, having 8 invaders daily would have been way too annoying anyway, not hard cause you can defeat them easily after having the balloon, but deffinetly annoying too much so it was good.

- Top hard battles playing with my settings were :
- King Porus : needed at least 50 reloads to kill him as army strength wasn't  important as much as strategy till you block his Devils.
- Afghan Army : took another good 30+ reloads just because of army strenght on the phoenixes and perfect tactic to be able to kill him at all.
- Aegian Army : same as Afghan's
- Arabian I : just strong one, maybe not more then 6-7 reloads but definitely a hard one.
- Arabian II : probably the hardest battle on the map, it ate me a good 3 hours to figure out how to pass and 100+ reloads. 4 creatures with block at that army size (5 if you count he cavalry) and 4 shooters there + only thing not immune to blind are the trolls, that needed just insane luck on first 10~ rounds and then perfect spell+strategy to pass it.
- Theban Army : had at least 5 crashes here as killing the hydras and the spawned sharpshooters are the last to take care of, meanwhile the whole battlefield is full of clones and it takes only 1 to overspawn and become invisible to produce the crash. Btw the crash only occurs when the invisible creature becomes visible, and he (if is a shooter) will turn visible only after ending all the arrows cause he have to move in order to hit a target. If :
: it crashes if it moves without ending dead by fire shield, it crashes as game cannot place him on the battlefield imo.
: it crashes if there are more then 1 invisible stacks, right after the first one turn visible (doesn't matter if he dies or not).
: it doesn't crash if you kill him with death ripple (actually the only way to kill invisible's), but in that battle I had to use the pendant to protect my own blinds, and couldn't (didn't) use the chains so the invisible have to die second/third to last while still having at least 1 alive spawned shooter (for the death ripple to work) and be able to kill 1 full stack blinded mobs in 1 round or the AI flee's .
: it doesn't crash if you dont have the pendant equipped, but then the battle is totally different as you dont have blinds.

- You should place a guard door (for Alexander only) before Pausanias with sign to open only when you have enough move points to attack him. If you open the door before and end turn before attacking, the bonuses of the sword, shackles and chestplate of haste go to the attacker (and he rapes you the same way he did on day 1 xDDD)

- I didn't understand the need of any more balloons or characters with town portal - after Heph learning earth and town portal even the original balloon was sleeping in a city and hardly used 4-5 times more till the end of game. Probably w/o the double movement its a different story and they would been needed.

- I  didn't find any use for the Necklace of Ocean. Extra water movement is not necessary, you can reach Rhodes from the gate of Hanibal in 1 turn nomather where he is. Did I missed the Sea Captain hat? Or a seer hut to return the Necklace?

- I didn't understand the princesses usage (as there is no use for them xD) except history part. You mention at the event hint before invasion start that they can be used for digging but really, 1 character is enough for that and besides I played with double movement selected, still balloon's could dig also not just Hepha.

- I didn't understand the conversion of creatures idea at all, never used a conversion for any battle as it didn't make sense replacing the default units for weaker ones, or losing resurrection from AA's just to have some immunity with less damage.

- I couldn't find the third bow to complete the bow of sharpshooter, maybe you didn't planned it as it would make some battles easier, but the truth is the only battles you could use the 3 bows to speed up a little are only the ones with force field enabled as in every other you must have chains+blind scroll+elexir of life+ spirit of obsession equipped.

- Playing with advanced learning makes you reach max att/def somewhere after middle game, knowledge/power are useless so at certain point just had to stop visiting arenas and library's cause It was pointless. Placing more arcane towers is an option for adv. learning but it might also ruin the game by making it too easy if you are not having it. Also the boars quest and the area above Sinope just came out with no use : Alexander needs no def/power as he is already max def at the point you gather the boards, Hepha doesn't need def also, he can benefit from the 10+ power only but again, by the time you kill Pausanias Hepha has enough spellpower to kill invaders in 1 Armageddon . If you leave it this way for sake of other gameplay's available, you can place a note for players not to overstat on Alexander as the arcane tower comes late.

- Few battles that can improve :
: Alexander vs Alexander - the idea of fighting yourself is cool and I've seen it in lots of maps, is always fun. However here you can go with 1 AA and rape the imposer in first round.
: Pausanias - has the force field enabled and a perfect spot for shooters not to get hited by devils, making it way too easy with 1 stack shooters and just 1 archangel (for speed at start till you cast field+haste). I did killed him without field also and is way better battle.
: Nabatean : him having 240 spell power and resurrection only makes the battle longer, but not more challenging, just slower. Imo if you can use the same script as in front of the town of Susia, forcing the player to have just 1 type of unit and if possible to have lets say max 100 AA's (as it is a AA battle only), then adding magic mirror to the Azure dragons will definitely make it a nice one.

- I expected Rhodes to come straight at me after opening the white border for the shield of yawning dead and the gold loot. However he did not and I think it could be a good one if he can be aggressive there, as it could go like this : day1 open border, move 4 chars (Rhodes lands on boat as hes on shore), day2 if you dont dig holes there, you get the bloodsucker Rhodes right into you xD.

- Finally about the grail. You say that AI is the problem of taking it with 1 obelisk only but actually is not the AI. If you start new game, at day 1 and use spells+movement+puzzle cheats to reach it, grail isn't there either. Also map editor sais its in the middle of underground near 2 sphinx, but on my 2 games (the regular one and one I started with cheats on day1) the puzzle points to totally different location. Yet in both original or puzzle location there is no grail at all .

Few days break, and I'll try +nightmare too.

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Sal
Sal


Famous Hero
posted September 02, 2014 01:00 PM
Edited by Sal at 13:32, 02 Sep 2014.

Hi, thanks for detailed and well done review, I wish to each mapmaker to get such insightful comments, it always helps for further projects.

I will try to answer to some of your questions:

Quote:
- I didn't understand the need of any more balloons or characters with town portal - after Heph learning earth and town portal even the original balloon was sleeping in a city and hardly used 4-5 times more till the end of game. Probably w/o the double movement its a different story and they would been needed.


True, but the balloon is very handy before Heph gets town portal. After that is true that he is used only for collecting gems or secondary quests.

Quote:
- I  didn't find any use for the Necklace of Ocean. Extra water movement is not necessary, you can reach Rhodes from the gate of Hanibal in 1 turn nomather where he is. Did I missed the Sea Captain hat? Or a seer hut to return the Necklace?


Yes, you missed the sea hat, is near the guy with azure dragons, seer hut

Quote:
- I didn't understand the princesses usage (as there is no use for them xD) except history part. You mention at the event hint before invasion start that they can be used for digging but really, 1 character is enough for that and besides I played with double movement selected, still balloon's could dig also not just Hepha.


In first version of the map (2009!) the wog 3.58 codes for adding movement conflicted with grail digging. So we could only dig with the heroes not having movement bonus. After fixing the code for Era, I let the princesses in, as they simply can be used for gold bags storage. Additionally for having sex too.

Quote:
- I didn't understand the conversion of creatures idea at all, never used a conversion for any battle as it didn't make sense replacing the default units for weaker ones, or losing resurrection from AA's just to have some immunity with less damage.


Then you didn't look in their abilities. Each monster and his conversion has 500% against something else. For example centaurs  (from memory, may not be exact but you get the design) have +500 attack against devils, while their conversion, rogues, 500 vs titans. So when you get attacked by invaders having titans, you convert then can probably kill his army before he casts spell and flies.

Note: conversion was meant to be used ONLY vs invaders. However at some battles you may notice that even with Alexander, changing sharps to arctic sharps deal damage x5 vs that monster.

Quote:
- Playing with advanced learning makes you reach max att/def somewhere after middle game, knowledge/power are useless so at certain point just had to stop visiting arenas and library's cause It was pointless.


Hmm, that's strange. I played with learning and never had more than 90 in A/D stats. Boars quest included.


Quote:
- Few battles that can improve :
: Alexander vs Alexander - the idea of fighting yourself is cool and I've seen it in lots of maps, is always fun. However here you can go with 1 AA and rape the imposer in first round.


True, but not everyone has the idea of this solution. I, don't want it to be a pull hair battle neither.

Quote:
Pausanias - has the force field enabled and a perfect spot for shooters not to get hited by devils, making it way too easy with 1 stack shooters and just 1 archangel


My bad, I never imagined this battle with force field. Anyway, is not a hard battle, phoenixes block all then you proceed to slaughter him.


Quote:
Nabatean : him having 240 spell power and resurrection only makes the battle longer, but not more challenging, just slower. Imo if you can use the same script as in front of the town of Susia, forcing the player to have just 1 type of unit and if possible to have lets say max 100 AA's (as it is a AA battle only), then adding magic mirror to the Azure dragons will definitely make it a nice one.


Nabatean is only some variation in battle mechanics. This battle do not allow physical damage, so you must think for a way to destroy him magically. From there, many things can be improved, true, but I wanted something obvious, as Armageddon vs resurrect.

Quote:
- I expected Rhodes to come straight at me after opening the white border for the shield of yawning dead and the gold loot.


yeah, this is Heroes 3 AI. Nothing to do about, when it decides to stuck in a corner, he will not move anymore, even if you put a relic under his nose. The idea was indeed to trigger Rhodes invasion, but he doesn't bloody moves, never.

My guess is that AI is not coded to perform or plan actions above one day travel range.

Quote:
- Finally about the grail.


Grail isn't coded, is placed randomly but has a 70 tiles range in editor, so AI also can dig it. For that possibility, I added an additional one in a hut.

Quote:
Few days break, and I'll try +nightmare too.


Heh, to be honest, I never tested with nightmare; it will certainly take some time to win at, good luck!

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3BeP
3BeP

Tavern Dweller
posted September 02, 2014 05:03 PM

Quote:
- I didn't understand the conversion of creatures idea at all, never used a conversion for any battle as it didn't make sense replacing the default units for weaker ones, or losing resurrection from AA's just to have some immunity with less damage.


Sal said:
Then you didn't look in their abilities. Each monster and his conversion has 500% against something else. For example centaurs  (from memory, may not be exact but you get the design) have +500 attack against devils, while their conversion, rogues, 500 vs titans. So when you get attacked by invaders having titans, you convert then can probably kill his army before he casts spell and flies.

Note: conversion was meant to be used ONLY vs invaders. However at some battles you may notice that even with Alexander, changing sharps to arctic sharps deal damage x5 vs that monster.


With an army of 15 AA's 100 shooters and rest of griffins and swordsman, there are 3 types of invader battle that can occur w/o counting the enemies with only 1 stack of creatures :
1 - You can crush him in first round with mass prayer (AI doesn't even move)
2 - You can't crush him (or you can but with losses due to fire shield), so you can prayer 1st round, kill hes archers and wait with everything else. After he acts you have double movement + blind, enough to forbid him of fleeing + the clone/res/blind that you need to make it without looses.
3 - You can't crush him in first round and he knows it (he casts a spell and then flee), then use clone on shooters and :
- if hes not undead he'll use single target magic, kill the clone and then flee
- if hes undead he probably has meteor shower, so just move the original stack after placing the clone (AI is dumb so he always attacks clone)

All of the above goes for army defending first teleport. For second teleport I used 4 populations of Inferno and a char near the teleport so they dont run too much. For the third teleport got the ballon so no defending there, just hero with expert water and wisdom/prayer/clone. After that Heph gets town portal, making all the generals unemployed as he can reach 7 out of 8 invaders in 1 day walk .


Quote:
- Playing with advanced learning makes you reach max att/def somewhere after middle game, knowledge/power are useless so at certain point just had to stop visiting arenas and library's cause It was pointless.


Sal said:
Hmm, that's strange. I played with learning and never had more than 90 in A/D stats. Boars quest included.


Right before Afghan and Alexander I had 99 Att / 80~ Def, taking the upper way for Afghan made me realize I cant have more att, so I had to use the shield (-3att) and pray for no more lvl ups till the arcane tower, and I had already passed some arena's fearing overstats.


Quote:
- Few battles that can improve :
: Alexander vs Alexander - the idea of fighting yourself is cool and I've seen it in lots of maps, is always fun. However here you can go with 1 AA and rape the imposer in first round.


Sal said:
True, but not everyone has the idea of this solution. I, don't want it to be a pull hair battle neither.


Wont it be easy enough to place a event on 129/102 which triggers a rock/wall on behind you (128/102 and 128/101) so once passed the path is blocked for alt chars? That will be forcing the player to fight Afghan and Alexander with the same army and ofc you cant kill Afghan with 1 AA so whatever you use on the first battle, you will have on the 2nd too.

If you like that for an idea, for the 2 upcoming battles after Alexander you can place a Garrison behind the magic well at 128/24 so you can still change army's for Aegian army and Pausanias.

Quote:
- I expected Rhodes to come straight at me after opening the white border for the shield of yawning dead and the gold loot.


Sal said:
yeah, this is Heroes 3 AI. Nothing to do about, when it decides to stuck in a corner, he will not move anymore, even if you put a relic under his nose. The idea was indeed to trigger Rhodes invasion, but he doesn't bloody moves, never.

My guess is that AI is not coded to perform or plan actions above one day travel range.


Hm, and what if he stays in water forever? AI loves to loot so 2-3 items with weekly production in the water would keep him busy. Also you wont know where he is at (cause of the darkness) since you take the cartographer in earlier stage.


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Sal
Sal


Famous Hero
posted September 02, 2014 05:23 PM
Edited by Sal at 17:25, 02 Sep 2014.

3BeP said:
made me realize I cant have more att, so I had to use the shield (-3att) and pray for no more lvl ups till the arcane tower, and I had already passed some arena's fearing overstats.


Ah, I see then. You should enable the plugin "display primary skills over 99" (mod manager/more actions) which will let you raise them until 125 each.

Also the latest mod I released (overflow fix) will solve all your fears, you practically cannot go wrong with it activated.

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Finally
Finally


Hired Hero
posted September 03, 2014 03:53 PM

Just realized this map has been updated.
Would other early maps be updated too?

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3BeP
3BeP

Tavern Dweller
posted September 04, 2014 01:35 PM
Edited by 3BeP at 13:35, 04 Sep 2014.

Sal said:
You should enable the plugin "display primary skills over 99"


Didn't know the mod was inside era itself, always though its implemented in your maps by you xD.

Btw started nightmare now and noticed 2 things :

first as defender you always start with mass slow debuff, which I don't recall seeing as an option/warning anywhere but its actually working good ... something like a punishment for not attacking first.

and second, if you win a defender battle while having shackles on, the stats on that char get boosted to +40 att/def/power ... I think it comes from the fact that the shackle penalty's doesn't really apply if you are defender so when the game tries to add the +40 after battle is done(and when you unequip the shackles).
Its also strange cause it doesn't add 40 to all, it only equalizes the stats to 40/40/41/8 , I assume formula would be 0/0/1/1 + 40/40/40/40 yet the knowledge doesn't really increases.

https://imageshack.com/i/iqKGE27dj

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Sal
Sal


Famous Hero
posted September 04, 2014 01:41 PM
Edited by Sal at 14:27, 04 Sep 2014.

That's very bad, is a bug and I will fix it thanks.

The slow penalty isn't specified but is scripted, as I didn't want the player just put a strong general on monolith then kill everybody without chasing them around.

Bug fix for shackles , replace same file in Data/s, then F12 when reload. Now stats are not reduced by 40 but simply set to zero, so no negative value which provokes bug.

*******
Now that I look into options, I realize that nightmare has no bonus at all, while is the hardest option. Why would anyone play nightmare if only makes the game longer?

You, who played the whole map, what bonus would you enjoy for nightmare?  Grail in all three towns? Growth modified for archers or angels? Different shackles for every general? Ideas?

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3BeP
3BeP

Tavern Dweller
posted September 04, 2014 02:37 PM

Well grails or growth wont really change the mechanics in early game as normally you try to have the whole army in Alexander and just enough army on generals to push back invaders.

Don't like more shackles either, as every invader battle can be done without it.

I'm thinking of 2 things that may be nice :
1 - having a swan pond between 1st teleporter and Pella which will deny AI to reach only Pella at 1 turn, as in nightmare at m3 they can already reach both Pella and Rome in single turn and I already lost Rome couple of times when 2 strong armies attack on both sides. Yet this might be too OP as it will make it too easy at start and no actual benefit for later.

2 - Activating full conversion on all other population/races to Castle after certain moment (I would say right at 3th teleporter will be perfect time for this).

ups and downs for that :
+ you can have a bigger army in unified race, it will help defending a lot more but it wont change Alexander's battles as after 3th teleport army strength is not the issue, is more tactical for him.
+ you cannot get too OP as actually gold IS an issue, invaders doesn't give that much gold (in my previous game I had to use Heph few times to actually chase mobs for gold to be able to buy most of Castle's population)
- if AI decide to visit Hill Fort and convert hes army to Castle he gets the bonuses as well, it might turn out really hard to kill especially after AA clone and block upgrades.
- it is possible if you move Heph or other General equally with Alexander and if you make all the possible battles with him for spoils, you can end with really overpowered army somewhere after month 5.


Anyway I'm still at m3w1 with 4 towns so I might have to look forward at the game, for now 'nightmare' is hard but not impossible, I gota see what happens after 2nd/3th/4th teleport .

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Sal
Sal


Famous Hero
posted September 04, 2014 02:43 PM

Both options you propose have serious downs:

*swan pond will also affect you and after some time you will find it very annoying to always stop there

*convert other towns is almost impossible, as some of them should never be converted (either because they need artifact merchant for boots/purses or for conflux/grail or for need of Herculians).

But what I can is adding one hero which is able to convert any level 7 to Archangels. Not all towns can build it, but may make a nice bonus until the end, what you think?




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3BeP
3BeP

Tavern Dweller
posted September 04, 2014 03:14 PM
Edited by 3BeP at 15:16, 04 Sep 2014.

For the swan pond it wont get annoying as you will never have to step on it, only kill the enemy hero sleeping there and wait for the next fish to jump in the lake .
Right now im forced to have my army on the ride side near Pella and a general far south from Rome so AI wont attack Pella, he will go and take Rome but without catching the guardian nearby. On next turn move army at water, kill leftside invaders retake town and moveback army to the ride side. And is way more annoying to have to do this 5 times a week then defending one side and having to kill the fish in the pond as when the fish is weak, you wont need all your army, just some 100 griphons or something that can deal with 1-500 lvl 1. Yet it will simplify alot the defense there, thats the only downside I see.

For the conversion I didn't meant town conversion but units only via Hill Forts. Towns can/should stay as they are as you said, my idea was being able to transform/upgrade inferno army into castle for example.

As for the 7lvl upgrade to AA's - it can be good, as long as its not too early in the game.

p.s. Leave me some time to advance in the map till I reach a impossible to continue situation, then I'll have more objective view of the bonus needed xD.

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Sal
Sal


Famous Hero
posted September 04, 2014 03:39 PM

I don't think there will be impossible to continue situation. They move twice, but also your generals, so the only issue is you will have to reconquer towns = game longer. Their army is not stronger.

That's why I don't like much the idea of pond, as the purpose of nightmare is that they can reach both towns in one round.

Otherwise you don't select nightmare.

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