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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 · «PREV / NEXT»
Sal
Sal


Famous Hero
posted September 04, 2014 10:11 PM

Read again your review: you can make bow of the sharpshooter. All 3 parts are done by quests. Angel arrows are in a seer hut near Persepolis (water, north of whirlpool), and the bow is in seer hut north from Babylon.

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3BeP
3BeP

Tavern Dweller
posted September 06, 2014 11:45 AM

Had some work last 2 days, now back on it again ...

is it normal that AI has fly? Waterwalk is fine really as they need it to reach Rome/Pella or going left on Ecbatana (3th teleport) to reach Damascus. But fly hurts too much, when AI spawn on 2nd teleporte if I have bigger army nearby he instantly goes for Damascus/Nicephorion, unless the monolith is stuck

also if they have fly, why not use directly from their bases? tards xD

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Sal
Sal


Famous Hero
posted September 06, 2014 12:03 PM

No, they don't. Is a known bug from SoD, AI converts water walk in fly. As there is water between those towns, I know it sucks.

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3BeP
3BeP

Tavern Dweller
posted September 12, 2014 12:04 AM

Ok , finished it all hards + nightmare at 6/1/7, could have been 2-4 weeks faster but wasn't really necessary .

This time the only impossible to do in-time battle was Memmon (at m4w2) with full population without losses till then, just army strength wasn't quite enough. Tried 20+ times and waited a new week, then it was ok. After that it was all balanced with chasing AI's except the serious lack of gold - in my game that was at end of month 4/ start of month 5 when I got broke completely. The only solution there is try enemy heroes for Spoils with Heph ... the first one thats worthy doing was Spitamenes (7x1045 dragons) giving back 5kk gold back. Next one is Arabian3 but that was too far away for me to wait. That seems the biggest problem playing +nightmare as you need all your armies (except stronghold/necro/tower) to cover the towns nearby all 5 of the teleports or it gets seriously annoying.

What are trolls available for? Theres 1 CB with trolls in middle game, no quests about em nor any strategy to use them that comes up in my mind.

Armor of haste/prayer bless from Altair of bless kinda mix up pre-battle. At the start of a round if you have the armor equipped the prayer bonus is not applied until you exit tactics mode/catapult. After that is ok . Problem here is, if you count on your total speed sometimes you can get screwed , for example :
AA have 20 (+3+2+1+1 battle count + items for speed) + armor (4) so far 31 and at tactics mode you can see prayer is active but is not. If enemy creature has 31+ speed he acts first, and after the first move the AA get the bonus from the prayer but you still lose the first to attack move.

Shackles now act ok in terms of leaving on alt char+ he gets attacked. But they also decrease total stats to 0/0/1/1 , even if the alt char has 50+ of something . Not a big issue though, by the time Heph can get 40+ stat of anything he isn't using shackles anymore cause of Armageddon and insta kill.

Why leave the Spirit pyre for lvl8's ? you can already upgrade lvl7 to 8 in hill fort, so maybe they supposed to be lvl7 for population? Not that it matters really, phoenixes aren't force, just blockers, but I'm curious about it.

You should decrease the boar quest to 40 : passed with Alexander near quest after killing Pausanias having just 32 boards at day 3 ... waiting few days may be ok, but 10+days makes no sense, nor returning later for it. Same thing happened the last time I played the map, but then I thought that this +defense is for Heph and not Alexander so I didn't paid attention xD. You can still take the bonus after killing Rhodes but then it makes even less sense - there's only 1 battle left + Death.

And that's pretty much all, back to the point of what can be useful as a bonus : as I said army strenght is ok even on a rush mode with 1 small exception. The thing you'll definitely miss is gold. Maybe 1/2 price at 7th day can be good or at least half price for any other towns but Castle.

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Sal
Sal


Famous Hero
posted September 12, 2014 09:50 AM
Edited by Sal at 09:58, 12 Sep 2014.

Good job finishing the nightmare, I don't have the guts to do so.

For the trolls bridge and Pyres, they are for decoration purposes; don't imagine every visitable thing I place into my maps has some hidden purpose. Both are among the best eye candies in editor.

So, after your exploit, one idea would be to make spoils of war x4 for nightmare. They already are x2 if select "rabbits". So a minimum of 4 gems + gold for every invader killed. I don't like the idea of changing the prices on day x, the player will constantly forget, then there are invaders capturing towns and such.

Another idea would be to make gold mines upgradable. +1000 daily for every archangel left inside, with a maximum of 5000 gpt lets say. If captured, they reset, to spice the thing.

Btw, you never wrote about gems gardens, did you use them?

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3BeP
3BeP

Tavern Dweller
posted September 12, 2014 11:42 AM

Sal said:
So, after your exploit, one idea would be to make spoils of war x4 for nightmare. They already are x2 if select "rabbits". So a minimum of 4 gems + gold for every invader killed. I don't like the idea of changing the prices on day x, the player will constantly forget, then there are invaders capturing towns and such.

Another idea would be to make gold mines upgradable. +1000 daily for every archangel left inside, with a maximum of 5000 gpt lets say. If captured, they reset, to spice the thing.

Btw, you never wrote about gems gardens, did you use them?


I kinda like the idea of x4 spoils more than upgradable gold mines - mainly because AI at nightmare releases up to 10~ chars every turn, 95% of which are just looters with no army but just screwing the player. So keeping every mine is impossible + at nightmare until almost endgame you already need to leave alot of AA's all around the map (x15 at each monolith guardian) so better go with the spoils.

For the gems : its useful but only till you beat the first AI attacks, after that gold ends faster then gems, and even if you don't have enough gems (happened to me ofc, once or twice) the rest of the resources are enough to cover it, wood/ore/crystals are 100% convertible via markets and mercury and sulfur depending on players choice to use dragons or phoenixes as a force not just fodders. Still the gem ponds are a must if the player is not having spoils by choosing less hard options .

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Sal
Sal


Famous Hero
posted September 12, 2014 12:13 PM
Edited by Sal at 12:16, 12 Sep 2014.

I am slightly more tempted to have upgradable mines because:

a) if you leave up to 5 archangels, there is no chance AI simple scouts can take it, archangels will defend the mine.

b) some gold mines locations are very safe, and the +5000 gold per turn is much better than x4 spoils of war.

Downside: price for archangels is 10k gold so when you leave 5 of them in a mine, you get payback only after 10 days. But then it pays one archangel every 2 days. Also downside: game will be slower because less archangels. But also realistic, nightmare should not allow big rush.

What you think about?

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3BeP
3BeP

Tavern Dweller
posted September 12, 2014 01:09 PM

Sal said:
I am slightly more tempted to have upgradable mines because:

a) if you leave up to 5 archangels, there is no chance AI simple scouts can take it, archangels will defend the mine.

b) some gold mines locations are very safe, and the +5000 gold per turn is much better than x4 spoils of war.

Downside: price for archangels is 10k gold so when you leave 5 of them in a mine, you get payback only after 10 days. But then it pays one archangel every 2 days. Also downside: game will be slower because less archangels. But also realistic, nightmare should not allow big rush.

What you think about?


Ok, going to math mode first ... I started invasions on m2w1 ending with 1kk from invaders, started moving forward at m2w3 (so far just 4 safe mines), 'till month 4 I could buy all the army needed to defend + all of Alexanders army. at m4w2 I lacked 1kk so thats the gap of income I'm talking about.

m4w2(start of w2) - m2w3 (start of w3) = 7 complete weeks, 49 days (lets round to 50), 1kk/50 = 20k per day extra needed to cover the gap there (lets assume is static and not progressive bonus for a moment)

m2w3 AA population = 7  
m3w3 AA population = 26
m4w2 AA population = 59
Meaning if you start leaving AA's at m3d1 for example (lets say after Mardonius fight which requires full army) you'll have to leave 1 full population and some more of AA's so you don't get broke. Respectfully at game rush , this will slow down your progress with a week, max 2 so its not that bad at all.
The only reason I dislike this instead of spoils is, every day you slowdown is another day to chase rabbits in the field . However thats not the real downside though, the real one is lazy players who can sit back on month 3-4 with all AA's in mines, wait a month (or more) until they get uber rich and with 4+ (or more) populations of army and then just take a walk in the park for the rest of the map.
Imo, if you really want to make it hard, 6months instead of 12 deadline (for nightmare only) should do the trick. Even 5months is possible (with slowed down progression for mines included) but no need for extreme hard win/lose condition.

In resume : gold mines up to 5k upgrade is ok, but add the 6months lose condition to the +nightmare, or a +50% dmg/atk/def/hp as in TeW4 for each month after 6th. Something to counter the lazy ones.

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Sal
Sal


Famous Hero
posted September 12, 2014 01:35 PM
Edited by Sal at 14:04, 12 Sep 2014.

I don't want to touch time limit, as it is the most annoying thing for all players (I received so many complaints about the 12 months limit, heh).

On the other side, you can take back the archangels you leave in mines. Which means you can go for a daily strategy where you leave them then take back next day, if manage the logistic problems.

Ok, will do this because the x4 spoils of war is too similar to the other x2 bonus, so it looks like out of ideas.

And additionally I will add an interesting upgrade path for all princesses, like conflux/inferno creatures to castle, so later it pays.

Thanks for valuable advices.


@Edit: do you have any save from your nightmare game? Preferably end game, so I can test the new nightmare conditions without being too much annoyed by invaders.

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3BeP
3BeP

Tavern Dweller
posted September 12, 2014 04:01 PM
Edited by 3BeP at 16:05, 12 Sep 2014.

Ofc, here you get 3 of them :

http://speedy.sh/dGnWw/z-m5w3d1.GM1 = month5 right after last monolith opened

http://speedy.sh/MSk49/37-efr7-lolz5z.GM1 m5w4d6 almost near end

http://speedy.sh/ERNw4/6-Red.GM1 before death (and 1 green town left near Arabians1)

btw in Red_6 just for the laughs, kill DEATH first, and take the body to the grave then enjoy the battle xD. You can recruit Alexander & Heph then and kill green town last.

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Sal
Sal


Famous Hero
posted September 12, 2014 07:17 PM

Thanks, I will implement the feature until tomorrow.

Just discovered an error in erm help when working on this upgrade mines script, took me 2 hours of wtf is going until I realized the manual is wrong.

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Sal
Sal


Famous Hero
posted September 12, 2014 09:10 PM

Ok, done. Here is the idea.

Nightmare penalty and bonus:


3 princesses with irresistible charms:






The first one (inferno upgrades, you have 2 infernos at this point) is freed from barbs at Stateira Battle (middle game)
Second one (stronghold upgrades, you have 2-3 strongholds at this point) is shortly rescued, then the third one (conflux upgrades) is only at Aegae (3/4 game). As you have 4 full build confluxes the last one should give an important bonus for last 10 battles, if you have the funds.

Tomorrow I test the upgrades one by one then upload.

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3BeP
3BeP

Tavern Dweller
posted September 13, 2014 12:38 PM

Sounds good. Btw you are aware that all of the strongholds have behemoth lair disabled right?

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Sal
Sal


Famous Hero
posted September 13, 2014 12:55 PM

Yes, I fixed all to fit the new version.

So Alexander the Great 1.06 is up.

Changes, beside those aforementioned:

Strongholds can build behemots
Boars quest down to 32.
Search feature gets two more options: show defended/undefended gold mines, enabled only if nightmare selected.
Shackles description corrected: stats are reset if not Alexander



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Finally
Finally


Hired Hero
posted May 20, 2018 11:38 AM

Why does Ares Statue give Advanced Skills? That causes some of Expert Skills downgrade to Advanced.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 16, 2020 03:04 PM
Edited by Salamandre at 15:24, 16 Nov 2020.

Ran a heavy update to this map during Covid lockdown:

Added check for Era version, will instantly blow your computer if higher than 2.46F

Quests system was entirely redone to allow the player to use all map resources available



Teleporters system was redesigned to allow fast moving in key points,

Battles (some) are now modular -  faster you are, less monsters you face

Block was removed from both AI and human abilities, I became aware of the psychological damage it inflicted on impatient players

The end was changed, no need to die, you just beat a nasty Death and tricky ghosts.

The custom difficulties were also redone to incite the player to select hardest because of interesting bonuses, to which an improved Estates was added. Macedonian heroes are able now to develop their estate skills and generate tons of gold.

New level of difficulty : AI growth * 4. Because it is so stupid.




Requires ERA 2.46F
Alexander the Great 2.0
____________
Era II mods and utilities

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avatar
avatar


Promising
Supreme Hero
posted November 16, 2020 05:46 PM

Errr... What is 2.46F?

There's old WoG 3.58F and old ERA 2.46, but ERA 2.46F? Is there enhanced version of ERA 2.46?
____________

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VMaiko
VMaiko


Known Hero
posted November 16, 2020 05:54 PM
Edited by VMaiko at 17:55, 16 Nov 2020.

avatar said:
Errr... What is 2.46F?

There's old WoG 3.58F and old ERA 2.46, but ERA 2.46F? Is there enhanced version of ERA 2.46?


thought you knew but then I remember you are not on the Russian forum, Berserker a few months ago posted a fixed version of 2.46 for old mods and maps like Valery's due to conflict and huge incompatibilities in ERA II and ERA III.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 16, 2020 06:03 PM

yes, is 2.46 enhanced, with Igrik plugin fixes + other small modifications which do not break compatibility

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Bersy
Bersy


Honorable
Supreme Hero
posted November 16, 2020 08:57 PM
Edited by Bersy at 21:04, 16 Nov 2020.

Era 3 detected error in:
55 wog - sorcery skill enhancement.ert

I thought: "WTF" until got, that you included it in
"load only these scripts.txt" )

After fixing I played a few days without issues. Nice dialogs, events, text.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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