Is not hard. behind your first tower town, you have red tent, which you can now unlock. It asks for wizard well and all 3 components are in Maximus backpack. Enable the combo, visit the tent, then take the red gate right side of your conflux town. Sail up, defeat phoenixes, Boragus will come. Etc.
You don't really need to play with all heroes. All creature banks respawn every 2 weeks and twice stronger. Later game, is sufficient to give to one level 1 hero Maximus's army then let him attack a cyclops cave. He will go to level 30 in one fight, give him town portal, then visit some 10 trees then just place him in some town garrison.
____________ Era II mods and utilities
And finally, I've finished your map. That was excellent - I love the new features you've implemented, also I had to play different than usual (I've used berseker and forgetfulness in battle for the first time!). Now it's time for EotW IV - it looks even better, too bad, that I can't find walkthrough anywhere.
Added 3 internal difficulty levels, with the goal that more difficult is, more rewards you get. At Hard level, the Emerald tower is introduced so you can improve your creatures (8 times each). Each gold mine will produce more gold daily if you leave inside a sack of gold. Also the Dancing Iron Ward shield will slowly improve while you win battles. If you make it until 500 battles won, you will really be fast and strong. At Hard level, if you don't complete the 4 orbs quest, the final battle will not be winnable, so look carefully around.
map updated to 2.1. Mostly mod structure changes, in order to have it behave properly, installed plugins and dat file.
Other change: necromancy is now prohibited, will be removed if you pick it. Yet you still can use necromancers when you get your first tavern, they only will be safe. Some other minor fixes, as immunities to blind for big mobs.
And Tazar level 70 battle, someone requested. Stay alive and limit hydras movement.
*) Added necromancer specialist, but in prison and requiring a complex quest to free him. Then farm around Thant town. Also, to see events hiding creatures to fight, use "display events" mod from wakeofgods.org/mods (F6 to show events)
*) Alchemist now selling mithril, then the tower used to enhance the general slayer is offering more options, once the full combo is activated, but you will need to wisely manage your necromancer, as the farming is limited to neutrals. Any attempt to farm the AI heroes will produce unpleasant effects.
*) It is now impossible to get any necromancer in tavern.
*) General slayer combo is no longer exclusive to Maximus, anyone can use it, so you develop the hero you like (however only Maximus is legionaries specialists so still the best hero)
1.Skeletons are bound to the necromanser.No transfer of skellies is possible.
2.All skeletons dissapear at the end of the week.You need to farm them again.
3.100 000 skeletons are presented to quest hut,where you are granted legionaries stay with you.Otherwise Maximus lose 1000 legionaries.
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
Well, thanks for suggestions but none of those ideas look to me very heroish, would you enjoy spending time to farm then loose them all by the end of the week? I won't.
Then farm just to waste them to a seer hut it recalls me a map I hated, Kingslayer's Heroes Charge where map is basically filled on each square with piles of gold so you spend a hell of clicking and slowly moving, and then at each new area, a quest guard is asking for all the money you got in previous. It drove me crazy.
What I did is prohibit a "good" hero, Maximus, for having evil forces when fighting evil heroes. In such cases, skeletons would desert, quit the battlefield. So the only use is to sell them for resources, which are then used to acquire endless upgrades. I wish Heroes had some mechanics where gold/resources are always too short, even at late game.
it can be anything, but should be progressive and endless. I found an accepting solution when scripting Deadlift map (author: Doc Suman)
Basically the player decides at which level each battle should be, and each additional difficulty level multiply the monsters, but gives more spoils of war.
Note that at OUCH level, the armies are multiplied by 10.
Then with the gold he receives, he can buy endless upgrades here:
That way, you always have what to do with gold, and moreover, you find difficult battles to be more rewarding, so you're motivated to play better. Of course, other solutions can be proposed, improve spells vs cost (as in TEW4), improve a specific creatures and so on.