i've played Deadlift some days ago, and really enjoyed the internal difficulty settings, do you have any plan to implement it in the TeW 3 scenario and when?
and have some other question/suggestion too, maybe you can answer it
so:
- i think the version control is not the best in case of ERA mods. I installed lots of mods and i'm a bit confused about the mods version in modmanager:/ I'll be very happy if i can check easily in mod manager screen . Like shown the version number after the mod name in the mods list in the mod manager(not the description)
- i think too it will be very usefull, if the mod has internal autoupdate option like HD mod,if any newer version available.
- do you have any plan to make a new XXL map? :$$ e.g TeW 5 )
Br, Adam
ps, your work with maps and mods contribute to HoMM3 keep alive
and sorry for my english.
Tew 3 has internal difficulties (3), as almost each of my maps. Is only that you can't change them during the game, that was Deadlift specificity, it won't be fun if all maps had same pattern.
Mods version automatic update: that would be complicated because it would require scripting the wakeofgods site, I don't know how to do that at the moment.
I have no map or mod planned right now, better few decent maps than tons of mediocre ones. Making a map takes up to one year because the scripting part is time costly.
Salamandre said: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.
[/quote
How can i get the option button to move and stay buttton to come up.
Salamandre said: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.
[/quote
How can i get the option button to move and stay buttton to come up.
Thanks]
Ive looked through both sites and cant find anything on how to beat Solmyr.
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To get options shoot/melee or attack and return/attack and stay, right click on defend icon, bottom right.
For Solmyr, he is the guy with tons of titans, right? you need heavy cavalry which has death stare and tons of retaliations, destroy the gate first round then put cavalry inside while blocking titans with angels. Its a matter of brute force.
How to kill the Dendroid soldiers in the underground cursed ground? Figured out within a couple of tries how to handle the dragonflies and then the gorgons, but this has me completely stumped. I have about 1370 Hoplites and about 200 Praetorians against 7 stacks of 4000 Dendroid Soldiers. My hoplites can kill about 1300 a shot. Without resurrection (from spell or praetorians), and with the tent needing a stack of at least 1 to do its work, how the heck am I supposed to win this? The hoplites simply do not kill fast enough, or can I produce enough clone stacks to build a reliable protection wall.
Playing on hardest difficulty, M4W2, praetorians have block, clone, reduce defense, immunity against all hostile spells and attack and return, hoplites have reduce defense and cast blind after attack. Homm3 newbie and playing the map for the first time, so not sure if these are the optimal picks.
note(s):
- I also assume that the neutral Conflux town is not to be taken or is there some strategy to beat those numbers?
- I have changed one WoG option, just in case it matters: creature dwellings accumulate creatures.
Salamandre said:
This, everybody goes upper left corner then you fill the gaps with clones.
Before I try this, will this not make the tent, which stands in the lower corner, unprotected? So what am I missing?
And how many stacks do you suggest? I have tried all combinations, but 5 stacks with 40 each on defense, is probably the best as this gives 5 clones a turn and each stack can survive one hit.
Finally got some time and managed to figure it out how to defeat the Dendroids. Thanks for the hints Salamandre, without it, most likely I would have been left scratching my head. Magogs were also relatively easy to defeat with no losses as well.
First, I have opened the blue gate and am told to find the 5 pieces for the statuette. I have killed everything I could spot, except this huge stack of azure dragons, but have only found 4 pieces, all on dracolich stacks. To avoid too many spoilers, which of the following three options is true?
1. That is normal, you will find the fifth piece later on.
2. Sorry, but you really do have to kill those azure dragons.
3. You missed it, look more carefully.
Second, I started getting an annoying event where troops plunder my money and resources. Money does not bother me too much, but resources will probably screw me over later at the arcane tower. Is there someway too stop this? If yes, any hints?
4 statue pieces are found when you get the blue border, the last one when you get the black (or brown I think), on dracoliches too. There is a mod you should activate, map advanced infos which will show you anything on map, what artifacts are in banks, if creatures keep artifact etc. It snot cheating as you can get same result by save/load.
Event: yes, you will be asked resources periodically. This is to force you to take the banks.
Salamandre said:4 statue pieces are found when you get the blue border, the last one when you get the black (or brown I think), on dracoliches too.
So that is my option 1. That is a relief.
I already have that mod enabled, along with a few more of the same tenor, like Display Events and Neutrals Split. Even if they could arguably be considered cheating, it does not bother me too much, as there is no such thing as too much info.
Had just a little more time to advance in the game and just got the event where Gunnar comes after you. Thane battle completely crazy. Without your hints somewhere in the thread most probably would not have completed it (I really am a homm3 newbie; the best I did was complete the first couple of scenario's of the Restoration of Erathia campaign. I did play a lot of homm4, but it was more like an rpg, what with the uber powerful heroes, than a strategy game). The battle against 7*24000 stacks of Cyclop kings was an even more painful version of Thane's battle, where essentially I used the same strategy with a Force Field interspersed here and there to buy me a turn or two to blind one more stack. And then a very long killing phase. But enough rambling. Some questions.
1. Is there any rhyme or reason to where the green teleporters send you too? It seems completely random (= unreliable), which was a cause of much reloading when I wanted to get to Solmyr, something that I truly detest. What's more, I may be missing something obvious, but in some cases you are teleported to a tile where you have no free tiles to go because you are stuck between the teleporter and a quest guard, and since I cannot seem to get back in the teleporter I am literally stuck and have to reload.
2. Is the alchemist going to open by some future event, or have I missed some passage to it?
3. The same for some artifacts spread around. e.g. Fire Tome, Gate Key, Admiral's Hat, etc. Cannot find any way to get my hands on them. Is this normal, or am I missing something.
4. As I said I just got the Gunnar event. It is M5W4D6, is this too late? I read people rushing and finishing the game in 6 or seven months, how do they do it? Even if we account for my newbie-ness, going back and forth because I forgot to make an upgrade, some downtime because I used Maximus' army to level up some heroes, some less optimized paths, I figure I must not have lost more than a couple of weeks. So again, how people do it?
epsilon said:
1. you are stuck between the teleporter and a quest guard, and since I cannot seem to get back in the teleporter I am literally stuck and have to reload.
Space bar?
epsilon said:2. Is the alchemist going to open by some future event, or have I missed some passage to it?
After beating the first inferno town, you will see entrance to it. I think the border guard will be activated later, as it requires killing someone. Use seer huts mod and you will know all.
epsilon said:3. The same for some artifacts spread around. e.g. Fire Tome, Gate Key, Admiral's Hat, etc. Cannot find any way to get my hands on them. Is this normal, or am I missing something.
Some are just decorations.
epsilon said:So again, how people do it?
People rushing maps are not doing it first time they complete. So why worry about, just play it at your pace. Use easy difficulty levels if feel is too hard. Then you will replay it on harder if you are in mood to. Also, if you don't know space bar activates teleporters, you obviously lost a lot of movement every time you use them and step away again and again. ;)