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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: TEW IV Commodus' Revenge
Thread: TEW IV Commodus' Revenge This Popular Thread is 114 pages long: 1 10 20 30 40 ... 46 47 48 49 50 ... 60 70 80 90 100 110 114 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 18, 2013 02:36 PM

No, they told you to find the mermaids and help them. So explore around Pyreee, find a monolith two ways, sail from it and check all the mermaids you find, the one you need has different color description. He will give you a quest, once done, visit again mermaids, then head back to Pyreee with the artefact they gave you.

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ph0h0alam
ph0h0alam

Tavern Dweller
posted August 18, 2013 02:48 PM

Haha. I killed Pyre before killing Evil Elemental. But what happen if i kill Evil Elemental first?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 18, 2013 02:56 PM

Your hard disk dies.

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tevez
tevez


Adventuring Hero
posted August 18, 2013 03:15 PM

My army M2W1D1: 59 Eff, 100 deamon, 7x Pit, 32 AD.
M2W1D4 kill Damacon: lost 20 Eff and 1 AD.
M2W1D7 kill Jaeguard with only 31 AD ( last version I have to have 7x AD), 5 Inferno town, 2 Devil Dewlling were converted.
now The problem is money.
Master Genies have attach all around. may i use to switch with AD with lower cost ???

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 18, 2013 03:48 PM

You can only switch abilities between efreets, demons and devils, which means only those you bought.

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master_learn
master_learn


Legendary Hero
walking to the library
posted August 18, 2013 04:16 PM
Edited by master_learn at 16:17, 18 Aug 2013.

tevez,one more thing you have to know.
If you go to Cave of gods m2w2d7,you will face Blood dragons for sure.
You can defeat them and get resources.

I mean m2w2d6 as well(the day before).
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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tevez
tevez


Adventuring Hero
posted August 19, 2013 04:49 AM
Edited by tevez at 04:51, 19 Aug 2013.

I defeated cave of god at M2W1D5 before attacking jeaguard!
After defeating damacon on m1, we can attack cave of gods immediately!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 19, 2013 06:16 PM

A save received from some player in mapsforheroes


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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 19, 2013 06:28 PM

Looks like a new record ^^
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tevez
tevez


Adventuring Hero
posted August 19, 2013 07:01 PM
Edited by tevez at 19:01, 19 Aug 2013.

Ajit M2W4D2

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master_learn
master_learn


Legendary Hero
walking to the library
posted August 19, 2013 07:22 PM

tevez,when did you kill Gerwulf,what army/properties with?

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tevez
tevez


Adventuring Hero
posted August 19, 2013 08:32 PM
Edited by tevez at 20:33, 19 Aug 2013.

M2W3D2:

I put 28 AD to mines !!!!
Maybe I will attach Dace in month 2.

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Biobob
Biobob


Famous Hero
the Bobler
posted August 19, 2013 09:14 PM
Edited by Biobob at 21:19, 19 Aug 2013.

Morale is currently killing me...

There is this battle against 42000 cows with haste and quick, the only possible solution is every round cast of slow. Still, once the cows get morale, you are done...and they do every time...why not add spirit of oppression?? I just don't understand this.

For me, some things annoy me, and this could be done:

-Don't take away spirit after the beginning fight: What's the point of giving it for this one easy battle in the beginning, which is even doable if the DO get morale?!?!

-Why introduce a random hatred system which is bound to screw things up from time to time: Not every hero is defeated on day one, and it is a bummer to have to replay the whole week just because some stupid creatures might got hatred (this is not as bad, as it never really stopped me, but it's still kind of lame). Why don't implement something like this:

Difficulty 1-4: No hatred
Difficulty 5-6: Enemies are never hatred against devils
Difficulty 7: Enemies are always hatred against all creatures/Enemies are always hatred against devils (and/or demons, efreets...?)

==I know this makes it even harder for Difficulty 7, but it eleminates the random factor while actually increasing the difficulty (it stays possible most time anyway): Difficulty 6 can actually compare to 7 I think, as there are so many less bonuses; I only name ability to interchange abilities...==

-Give back possibility to sell admiral hat parts at mithril market and (?) set allround back to normal price:

Without these 100+ extra mithril it makes the early game so much harder for MoS as there is now:

-Maximum 2000 Gold per mine
-Small mithril reward
-Costly Allround (but I come to this later)
-You don't get higher creature growth with converted dwellings

At the moment I could never redo my start of the game; I honestly think MoS is in fact slower than MoE as it is right now: MoS hasn't got anything but his faster map clearing, which is also a disadvantage, as some enemies require a base army. Also it has nearly no income in the beginning, and it will even be hard to only recruit the devils...I would increase the base mithril reward of MoS by 1, which would do this in a row of five:

Now: 2 3 4 5 6: 20 Miths
Past: 2 4 6 8 10: 30 Miths
New Idea: 3 4 5 6 7: 25 Miths

This gives a nice bonus to MoS speed, but doesn't add up too much when taking more banks. To compare: 3 banks.

Now: 2 3 4: 7 Miths
Past: 2 4 6: 12 Miths
New Idea: 3 4 5: 12 Miths

10 banks:

Now: 2 3 4 5 6 7 8 9 10 11: 55 Miths
Past: 2 4 6 8 10 12 14 16 18 20: 110 Miths
New Idea: 3 4 5 6 7 8 9 10 11 12: 75 Miths

I hope you get what I mean. While the past system gave a too big bonus, the new one helps especially in the beginning of the map, while keeping the "bonus" later on...

Allround however is not as game-breaking as you might think: In most sieges, it is completely useless because enemy rushes out once you have it on your troops, and in neutral fights + fight were you can safely use it, it just speeds already won battles up. I see no problem with this one costing only 200 mithril.

I hope you don't see my post as an offense to you or your map, I just
want to contribute some ideas to make this (GREAT) map even more enjoyable. I just can't see randomness issues spoil parts of this excellent work. I also can understand if you don't want to apply any more changes, but I just wanted to let you know.

Greets, Biobob
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Maps
The Mapmaker's Thread

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 19, 2013 09:23 PM

Some ideas are good, thanks. I think the whole points floats around the idea that I did not have in mind extreme rush of this map, but rather to show wog potential and various situations. The cows ain't hard if you have clone and fear abilities, even if one gets morale, another one will get fear at least. With minimal army it will only last longer.

And no, MoE isn't faster, maybe you will try it one day and see how slow heroes are without MoS bonuses. It is easier in early combats, but the speed on map is regular, and in water it sucks greatly. You don't have boots and admiral hats.
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Biobob
Biobob


Famous Hero
the Bobler
posted August 19, 2013 09:34 PM

Argh, stupid me

For some reason I thought I could not use clones and went into battle with one stack of devils only (also because I was to lazy to control so many stacks possibly; it takes so much time, even with Turbo...). Then it was good game after one time morale...

Of course, MoE is a lot slower, but the mithril abilities are mostly needed in month 1-2, the time, in which MoE may just bomb his enemies to death, while MoS actually needs the bonuses, as it has got no bonus in battle (besides +1 speed)...later on every faction is quick on water (bonus), and every faction gets ~3 admiral hats in course of the story...

Greets, Biobob
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Maps
The Mapmaker's Thread

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 19, 2013 09:44 PM
Edited by Salamandre at 21:52, 19 Aug 2013.

Spirit of oppression is given later, when it will really be needed. Until then fear and clones will substitute very well.

For MoE it took me about 2 weeks more to finish than MoS. My fastest time with MoS was 6.2.2 but I didn't micromanage to death, while seeking for bugs, correcting saves, writing here results and changes etc.

Still, even if you play longer or less, some fights are frustrating and very hard. Zydar, Wystan, Erdamon and Aine are far from easy win.

Zydar will be the hardest for you, but I have an idea which could work with him, in fact you need one unit of same speed as his cyclopes (buy speed until x for demons for example), then one efreet to block his first stack, every turn. Then cast forgetfulness when your turn, he will cast cure before and will lose his cast turn. Never tried but I think it works.
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Biobob
Biobob


Famous Hero
the Bobler
posted August 19, 2013 09:51 PM

Yes, but what I'm talking about, is, that these 2 weeks (which are not too much considering it is the Master of Speed!!) don't make up for the funny things MoE is able to do. With MoS you basically have a normal game with the POSSIBILITY of swift play, but only if you manage everything well and are able to navigate 14 heroes at once. MoE has greater spell impact, double cast, teleport shrines, blind scrolls. Yes, you might say it is an easier faction or such, but even then, the master of speed should then (in my opinion) be even faster. 2 weeks earlier? That's no master of speed...

Greets, Biobob
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Maps
The Mapmaker's Thread

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 19, 2013 09:53 PM
Edited by Salamandre at 21:58, 19 Aug 2013.

In fact, as map was ready after MoS test, I took my time and micromanaged MoE a lot, sent secondary heroes to place shrines in advance and such. So played it much faster than MoS, but still think MoS can finish it 2 months earlier, if really played well. At last fight, main hero had 16000 mov, and in MoE 8400. That's quite double movement, every day and for every hero.
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master_learn
master_learn


Legendary Hero
walking to the library
posted August 19, 2013 09:58 PM
Edited by master_learn at 22:02, 19 Aug 2013.

I suppose only Biobob the Wizard(Magician,Warlock...)could do it in 4 months.
Having in mind your time,Sal,6 months.
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Biobob
Biobob


Famous Hero
the Bobler
posted August 19, 2013 10:02 PM
Edited by Biobob at 22:07, 19 Aug 2013.

It is ok, I love the map as it is, I just think MoS is, in comparison to the other factions, a bit boring to play, as you can only profit from it's speed if you play it well (which on the other hand might be impossible now during the first weeks, -> long post)...

Greets, Biobob

PS to Sal Edit: Yes, but also doubles turn lenght at the moment my motivation is so low when I think about these 1 hour turns...using 16 heroes, checking everyones movement, positioning the right ones in the towns with mage guilds, always manage to have most hidden in towns...I don't think the alchemist is worth it

PS to Master: I bet 3

No, to be honest, I don't think I'll finish much sooner than you guys: I don't know how you go to 16k movement, but my commodus has only just scratched the 8000's...
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Maps
The Mapmaker's Thread

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