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Heroes Community > MapHaven Guild > Thread: ~Rise of the Sun King~
Thread: ~Rise of the Sun King~ This thread is 4 pages long: 1 2 3 4 · NEXT»
Biobob
Biobob


Famous Hero
the Bobler
posted January 20, 2014 01:13 PM

~Rise of the Sun King~

I just finished my newest piece, "~Rise of the Sun King~", but I Lack the time to test it, die to Civil service we ought to Perform here in austria. I just wanted to ask if there are left any h3 lunatics who want to test this absolutely crazy (yet marvelous) map. IT is also, Most likely, my lasr sod map for a while, as I will try to create a WoG map next...

Greets

PS: A little picture which Pretty much sums up the entire map:


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 20, 2014 08:25 PM

Thank you, I am sure it is as spectacular as Metataxer's Revenge if not more. If one day I open again the game, this will be the first map I play
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Biobob
Biobob


Famous Hero
the Bobler
posted January 20, 2014 08:40 PM
Edited by Biobob at 20:41, 20 Jan 2014.

I guess this map is a little bit easier (at least in the first version ) due to the fact that I wasn't able to test it properly yet. Basically I have one more map nearly finished, but in my opinion it lacks the innovation I want to include in my maps, which is also why I'll be moving to WoG, don't see as many open possibilities as in the beginning...

You will get your chance to start the game Sal, at least when I start needin your help at WoG scripting


PS: D1 could fill a S Map, however

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Biobob
Biobob


Famous Hero
the Bobler
posted October 15, 2014 10:53 PM
Edited by Biobob at 22:54, 15 Oct 2014.

It was released...

~Rise of the Sun King~

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2014 03:50 PM

Thanks, Biobob, minimap looks fantastic. Any english release in work?

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Biobob
Biobob


Famous Hero
the Bobler
posted October 16, 2014 09:11 PM

I could make one, but I fear it won't be worth the effort. If there is some demand however, I could consider making one, given I get the export/import feature to work.

Greets

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2014 02:51 AM

12 angels, how? If I had resurrect, I could get them down to 2, using berserk and fire shield retal, but I am lost. Looks also that berserk provokes different patterns in angels movement, depends on how you move your creatures. I also tried the stone gaze combined to berserk, which works from first hit, but no idea how to exploit it later. Angels will not move if berserked and two hex creature is standing in front, but can't see how will help. I guess this fight is based on some game flaws not documented in HC or another english forum, am I right?

Troll: 16+16=32, I miss 8 more damage. The fact that I have death ripple makes me think there could be some angle to attack them where cursed ground is not valid, couldn't find.

Frankly, the first day is way too difficult for me. I mean, is not even difficult, we usually say difficult when you can't but keep trying and each time it gets closer. Here I can't even imagine how it could be possible. Heroes also start with tens of pointless spells, which add to the confusion. On the top, everything is in german, a wall of text is sprinkling on first day , so is rather frustrating.
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Biobob
Biobob


Famous Hero
the Bobler
posted October 19, 2014 09:30 AM
Edited by Biobob at 09:32, 19 Oct 2014.

You're aiming the berserk in the wrong direction! Being petrified has one big advantage...

Maybe I will include day 2 save for those who do not wish to try d1 over and over. I am just obsessed with hard riddles, can't do anything about it...
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Maps
The Mapmaker's Thread

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2014 10:23 AM
Edited by Salamandre at 10:38, 19 Oct 2014.



Was also trying berserk on efreets but medusas never petrified them (probably works only if we don't move in tactics phase).

Where did you find infos on petrified condition?

Next battle was easy:


Now, the troll. Any hints?
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Biobob
Biobob


Famous Hero
the Bobler
posted October 19, 2014 11:52 AM
Edited by Biobob at 11:52, 19 Oct 2014.

If you're talking about Mr fats first fight, patience is required...what to do to hit the maximum number of hits before a unit regenerates?

Greets
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Maps
The Mapmaker's Thread

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2014 12:08 PM

Well yes, waiting. 16+16=32. not enough, he has 40 HP. No other idea.

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Maciek
Maciek


Known Hero
posted October 19, 2014 12:44 PM

Hey, I got a little further! But also kinda stuck on first day, coz I don't know where to move Mr. Fat after sacrificing his Sword Others have finished their tasks (unless Mr. Fat visits some Tent, gathers a lot of resources or kills somebody important). And if I end turn, Der Operator refuses to move. So a day 2 save would be appreciated.

I think you need to take Wood&Ore starting bonus, will be needed for Mage Guild and I don't see any other way to get at least 5 Wood and Ore on day 1.

For me, Stone Gaze worked if I disabled Tactics (bottom right corner of hero screen) and used Berserk asap after the battle starts.

Troll: He sometimes needs 2 hits to kill you. I hope we can use Bless?
Another hint: Moralis mustn't use Curse or he will be screwed in next battle.


I'm wondering why some heroes get so much mana while others get exactly what they need.

With a little luck (no spellpoints used vs Fairies),  (Malekith) is left with 27 (plus one visit to the Magic Spring left) after opening all Quest Guards (except 50k Crystal) and killing The Grinch. That makes me think he should maybe somehow save the Medusa. Or maybe he's supposed to destroy some boats in the coming days? He can already see one boat that he could destroy... Or maybe he's supposed to use some mana vs Fairies so that they don't get a chance to cast nasty spells?

Boneman!!! is left with 83 after second battle (restarted until he gets at least +1 Def from level-ups by level 3 so that I don't need reloads in second fight with minimum mana usage) and it seems he won't be fighting anymore. And I think it might be possible to save a few more spellpoints in first battle and maybe 2 more in the second.

frifix also gets a lot of mana. In case Crystals refused to defend in moat, I guess?

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Biobob
Biobob


Famous Hero
the Bobler
posted October 19, 2014 05:01 PM
Edited by Biobob at 17:18, 19 Oct 2014.

How did the battle between moralis and Der w.v.o end? They both have to die in order to make sir lock attack frifix!

Giro has to lose his battle without either killing the medusa or the Naga...

Boneman can fight rather carelessly, he only had two fights if I remember correctly

The wArlock (no name) has 22 mana left after casting water walk I think.This is sure to me uploading the wrong version of the map (don't worry, it doesn't break anything). There is one more fight against ~40 enchanters in right version.

Mr fatty should go the way to the stable, so he can take the rampart on day 1!

Firefox has two ways to win against sir lock, this is
due to me not willing to give him the spells permanently (book opens many).

If I remember correctly,Moralis can use one spell against first harpy, but curse is the wrong one

Greets

Ps: destroying the boat is rather optional at the moment, as it only safes one day when destroying it, but I felt that it would be too harsh if you HAD to, as many wouldn't see it or end their turn on the cursed grounds. Subpar players could save some odd the mana and destroy the boat at a later time (enough movement to open gate and get back to other shore). I'm thinking about doing something about it, don't worry!

@valery you can take that hit, right?


Pps: about petrify,I think it has about 30% chance of happening. Sometimes however, it will never work,I also observed tactics playing a role here.I don't know the exact rules here however...
I'll have to check on Bozeman!!! He shouldn't be left with that much I guess...?

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Maps
The Mapmaker's Thread

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2014 06:14 PM
Edited by Salamandre at 18:29, 19 Oct 2014.

Troll is dead, nice solution. Always do maths first and include retaliation damage in. Now have to start again as I wasted some movement looking around and can't reach the altar.
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Maciek
Maciek


Known Hero
posted October 19, 2014 06:26 PM

Quote:
How did the battle between moralis and Der w.v.o end? They both have to die in order to make sir lock attack frifix!

They did. And Sir Lock attacks when I end turn and loses.

Quote:
Giro has to lose his battle without either killing the medusa or the Naga...

He did, but Der Operator doesn't move anyway.
Latest save:here

Quote:
Mr fatty should go the way to the stable, so he can take the rampart on day 1!

Thanks, that's the hint I needed. I checked that I can take the Rampart on day 1. I mean, I could if I had enough patience to beat those returning Knights. Should I use Era+SoD mod+fast battle animations mod to make it faster?
I suppose there doesn't exist a mod that would make saving the game possible during battles? Sounds like a lot of scripting if possible at all.

Quote:
Ps: destroying the boat is rather optional at the moment, as it only safes one day when destroying it, but I felt that it would be too harsh if you HAD to, as many wouldn't see it or end their turn on the cursed grounds. Subpar players could save some odd the mana and destroy the boat at a later time (enough movement to open gate and get back to other shore). I'm thinking about doing something about it, don't worry!

Good to know. I actually thought destroying the Boat would slow me down or block me later

Quote:
I'll have to check on Bozeman!!! He shouldn't be left with that much I guess...?

Spells I used in Boneman!!!'s fights (first optimized spellcasting, then realised there are no more battles for him and got confused ):
1. Curse (recast a few times), Cure (didn't recast), Shield (recast once), Stone Skin (didn't recast).
2. Chain Lightning (didn't recast), Shield (didn't recast). Mage can tank the bigger Tree stack, Harpy can tank the smaller Tree.

Perhaps Elfs are beatable with 1 Curse less and I guess some could use Land Mines instead of Chain Lightning vs Trees. With some luck in stats (and Mines' placement), maybe even without Shield.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2014 06:30 PM
Edited by Salamandre at 19:09, 19 Oct 2014.

Maciek said:
Should I use Era+SoD mod+fast battle animations mod to make it faster?


This is what I use. ERA mods, take SoD  and Turbo mods, you will be safe and battles x20 faster (turbo much faster than "fast animations").

I optionally enable advanced battle hints mod. + having Era enables "display casualties" from Yona, which is a must IMO.

****************

Facing same dilemma as Maciek. Should I take a mommy from dwelling, knowing that I have death ripple, or I will need the sharpshooter later. Should I go up or down (for now went to stables, but didn't recruit mommy.)
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Biobob
Biobob


Famous Hero
the Bobler
posted October 19, 2014 08:43 PM
Edited by Biobob at 20:51, 19 Oct 2014.

Ill check Boneman!!! again, in general I used the same spells as you - shield, stone skin and chain lightning I think (Chain lightning at least i am sure, it isnt needed at all i thought?). I will maybe add a few more for him ^^

You mean that Der Operator is not opening the gates? This is very strange, perhaps I have to put a stack of gold in order for him to move? Maybe some quest guard is not working properly? Ill test it...

About the boat: I think I will change it in a way that you should NOT destroy it on day one, but remove the cursed ground on the quest guards shore. Then change it so there is no other way than to destroy it. But that is not to be stressed for now.

I mostly use fast animations, but battles like the one against the 2 death knights can take ages if morale shuns you, there it could be very helpful. For the most part, fast animations will do though (Turbo cant hurt, either, however).

frifix Mana will be adapted to the cheaper solution, is not the wanted one, but what can I do...

"Safe States" for battles would be a godsend, I however doubt it exists yet...

@valery Even I could not be so cruel to give money for 1 mummy and place it exactly on the course AND give death ripple just for it to be a trap. Generally, you can safely interact with things on the map (be however careful if there are (semi-)optional speed optimizations. For example, if you visit the dragon fly dwelling, you will not be able to take over the rampart on day 1... also, there are ways to keep the sharpshooter alive...maybe?

PS: Der Operator maybe has to do with, that, in theory, green has its turn before teal, and that day 1 end is basically calculated as turn 2 for him, thus closing the deadline...
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The Mapmaker's Thread

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Maciek
Maciek


Known Hero
posted October 19, 2014 10:34 PM
Edited by Maciek at 00:23, 20 Oct 2014.

Thanks, Sal, I'll try with those mods. Been playing with SoD (not mod) plus HD mod until now.

Biobob said:
frifix Mana will be adapted to the cheaper solution, is not the wanted one, but what can I do...

How about: 1 Dragon, 1 Gnoll given via an event (so that it doesn't reduce his starting movement points) and 60 mana?
Can you win with Quicksand then? And won't he be afraid of attacking with only 1 Dragon?

EDIT: 1 Dragon is more intelligent than 10. Doesn't enter moat.
So, as weird as it sounds, I can beat 10 Crystal Dragons with less than 100 mana, but if it's 1 Crystal Dragon and 1 Lizardman, I think I'd need about 800 mana (not sure about the exact number yet). Lizardmen rock

Maybe just add a Gnoll to what is now (10 Dragons/600 Spellpoints) to discourage Quicksand? Either that or make it 1 Dragon, a lot of mana (800?) and some Gnoll or Lizardman.

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Biobob
Biobob


Famous Hero
the Bobler
posted October 20, 2014 07:34 AM

Once the moat is covered in quicksand, he can't distinguish anymore I meant fixing in a way of adapting the mana. If you can't do it using quicksand however, try the way of the force...
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Maps
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Maciek
Maciek


Known Hero
posted October 20, 2014 09:15 PM

With 10 Dragons, both "force" and "quicksand" solutions work (and of course one is cheaper).

I was referring to the "but what can I do..." part of the quote in my previous post. And I wondered how could you invalidate the unwanted solution without invalidating the intended one. First idea was to decrease number of Dragons and Mana (because the unwanted solution is better if there are more Dragons) and to add a Swamp-native creature to Sir Lock so that he can see all Quicksands. That way, I thought, the wanted solution would be untouched while the unwanted one would hopefully stop being a solution.

Unfortunately, there was a side effect. AI got more intelligent.
I checked with 1 Dragon and no Lizard and the Dragon still doesn't enter moat (and if I cast quicksand, it avoids the quicksands it already visited).
10 Dragons also kinda try to avoid Quicksands and Moat, but if the only way to my troops leads through a known Quicksand or a Moat, they will walk through it. 1 Dragon will defend instead.

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