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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 · «PREV
RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted December 22, 2016 12:17 AM

I think you also have to maximize Defense (remove Titan Gladius). It's been a while...

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Dexan
Dexan

Tavern Dweller
posted December 23, 2016 04:48 PM

RoseKavalier said:
I think you also have to maximize Defense (remove Titan Gladius). It's been a while...


Okey thanks mate
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Sewa
Sewa

Tavern Dweller
posted July 30, 2017 03:47 PM

Operator refuses to move
24.2 ver, operator opens two gates takes windmill and thats all.
I checked through save editor - he got lvl 2 to pass 3rd gate, but stand at windmill for eternity

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LordL
LordL

Tavern Dweller
posted February 27, 2019 05:57 PM
Edited by LordL at 17:57, 27 Feb 2019.

Sadly that this map is abadoned and probably will never be fixed(((

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Biobob
Biobob


Famous Hero
the Bobler
posted December 04, 2019 12:17 AM

I just released a little update that fixes Operator bug as well as a few other things.
Please keep in mind that this map is still probably buggy when it comes to logistics. The battles are tested out by themselves, but back then I lacked the motivation to ever test the map in one full go. I know, horrible practice, but I preferred that over never releasing it at all.

I want to fix the bugs, however I have forgotten most about the map and I have not played a round of heroes in the last 3 years... if you find more, please email me

You can find the updated maps at my site - keep in mind, its probably still not 100% playable :/

Greets

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted December 04, 2019 07:42 AM

interesting. Why not send the updated map to maps4heroes?

It has much less of a chance of going down...
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Never changing = never improving

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MarloStanfield
MarloStanfield

Tavern Dweller
posted May 19, 2020 12:05 AM
Edited by MarloStanfield at 00:31, 19 May 2020.

Biobob, greetings. I am glad to see that an updated version of the map has appeared, and even in English. But a test pass of the map shows that version 26.0 is still unplayable. This is very sad, because in my opinion Rise of the Sun King by its potential is by far the best map for Heroes 3 in the history of mapping. Below is a list of points that look problematic. Perhaps some of them are not map bugs, and I just did not figure out the idea associated with them, but some of them are definitely errors. In general, I puzzled out nearly 60% of the map, testing just passability and completely ignoring the combat component (all battles passed through nwcredpill) until I completely lost the script development line. I would like to believe that my observations will be useful in bringing the map into a playable form, and someday it will be finished.

1) The passage guard at 59.125.0 asks to send the hero Laser (Xyron). Laser is a hero who is in prison at 129.84.0 and has nothing to do with the start of the map. Perhaps you mean Metataxer (Zydar)?
2) The path from the garden of knowledge at 80.112.0 with waterwalk to the swan lake at 110.134.0 takes 4315 movepoints. If you spend the night with a hero near an oasis with a quick unit, boots, gloves and a stable visited, then the next day at 80.112.0 we can have a maximum of 4300 movepoints. The only possible option that I see is to accelerate additionally in fight with some enemy hero, but it looks like an extremely unstable decision to be correct.
3) The fact that the non-working witch huts in 26.0 were replaced by scholars is good, but it still does not allow the heroes who will be released later to gain such skills as wisdom, intelligence and water magic. It looks especially critical in relation to LiLaLauneBer. An intelligence specialist without wisdom and intelligence is completely useless. Theoretically, scholars with wisdom and intelligence (but not with water magic) can be saved for him, but in this zone there are a lot of enemy heroes running around. And saving these scholars seems too unrealistic. Better just add necessary skills for all heroes except Mr. Fat and Metataxer.
4) The creatures in event 36.109.0 and the guard of passage 35.110.0 do not correspond (gargoyle is not equal to stone golem). The passage is blocked, an obvious mistake.
5) Maybe not a mistake, but the shipyard in 47.120.0 is not working.
6) In the city !Pond [Jolka] (8.74.0) in the magic guild all spells are available. During start generation fly, dimension door, town portal and waterwalk may fall out. The same situation with the cities >Foxier Pet< (21.108.1) and HangarAyt (129.77.0).
7) The event at 18.41.0 can be triggered by a human player, but should be triggered by AI.
8) There are several problems on the peninsula with 4 huts giving out 500 mercury to various heroes. Firstly, quests on the peninsula require the presence of the hero Laser (Xyron), not Metataxer (Zydar) (49.135.0, 52.135.0, 54.135.0, 50.132.0). Secondly, only a hero with waterwalk at a time when another hero is sailing for a quest with a book of air can get to the peninsula. We can only have one hero with water walking (if we consider the possible generation of all possible spells in !Pond [Jolka] as a mistake), the rest of the heroes are not able to get to the peninsula. I suspect that tile 59.137.0, occupied by the reef, must be passable so that after raising the Pandora’s box, the heroes can alternately land in its place.
9) The Bulb hero (Alamar, 20.43.0) does not go into the red one-way portal and blocks Operator, despite the fact that he has water walking. Perhaps the reason is his lack of logistics, wisdom and / or expert water magic.
10) The path to the city of Shogi die Papa (131.97.0) is blocked. You must make passable either tile 129.100.0 or 129.101.0.
11) How to get from the blue gates 120.101.0 to the garrison 89.82.0? A hero who can later be dismissed (frifix) must scout the territory on a boat? But full-fledged scouting is blocked by the location of the fairies' house, which you can’t sail nearby. Is it really necessary to scout to the fairies' house, to dismiss hero, to run by water to the fairies' house, to board a boat, to scout to the garrison, to dismiss hero? The problem is that we can’t dismiss everyone, because not all heroes return to the tavern.
12) The archangels in 104.77.0 block the path of Fandango to the city. The pandora's box on the way should be picked up obviously by him, not by us. So the archangels need to be moved to the tile below.
13) The sign in 113.72.0 blocks the road.
14) The path to guard in 79.122.1 is blocked. As I understand it, you need to remove the stone from the road in 75.119.1.
15) How to get across the water to the necropolis >Foxier Pet< in 21.108.1? We can highlight the path from the observatory, but there are no levitation boots on the map so that on the second day we can't start from the anti-magic garrison at 49.110.1. Plus there is no way to go down to the water and remove the chests on the way, which prevent us from running across the water. And while still on the water, you need to buy air elementals. Probably, the garrison in 49.110.1 needs to be redone from antimagic to usual, or I don’t understand something.
16) Where do we need to give the Garniture of Interference from Mephala? At 143.103.0 or at 8.49.0? The first way gives nothing. In addition, the arena in 130.91.0 blocks the road there (by the way, it was not present in the map version 24.2). But we can't go through the azures at 143.111.0 for the second time.
17) The eye of the magician in 107.125.1 blocks the road.
18) The hero Babodomi (10.44.0) has no army. When we come to him, he sits in the city at 2.44.0, but since he does not have an army, we are not awarded a victory over him and the quest at 117.71.0 is blocked. We cannot lure him by capturing a mine nearby, since the absence of units does not allow him to leave the city.
19) Judging by the changelog, the CRBANKS.txt file is not required to play in version 26.0. This is a little sad, since the idea of replacing guards and rewards in the banks of creatures is very interesting, but in the map version 24.2 the CRBANKS.txt file crashed the game when we visited the James Villa cyclops stockpile (83.2.0).

The study of the map leads to a dead end at the moment of the need to run across to the necropolis at 21.108.1. At this point, as I understand it, we need to visit the brown tent at 7.12.0. But how to get there? The idea was to visit the magician’s hut to highlight the area. But there is only one magician’s hut on the map (3.63.0) and it is in an inaccessible place. And the highlight of the territory near the brown tent would not help us. I attach the [url=https://mega.nz/file/3dRjwaTb#Ky_dTBzMXL_7XUBbIK5kMr2eQsndIC4yy34yPahGAYQ]save game[/url] to the current position on the map. What should I do next? Note: at the start, I gave angel wings to the heroes Mr. Fat and Metataxer. Dimension door was received in the city !Pond [Jolka] (8.74.0).

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Louis_Cyphre
Louis_Cyphre


Hired Hero
posted February 16, 2022 01:52 PM

Fixed version of the map

Greetings!

I'm happy to announce a fixed version of Rise of the Sun King. Even though this map was corrected in terms of logistics, logical structure and passability itself there are still some questions related with lack of content at a bunch of points all over the map. As for now technically you can pass this map, but gameplay aspects are left 99.9% untouched.

LINK: https://heroesportal.net/maps/view/4535

You can enjoy this project on your own risk, as gameplay aspects are in test now. My audience plays this map and we slowly try to figure out how to survive and to proceed in the journey of known heroes. You can watch how work goes on at this channel: https://www.youtube.com/channel/UCcH36-J5hmSUxHqYwlYUyNA

Here are the questions:

1.

Here is a water riddle screenshot. A red square shows a single spot, that i have added in editor, which made WHOLE puzzle work properly, however... maybe i'm wrong? There is no doubt that player must sit on the boat and swim all over the sea to get Air elementals, to pick-up sea-chests and to proceed to next area. A very suspicious sea-chest near oasis hints us to pick it up and to summon boat at that spot, but alas even if you manage to get it (which is impossible), even if you summon it - you still won't proceed, because the area from antimagic garrison to next one is fully closed. At some point it seemed to me, that author has found a way to summon boat or cast any magic while being in antimagic garrison. Such an unknown gamebreaking mechanic, but my researches and not only mine show that it is impossible.
I would really like to know the answer is there actually a way to proceed without adding a single square at mentioned spot?

2. At the beginning of the scenario author says about recommended secondary skills. And in that list was mentioned Archery skill, which is literally restricted from scenario. The questions stays about that skill: was that a mistake in the message?

3. I'm quite sure, that author didn't known that AI completely ignores quest guards in which where you should defeat a particular monster. For example once Party Master triggers from his rampart he immediately destroy a stack of peasants, however he completely ignores a quest guard to defeat those peasants. If player can't reach him enough early to get rid of quest monster, then he is soft-locked forever. The question is: Was it intended to be like that?


4. The lack of content is something that can not be fixed by me and others, as it will lead to loss or &#1089;anonicity. So i have to ask:

- What is the army, stats and other aspects for "A Friend"?
- what should be in pandora box at 142:63?
- How player should get an Ambassador's Ash to proceed to the Sun King himself? I assume that seer's hut 64:103 should give it to you, but in previous version you may get 8 rust dragons by paying that Ash, which is so strange. So i guess there are a lack of 2 artifacts.

I think enough questions for now. I'll ask more once we get answers on those.

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Biobob
Biobob


Famous Hero
the Bobler
posted March 15, 2022 09:13 AM

Hello my friend - thank you for fixing the mess that I left behind

As for your questions:

1) I need to look at it first myself before I comment on this one - I was quite certain that this puzzle is indeed possible and tested it extensively, but I dont remember it in my head right now.

2) That is because I am lazy and copied most of the introductory events from Metataxers Revenge, only changing some obvious things. It seems I forgot this detail.

3) I did indeed never know that, and that clears a lot of confusion that I struggled with in the past, thank you. As for the specific case you mentioned with Party Master (I guess you are talking about MeisterSause, I am not too sure about the english translations) - if you arrive that late at his place, you basically have very bad cards of succeeding anyways, which is why I never really took a look at this too much.

4) These are some obvious examples of places where I never found a satisfying riddle battle to put. The thing about ambassadors sash is most likely another oversight.

Feel free to make any changes to the map - Jacek told me how much work you have already put into the map; at this point I consider you a co-author I will try to be of best help to you, but it may not be too much at this point.

Greetings


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Louis_Cyphre
Louis_Cyphre


Hired Hero
posted March 16, 2022 01:19 PM
Edited by Louis_Cyphre at 13:29, 16 Mar 2022.

Biobob said:


1) I need to look at it first myself before I comment on this one - I was quite certain that this puzzle is indeed possible and tested it extensively, but I dont remember it in my head right now.


Well, this part is really REALLY important. I spent many days to figure out what to do here and i bet either this riddle has in its solution an unknown gamebreaking mechanic or simply something is missing here. I would really like to known the solution even in cost of spoiler.


Quote:
3) I did indeed never know that, and that clears a lot of confusion that I struggled with in the past, thank you. As for the specific case you mentioned with Party Master (I guess you are talking about MeisterSause, I am not too sure about the english translations) - if you arrive that late at his place, you basically have very bad cards of succeeding anyways, which is why I never really took a look at this too much.

This issue is also related with green two-way portal near No Fuzzy Drink town. At the start of second week one of tan heroes kills peasant near Wendigo, which makes playthrough impossible already at the start of second week and there were no way to defeat them that early, so i made some changes there too

Quote:
4) These are some obvious examples of places where I never found a satisfying riddle battle to put. The thing about ambassadors sash is most likely another oversight.

Well... this is something that cannot be fixed be me or others. To make it easy to navigate here it is:
- Oshanty vs A Friend. What are skills for A Friend? Will he recieve waterwalk
- Clone spell scroll near Necrotown in previous version is impossible to grab (it lands on the single water tile). In current version is possible.
- Last prison hero in line of Der Operator
- Pandora box near MinimalFrac has nothing, however says "return of the boost". I've set Dragonfather's might, cz you donate it in order to succeed (i might be wrong)
- absolutely insane quest guard on the sea in dungeon, which guards white tent. Frifix won't be able to get there, i can't really imagine if it is possible to get to that point THAT early. 2.2.1, holy buckets
- Very important question about getting to two-way monolith that links Minimal Frac, Pluvo, a part of sea in dungeon and a key area with 2000 sulfur. I understood that the riddle of accessing that portal lies in kiting mechanic from Wayhome. There was a missclicked Arena which for  some reason appeared in latest version, but however had been absent in  first version of the map. Also got removed for now:

The main question is: Is the solution to make Krako attack you over the deadly green border gates in order to pass? This is the only way to proceed at current fixed version and NO way in latest your version.

Riddle of buying a boat was broken unfortunately cz passage was blocked. I got your idea what you wanted to do here, would be really great if you check it out and leave a comment on did i fix it properly?


yet... this is not all to mention. Gonna post more later

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Biobob
Biobob


Famous Hero
the Bobler
posted March 19, 2022 01:34 AM

Louis_Cyphre said:

Well, this part is really REALLY important. I spent many days to figure out what to do here and i bet either this riddle has in its solution an unknown gamebreaking mechanic or simply something is missing here. I would really like to known the solution even in cost of spoiler.


From what I remember, this riddle for sure did not use any hidden gamebreaking bug, in that case sadly also a bug.

Louis_Cyphre said:

- Oshanty vs A Friend. What are skills for A Friend? Will he recieve waterwalk

About the battle - I don't know (same for many other places). I would need to spend a long time to think about it.
As for water walk - I am not sure anymore, but from looking at it, Oshanty is supposed to be dismissed after entering boat. But maybe Scuttle Boat is available here, not sure.

Louis_Cyphre said:

- Last prison hero in line of Der Operator


Whole Der Operator line is basically just placeholders... would again need a lot of time to ponder.

Louis_Cyphre said:

- absolutely insane quest guard on the sea in dungeon, which guards white tent. Frifix won't be able to get there, i can't really imagine if it is possible to get to that point THAT early. 2.2.1, holy buckets

I think that keymasters tent is basically just a bad troll. Having access to the white tent at that point would actually break the map even more, granting access to many unwanted places.

Louis_Cyphre said:

The main question is: Is the solution to make Krako attack you over the deadly green border gates in order to pass? This is the only way to proceed at current fixed version and NO way in latest your version.

Yep, that is correct.


Louis_Cyphre said:
This issue is also related with green two-way portal near No Fuzzy Drink town. At the start of second week one of tan heroes kills peasant near Wendigo, which makes playthrough impossible already at the start of second week and there were no way to defeat them that early, so i made some changes there too

[...]

- Clone spell scroll near Necrotown in previous version is impossible to grab (it lands on the single water tile). In current version is possible.

[...]

- Pandora box near MinimalFrac has nothing, however says "return of the boost". I've set Dragonfather's might, cz you donate it in order to succeed (i might be wrong)

[...]

- Very important question about getting to two-way monolith that links Minimal Frac, Pluvo, a part of sea in dungeon and a key area with 2000 sulfur. I understood that the riddle of accessing that portal lies in kiting mechanic from Wayhome. There was a missclicked Arena which for  some reason appeared in latest version, but however had been absent in  first version of the map. Also got removed for now:

[...]

Riddle of buying a boat was broken unfortunately cz passage was blocked. I got your idea what you wanted to do here, would be really great if you check it out and leave a comment on did i fix it properly?


Thank you for all of these, and shame over my head
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Maps
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