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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 / NEXT»
Biobob
Biobob


Famous Hero
the Bobler
posted October 21, 2014 08:35 PM

This is strange, as it never defended for me. As long as there was a way (while the gate being blocked by force field) it moved right into the moat. I really like the idea of giving one wyvern however. This gives the firebird some task, while allowing the enemy to spot quicksand! Nice find

Greets
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Maps
The Mapmaker's Thread

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 23, 2014 08:04 PM

I don't understand what Moralis is supposed to do against the guy with zounds harpies. Kill some? Just die and give the other the shackles?

After one week, I am still first day of the game.

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Maciek
Maciek


Known Hero
posted October 23, 2014 09:05 PM

Quoting a part of one of the day 1 messages: "Cool Man: Moralis needs to defeat Der W.v.O. while being himself defeated in the same fight!"

It's my favourite riddle in this map so far, because it took me long to figure out, I can solve it every time (no reload until stone gaze works kind of stuff) after I solved it once and it's quite short if you know the solution.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 23, 2014 09:49 PM

Hmm, I have mana for only 3 fire walls. Harpies need to go in fire walls 8 times to die all. I get it that their last attack must kill the hafling while dying too, but this is way to crazy to figure out.

btw, that message was probably in german, as I did not see it.

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Maciek
Maciek


Known Hero
posted October 23, 2014 09:55 PM

This part of message was in english, but it was at the bottom of one of German messages (I guess you didn't scroll them all to the bottom once you saw german text ). You need mana for 5 Firewalls. Try to use less mana in previous battle.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 24, 2014 03:04 AM
Edited by Salamandre at 03:16, 24 Oct 2014.

Ok. As I see it, you can get them in a 1st first wall, then in a 2nd one, but then for the 3rd I don't get it. I have no where to move, and harpies will avoid fire wall. Probably the solution is to have 2 active fire walls at the end, so harpies lose 70, hit the halfling, then back and lose 70 more, so everyone dies.

But I am blocked at the 3rd fire wall, and I have the feeling this battle bases its solution on some obscure code-flaw which makes the harpies act irrationally if you do a specific move. Tried also the bottom battlefield, then the upper, up to 30+ reloads. Requires nerves of steel. Which I don't have.


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Maciek
Maciek


Known Hero
posted October 24, 2014 04:30 PM

Hmm.. I looked at my solution again and now noticed that indeed AI makes some bad choices. My solution is (tile numbers are from Erm help):
1. Fire at 166, Halfling goes to 174.
2. Fire at 162, Halfling waits, then goes to 87.
3. Fire at 158, Halfling waits, then goes to 02.
4. Fire at 108, Halfling goes to 04.
5. Fire at 22, Halfling shoots.
In points 1. and 5. Harpies have no choice. If they went anywhere else, they would need more turns to reach the Halfling.
But in points 2.-4., they could've chosen better landing spots instead of flying in straight lines (they could've used other straight lines to avoid fire). I guess AI prefers to fly/walk in certain directions.

Does anyone here know why do the Harpies fail to navigate around Firewalls in 2.-4.?

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Biobob
Biobob


Famous Hero
the Bobler
posted October 24, 2014 05:33 PM
Edited by Biobob at 17:36, 24 Oct 2014.

Try to translate the manual I uploaded. It it's all dye to the usual way ai moves it creatures. For first turns, it is all logic, no other choice if they want to each the guy, but once you move up, the harpy moves one step to the right at that cause. When I get home,I can upload some helping pictures...and also: Nice job,Maciek!

Greets

PS: Thank you for the input,I shall indeed move the English help lines to the top of the corresponding boxes! There are actually a few, so watch out for them!
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Maps
The Mapmaker's Thread

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 24, 2014 07:29 PM
Edited by Salamandre at 19:31, 24 Oct 2014.

Thanks, I added a script to show hexes ID, so here is the solution as you said (if biobob needs to link it to other noobs as me):






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All my Era II mods

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Biobob
Biobob


Famous Hero
the Bobler
posted October 24, 2014 10:21 PM

The solution I had in mind doesn't need the last step and seems a bit more straightforward. I'm however even more impressed by this solution!


Just for records, here is my solution.it is similar, but differs in the end. The great deal in this battle is the draw to be reached, if it were just to win the battle, then you could go much longer...






Greets


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Maps
The Mapmaker's Thread

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 24, 2014 11:56 PM
Edited by Salamandre at 23:57, 24 Oct 2014.

Any succeeded to take rampart day 1?

I get here, I need 500 more, didn't touch hive, gold pile, pandora or scholar.

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All my Era II mods

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Biobob
Biobob


Famous Hero
the Bobler
posted October 25, 2014 12:17 AM
Edited by Biobob at 00:17, 25 Oct 2014.

...then touch that wonderfully placed box!
Can also take gold and Mr Brown, by the way.

Greets
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Maps
The Mapmaker's Thread

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 25, 2014 12:31 AM
Edited by Salamandre at 01:05, 25 Oct 2014.

Ah sure, then revisit flag, +500. But at a big price: beat two knights. Should I keep alive the serpent? Those knights cover all the battlefield, I see some obstacles to trick them, but didn't yet find a pattern.

Did I say I am still the first day of the game?
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All my Era II mods

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Biobob
Biobob


Famous Hero
the Bobler
posted October 25, 2014 08:22 AM
Edited by Biobob at 00:45, 30 Oct 2014.

I think it should be possible to save the serpent...but once you know what to do, that's only a little step further. Be edgy.

Greets
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Maps
The Mapmaker's Thread

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Maciek
Maciek


Known Hero
posted October 25, 2014 01:20 PM

Reached the Rampart with Sharpshooter, 3 Flies and 5 mana. Needed some luck on first turn to break the wall anywhere.
Okay, last questions left to figure out for day 1 are "Which resource would it be most useful to get from Windmill?" and "Should instant battle resolve option from SoD mod be on or off?". Then probably redo all, because I didn't get the maximum starting bonus and didn't feel like restarting at the time.
Day 2, I'm totally confused. So many places to go with Mr. Fat.
I'm pretty sure I'm supposed to release Metataxer and either somehow win frifix's battle vs Liches and Magogs at the end of the day (seems impossible) or dismiss him. 5 Blacks seem unbeatable for him, too.


I see a few things that could be improved with wog on day 1:
1. Morale. It is possible to control which creature gets morale when. I've seen Jim do it in "Dream Quest of Lost Kadath", so it's possible. Where could you apply it?
Well, you could make the Sharpshooter always (or at least more often) get good morale vs Returning Knights after several turns.
2. In Medusa&Efreet vs Angels fight, you could make first Stone Gaze always work if on the right target. Or something like that.
3. Set starting bonus to a fixed value.

Basically, you could eliminate whatever "reload/wait until you get good dice rolls" situations you encounter. And for those situations where you have a low chance of getting a good dice roll, I think it would be useful to reduce or eliminate randomness.

Oh, and you could maybe increase Mr. Fat's starting defense a little to give the Troll no chance to kill him in 1 hit. (not sure what is the chance now)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 25, 2014 02:19 PM
Edited by Salamandre at 14:21, 25 Oct 2014.

Sure, but map is for sod, not for wog, so you can't add scripts. It can be played with "sod" mod from era to get some game play enchantments (similar to HD) but scripts usage is prohibited, unless you want to cheat. If you save map as "wog" map, then sod players can no longer play it.

Resolve battle is kind of cheat too, as it restores mana spent after battle. I use it only when battles are minor and to save time (ex: I have 10 archangels vs 7 stacks of several goblins, one click, battle is finished, no mana spent).
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Maciek
Maciek


Known Hero
posted October 25, 2014 03:59 PM

That's also why I enabled resolve battle. For minor battles, as a faster autocombat. But then Boneman!!!'s first fight asks for normal autocombat or morale first turn. I guess resolve battle makes no sense when I have Turbo mod and normal autocombat is possible. I never tried Turbo before, that's why I initially enabled everything that makes game faster.

Perhaps Biobob will add some scripts in the future (probably after making a wog map or a few; I read somewhere that he's planning to make at least 1 wog map). I mean, when he learns ERM enough to consider it easy. Then maaaybe my previous comment will be helpful a little. Or perhaps it will be helpful for next map.

I don't believe anyone will complete day 1 without Era (Returning Knights battle is too long for that and players can't know how long will later battles be; much faster to start over with Era+SoD+Turbo). That's, I think, one reason less not to add scripts at some point. Of course, another reason is that it would take time and you might not consider changes worth the trouble.

Btw., you didn't pick Wood&Ore starting bonus. They're needed for Mage Guild on day 1 in Fortress, which is required to progress.

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Biobob
Biobob


Famous Hero
the Bobler
posted October 26, 2014 10:40 AM

Don't be confused by the windmill, it can only make the situation better. It is only there to control AI movements...

Greets
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Maps
The Mapmaker's Thread

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Maciek
Maciek


Known Hero
posted October 29, 2014 07:29 PM

A little hint vs (Returning) Dread Knights: Check out the buttons at the bottom right of the hero screen.

Any hints about day 2? Some good goals to achieve by the end of day 2, perhaps?

It seems a good idea to build Citadel (not enough Gold to do it on day 1). Then probably Pegasi, Unicorns (beat Titans by the end of day 4 to get more Ore), Mage Guild 2, Dragons and Castle. Looks like a lot of Wood, Ore and Crystal needed. Gold is probably not a problem, there's a lot of it lying around.

Or maybe I should hire some troops on day 2?

Some stacks are practically asking for certain spells:
- Mass Curse (Nomads, Griffins, Harpies, maybe Flies and Dwarfs),
- Magic Arrow (Unicorns*2, Titans),
- Death Ripple plus the Mummy from the Garrison (Zealots on week 1, maybe Grand Elfs on week 2 because they will be divisible by 7).
Fire Elementals can be beaten with Halflings' help, but not sure if I can do it without losses.
Sharpshooters probably want Tactics, Mass Haste, some firepower and some fodders dead.
No idea what do I need to beat Hydras, Wyverns, Dragons*2, Gorgons, Ogre Magi, Efreets and Garrisons. Also, not sure about priorities.

I guess the Peasants should be beaten with 1 Imp to save movement from exchanges between heroes. Which tells me that Metataxer should probably go that way and then kill the Fire Elementals, probably without losses.
On the other hand, there's a Scholar with Artillery further down the road, which is skill that works better with Might heroes than Magic heroes. That suggests that Mr. Fat should go there and not Metataxer.

Regards

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Biobob
Biobob


Famous Hero
the Bobler
posted October 30, 2014 12:39 AM
Edited by Biobob at 00:42, 30 Oct 2014.

It's late and I  to sleep soon, but I'll tell you some of need most important tasks:

The imp must not die!
Killing the harpies is of great importance!
The royal Griffis need to be taken care of swiftly. You will need the help of one irregular ally.
Ask yourself: What's the highest efficiency building you could be working with? Don't waste.
There are SOME tasks the AI can help you greatly with...
Go the lazy way...the easy win is hardest at the start.Aim for the top!
wall
fwal notleetwallnot to be shunned!

Greets


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Maps
The Mapmaker's Thread

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