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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
Supreme 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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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 Pandoraís 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 canít 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 canít 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 donít 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 magicianís hut to highlight the area. But there is only one magicianís 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 save game 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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