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Heroes Community > Library of Enlightenment > Thread: Stronghold on archipelago maps
Thread: Stronghold on archipelago maps
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 28, 2016 07:54 PM

Stronghold on archipelago maps

What do you think about Stronghold on large archipelago maps?
Battle Mages can't learn Navigation naturally and Barbarians have pretty low chance to learn Navigation. Stronghold is probably the worst faction on archipelago maps followed by Tower, but Tower at least have access to some adventure spells (if they are not banned)

One solution is to place Witch Huts near starting towns with guaranteed Navigation, but somehow I'd rather have to learn the skill naturally, than know what is inside all those Witch Huts, but I guess that would be a major disadvantage for Stronghold? (and Tower, Rampart and Inferno?)  

Should Navigation be guaranteed on those maps or what do you think?
To help Battle Mages out could they start with Navigation instead of Wisdom on archipelago maps?

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted July 28, 2016 08:56 PM

I remember when I was around 11 and made Homm 3 maps, to protect against rush I'd e.g. create a water area with lots of islands around a starting town, then have the starting town on an island far into the region, but with a one way teleporter that led to either an island close to the mainland to even to the mainland itself, so the town itself could escape the area while enjoying the protection it provided.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 28, 2016 09:07 PM

Look, is simple. When you play no water maps, you have a lot of classes which will easily get logistic so you don't have to worry. When playing water maps, you don't. So the only fair way to make all factions almost equal in map exploration is to place a scholar giving navigation near each starting town. Not a hut and then get zounds of heroes running half map in one turn, only a scholar where your main hero, whatever is the class you selected, can have navigation.

Then, for secondary heroes, up to each player to prioritize classes whose chances for getting navigation are high.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 28, 2016 09:13 PM
Edited by phoenix4ever at 21:17, 28 Jul 2016.

A scholar could be an idea, except the ai will also only learn navigation with one random hero and thereby making it weak.

Seems most fair to have a Witch Hut with Navigation, but also a little boring...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 28, 2016 09:31 PM

Nope. Put an event in front of each town, giving navigation and not cancelled upon visit. AI usage only.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 28, 2016 09:34 PM

You can't make events on the map that only applies to ai. (Only town events)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 28, 2016 09:36 PM

Check better.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 28, 2016 09:39 PM

Well yes in a way you are right, you can select "Player 1 - Player 8" to which the event applies to, problem is all starting towns are playable by humans, so they would also benefit from it.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 28, 2016 09:40 PM

Yeah the limits of SoD and hota.
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