A tutorial for homm3(the spoiler of a Chinese map-way home)
still use "fly a kite"
cast 'slow' ,5 genies stand in front of giants,wait,after giants moved,fly to this place.
shooters shoot the giants strongly after waiting,and solo genie cast some spell for shooters.
cast 'slow' ,5 genies stand in front of giants,wait,after giants moved,fly to this place.
shooters shoot the giants strongly after waiting,and solo genie cast some spell for shooters.
Last edited by Pol on 16 Apr 2018, 20:47, edited 1 time in total.
Re: new campaign translation
Most people don't like playing with constant hand-holding. And I'm afraid most people, including me, will need to keep consulting the walkthrough. Thanks to you we have a walkthrough here, but I really don't want to go through translating a walkthrough for every hentai map.benbird wrote: If you follow me to play the map,you will find it's not very hard to walkthrough it,many Chinese BT maps can be played as these mentioned ways.
However,it's a huge project to translate the ; maps,God bless you
One way can be to create easier versions of the map. If I altered the map to start Rick with an artifact that increases his movement, reduced the Dread Knights from 120 to 60, put the ore closer to the castle, people will be able to figure out what to do. It will also depend less on luck and restarts. Then I can label it 'easier version' and relabel the original map as 'Expert version'.
Anyway, my system simply can't read 愿神传说-十年战争. I tried it on my Heroes Complete (US version) and my Wake of Gods and in both I couldn't get them to recognize the file. I didn't understand the instructions for installing Chinese fonts. Since it is 'Campaign' and not 'Map', is it supposed to be placed in some special folder? When I 'start a new campaign' it doesn't show up.
Re: new campaign translation
Maybe you are right.If few people is interested in the tutorial,I will break off it.Most people don't like playing with constant hand-holding. And I'm afraid most people, including me, will need to keep consulting the walkthrough. Thanks to you we have a walkthrough here, but I really don't want to go through translating a walkthrough for every hentai map.
One way can be to create easier versions of the map. If I altered the map to start Rick with an artifact that increases his movement, reduced the Dread Knights from 120 to 60, put the ore closer to the castle, people will be able to figure out what to do. It will also depend less on luck and restarts. Then I can label it 'easier version' and relabel the original map as 'Expert version'.
Anyway, my system simply can't read 愿神传说-十年战争. I tried it on my Heroes Complete (US version) and my Wake of Gods and in both I couldn't get them to recognize the file. I didn't understand the instructions for installing Chinese fonts. Since it is 'Campaign' and not 'Map', is it supposed to be placed in some special folder? When I 'start a new campaign' it doesn't show up.
About 愿神传说-十年战争,perhaps you forget choose 'custom' campaign
Your tutorial is very interesting, please keep it going.
But if anyone has noticed, even after 8 pages we have not finished more than 5% of this wonderful map. I find it interesting to follow because of the techniques imparted, but if I were playing a real game, I would have to keep pressing Alt-tab to switch between walkthrough and game because I wouldn't be able to pass most of the puzzles and obstacles the author has created.
Bot: are you able to play this map through without the walkthrough? Can you find anyone who can? Sure, it is theoretically possible for a supergenius player to create a map that only one person on earth (himself) can win. But what's the point of involving other people then?
Anyway my comments are really about translation. I don't mind translating a map that's I didn't win because the final battle was too hard, but I'm not going to translate a map that I need hand-holding at every step because most players including me won't enjoy that kind of map.
I'm particularly averse to maps where probability events are necessary to win. For instance, here you must rely on enchanters making a lucky cast of 'slow' at the start. You'll have to restart several times to get that luck.
But if anyone has noticed, even after 8 pages we have not finished more than 5% of this wonderful map. I find it interesting to follow because of the techniques imparted, but if I were playing a real game, I would have to keep pressing Alt-tab to switch between walkthrough and game because I wouldn't be able to pass most of the puzzles and obstacles the author has created.
Bot: are you able to play this map through without the walkthrough? Can you find anyone who can? Sure, it is theoretically possible for a supergenius player to create a map that only one person on earth (himself) can win. But what's the point of involving other people then?
Anyway my comments are really about translation. I don't mind translating a map that's I didn't win because the final battle was too hard, but I'm not going to translate a map that I need hand-holding at every step because most players including me won't enjoy that kind of map.
I'm particularly averse to maps where probability events are necessary to win. For instance, here you must rely on enchanters making a lucky cast of 'slow' at the start. You'll have to restart several times to get that luck.
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That's the problem with tutorials: they allow people to stop thinking by themselves. I think map tutorial is a bad idea and spoils a good map. But I did it too by the past for all my maps, as half of players could not finish. But it was about wog maps, which required special actions. Here we talk only about basic fighting and Heroes original mechanics.
Anyway this tutorial looks great, and if you still have the energy, finish it, I enjoy reading and see screens. And maps strategies vanished with time, bad thing. Today we have a bunch of programmers and Photoshop freaks who call themselves "Heroes Modders" but never played any map.
Anyway this tutorial looks great, and if you still have the energy, finish it, I enjoy reading and see screens. And maps strategies vanished with time, bad thing. Today we have a bunch of programmers and Photoshop freaks who call themselves "Heroes Modders" but never played any map.
do the mechanics work?
Actually, even 'mechanics' can change with difficulty setting. I tried this on normal difficulty, and the AI didn't behave the same.
Walkthrough does NOT work with normal difficulty!!!
Opening this map with the editor, I find it astonishingly difficult.
SPOILERS BELOW
SPOILERS
SPOILERS
SPOILERS
EG there is a quest where you have to kill a powerful hero, Sylvester, who sits in a town with legions of elves and swarms of gold dragons + thousands of other units. I can't think of anyway to do it without artifacts that let your titans move first, followed by orb of vulnerability + Berserk.
At other points, you need to:
get past 2000 Archangels to get an artifact
get past 2000 crystal dragons to pass a chokepoint
All are set to 'Savage, never join hero'.
Many times you cannot pass certain places until you kill a certain hero sitting in a castle. This hero typically has super high stats with zounds of level 7 creatures at least. (e.g. Behemoth King, Hate Adler, Amy the Knight...)
Your reinforcements on this map are pathetic heroes like Level 1 so-and-so armed with a grand total of 1 titan and no artifacts, 16 titans (number fixed), etc.
Based on the hints and the presence of other artifacts on the map (e.g. Golden Bow), I think season the mapmaker wants us to get Expert Slow + Expert Phantom Image, then shoot the enemy to death while teleporting titans when enemy got near. Gee, isn't that fun, using a flying unit to distract the enemy while slowly whittling the numbers down from Legions to Few.
You have to get past an Elemental Hero with 9000 magic elementals. Orb of Vulnerability is available - guarded by quest hut that wants you to 'Kill Angel the Knight' who sits in a city with 1000 Azures, 1000 Titans, 1000 Rusts, and several other legions. Guess mapmaker put it there to make fun of you.
Some of the enemy heroes even can get Fly. e.g. Hero X with 99 of all stats and a few legions of level 7s. You can't kill his home city before he gets released, so presumably you are not intended to beat him. But guess what? He comes with boots of speed, equestrian gloves and logistics! To prevent him getting released, you gotta kill another hero with legions of black knights and legions of liches!
Yes, mapmaker is a genius. And he who can win this map is a genius. And I'm more convinced than ever that less than 1% of all people on this site can pass the map without a walkthrough at every stage, every battle. Even if I cheated and started this map with 1000 Archangels, I'm pretty sure I can't beat it.
-=-==-=
I've tried WOG before, but it's too frustrating. I can see why people like WOG, it allows so much modding and customizing and creativity.
I still think Charley Watkins' Seven Voyages of Sinbad is the best all-round Heroes II map and Timothy Duncan's Traemask the Fool II is the best all-round Heroes III map.
Walkthrough does NOT work with normal difficulty!!!
Opening this map with the editor, I find it astonishingly difficult.
SPOILERS BELOW
SPOILERS
SPOILERS
SPOILERS
EG there is a quest where you have to kill a powerful hero, Sylvester, who sits in a town with legions of elves and swarms of gold dragons + thousands of other units. I can't think of anyway to do it without artifacts that let your titans move first, followed by orb of vulnerability + Berserk.
At other points, you need to:
get past 2000 Archangels to get an artifact
get past 2000 crystal dragons to pass a chokepoint
All are set to 'Savage, never join hero'.
Many times you cannot pass certain places until you kill a certain hero sitting in a castle. This hero typically has super high stats with zounds of level 7 creatures at least. (e.g. Behemoth King, Hate Adler, Amy the Knight...)
Your reinforcements on this map are pathetic heroes like Level 1 so-and-so armed with a grand total of 1 titan and no artifacts, 16 titans (number fixed), etc.
Based on the hints and the presence of other artifacts on the map (e.g. Golden Bow), I think season the mapmaker wants us to get Expert Slow + Expert Phantom Image, then shoot the enemy to death while teleporting titans when enemy got near. Gee, isn't that fun, using a flying unit to distract the enemy while slowly whittling the numbers down from Legions to Few.
You have to get past an Elemental Hero with 9000 magic elementals. Orb of Vulnerability is available - guarded by quest hut that wants you to 'Kill Angel the Knight' who sits in a city with 1000 Azures, 1000 Titans, 1000 Rusts, and several other legions. Guess mapmaker put it there to make fun of you.
Some of the enemy heroes even can get Fly. e.g. Hero X with 99 of all stats and a few legions of level 7s. You can't kill his home city before he gets released, so presumably you are not intended to beat him. But guess what? He comes with boots of speed, equestrian gloves and logistics! To prevent him getting released, you gotta kill another hero with legions of black knights and legions of liches!
Yes, mapmaker is a genius. And he who can win this map is a genius. And I'm more convinced than ever that less than 1% of all people on this site can pass the map without a walkthrough at every stage, every battle. Even if I cheated and started this map with 1000 Archangels, I'm pretty sure I can't beat it.
-=-==-=
I've tried WOG before, but it's too frustrating. I can see why people like WOG, it allows so much modding and customizing and creativity.
I still think Charley Watkins' Seven Voyages of Sinbad is the best all-round Heroes II map and Timothy Duncan's Traemask the Fool II is the best all-round Heroes III map.
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