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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 11, 2012 06:27 PM |
bonus applied by Cepheus on 13 Feb 2012. |
Edited by Corribus at 23:50, 25 Mar 2013.
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EMPIRE of the WORLD IV, play
THE EMPIRE OF THE WORLD IV
A Heroes of Might and Magic III Wake of Gods scenario.
Required WoG version: ERA II ONLY
ERA II DOWNLOAD
MAP link
Version 4.0
For those who would try to open the map, the path is MODS/TEW IV/Maps
Map Type: [Singleplayer] [1 Human Only, 7 Computer Only]
Language: [English ]
Story, concept and scripts: Salamandre
Map testers: Salamandre and Valery
Description: XXL (252x252), Impossible level, Single Player
My name is Commodus, Caesar of Roman Empire, Commander of the Thousand Legions, loyal son of the untrustworthy and heartless Marcus Aurelius. The Spaniard stole my throne and dignity, thus all paths led to this: Maximus must die and will do so by my hand. Please Mars, give me strength!
Special Win: [Build Grail in Rome]
Special Loss: [NONE]
Special Other: [a lot]
Special thanks:
(in alphabetical order)
Alex Sp (XXL patch)
Berserker (ERA)
Cepheus (spell-checking + texts improvement)
Corribus (spell-checking + texts improvement)
Etoprostoya (memory code for XXL map)
Jim Vogan (ERM ideas)
OxFea (pitlords memory code)
The story takes place after the last event from TEW III. After a last battle in Arena, the former Rome emperor Commodus is thrown in jail, and waiting for his execution.
In game Help
Magic schools upgrades
Quick find of important locations, three dialogs, seer huts/border gates/miscellaneous
Army stats management, note that there are fixed caps for each creature
Special abilities
Army training, additional button in Hero screen
FACTIONS AVAILABLE
Each faction will experience a different game style, with its own locations and bonuses. The main resource is the mithril, which will be used for all purposes, from converting towns to your faction, boost creature stats and purchase new abilities. Mithril is gathered from mithril mines, also you can join the alchemists and leave up to 10 heroes, each one will generate daily 1 bar for each 10 levels he has. The Masters of Wealth will automatically generate 2 bars for each 10 levels. By defeating the creature banks, you will receive mithril as reward, 1 for each month spent, this amount will exponentially grow until month 12, then decrease by one every month. You can also sell various artefacts at a special artificer, the mithril price will be regardless the artefact level.
SPELLS MANAGEMENT
For a price which will double with each upgrade, you can boost spells, some will experience a fixed cap, as Hypnotize, Resurrect, Frenzy while others as Armageddon can be improved endlessly, if you provide the funds. AI will use those spells at their normal strength still. Curse and weakness are now level 5, fire shield has potential mass version. Not available: blind and force field. There are four bonuses to unlock, one for each magic school. The prerequisites are naturally based on the number of upgrades already done.
Bonus AIR: +100% HP in battle
Bonus EARTH: Spoils of war after battle
Bonus WATER: Travel at no movement cost on water
Bonus FIRE: Double cast in battle vs AI Heroes. The Masters of Elements can double cast vs neutrals as well.
Spells can also be improved at no cost by visiting their specific magic node on the map, once a month. The cosmos nodes will upgrade all magic schools on visit.
AI SPECIAL
Every week, all AI creatures will be granted with a random hatred ability vs one of your creatures. It will be reseted every week, to make sure all battles are winnable. AI creatures receive a monthly bonus in all stats, longer the game, stronger they are (first year = +10%, second year = +20%). A few invaders will come annoy you at specific moments, every of them is a specialist in same destructive area (Tazar, Hack, Solmyr, Xeron and a few others). To set an internal time limit, AI creatures stats will start to grow after 22th month by 50% every 28 days.
All creatures banks will re-spawn every 14 days, and if already visited, guards and reward +1/3.
CONVERT TOWNS
In order to keep balance proper, you start with 3 possible inferno towns, and each additional conquered city can be converted to your faction, by hiring and paying the locals. The price will double with each conversion.
SPECIAL COMBO
A few screens from game:
A few map previews:
UNIVERSAL SCRIPTS USED:
Display movement
Market of time
Arcane tower
Enhanced hints
Hidden skills (up to 16)
Buy all creatures
Rename towns
Main script: Commodus.erm
For additional infos, please consult Commodus_read_me.txt in MODS/TEW IV root folder.
Contains a few new map objects from Astaroth, and also Darkloke animated lakes.
Happy demon farming!
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Era II mods and utilities
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Warmonger
Promising
Legendary Hero
fallen artist
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posted February 11, 2012 06:45 PM |
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Alustor
Famous Hero
ooo da :)
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posted February 11, 2012 10:15 PM |
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well done again my fellow compatriot.u never stop to mesmerize me with your maps.well done.BIG statue for you too
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 11, 2012 10:35 PM |
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Just a quick note, Berserker's Yona mod is activated, just saw it, so will play same time as TEW. They are compatible, but a few creatures will have other unexpected abilities and damage will be displayed in non regular manner.
To disable Yona mod, go in MODS/Yona/Data/Yona, open settings.ini and change all "1" to "0".
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Era II mods and utilities
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master_learn
Legendary Hero
walking to the library
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posted February 11, 2012 10:45 PM |
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Again thanks
Thank you again,Salamandre,for the pleasure of starting to play your map!
I noticed something-when I want to save the game is offers me for example 1_purple_end or 2_purple_end and I suppose every time I want to save it,it will propose other number for me.
Is it something from era that makes this,or should I not overwrite the saved game many times?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 11, 2012 10:50 PM |
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ERA is naming autosaves with the day number+ player color. Means your autosave when being day 3 will be 2_purple_end. When you save, you can choose any name you wish, to keep distinctions between auto and normal save. I am not sure yet what players prefer, the old system where we had one autosave, or the new where we have 7 of them.
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master_learn
Legendary Hero
walking to the library
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posted February 12, 2012 12:19 AM |
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First month
It seems that Commodus is pushed to develop(by Pasis)from the very begining!
I placed an artefact I had as chosen bonus near the red tent.
Whats funny is the dismiss button is working!
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master_learn
Legendary Hero
walking to the library
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posted February 12, 2012 08:40 AM |
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Era II
alisapa1211,read at the Era II tread whats needed for the instalation of Era II.
And try it,and if you have problems,ask for help.
I had problems,and I asked for help,and I was enlightened!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 12, 2012 10:37 AM |
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Updated the map to fit with last ERA version. Previous works with...previous ERA, ah the progress
Added new links in main post
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Era II mods and utilities
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alisapa1211
Famous Hero
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posted February 12, 2012 06:08 PM |
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Finally managed to install Era 2, so thanks ML.
Anyway, the step to play this map are: Down -> extract to Heroes 3 folder (with Era 2) and then just copy the map into Maps folder and play right? I just want to make sure since my Comodus' image is different (it's Salamander's avatar lol) from you guys'. Everything else seems to be fine though.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 12, 2012 06:14 PM |
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Don't do anything manually. Just run the executable, after specifying Heroes game path. It will place all needed files in their right location. Commodus portrait is the same I use here, you are right. Some screens are very old and outdated.
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Era II mods and utilities
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alisapa1211
Famous Hero
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posted February 12, 2012 06:27 PM |
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Ok so any tips for where to place the Teleport Shrine?!!!
Anyway I'm still searching for the area around the castle so the new save mechanic really helps out...
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 12, 2012 06:31 PM |
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The shrine of teleportation is one cell object, and can be placed by right clicking on any empty square around your hero. You need at least 2 shrines on map to be able to teleport from one to another. Visit one shrine, choose between surface and underground in the dialog proposed then scroll map with mouse until you find the second shrine and right-click on.
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Era II mods and utilities
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alisapa1211
Famous Hero
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posted February 12, 2012 06:43 PM |
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Well I know that, just ask about where I should place them (or at least in the early game) that I would receive the most benefits from them. Also, can you delete the shrine or they are there permanently (test and I can't find ways to delete them)?!! Since this allow me to freely test and try where should I place them, if not, then it would take tons of time to reload everytime you place a wrong one.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 12, 2012 06:50 PM |
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A map is about planned strategy, isn't it?
Every month you get a new shrine available. For me for example, it was a must to place the first near main town and the next ones near important locations which needed several turns to reach. As Caves of gods, cosmos nodes, Arena, Mithril market and such. You can't delete them and replace later, would be too easy, the choice is definitive. Don't worry too much about shrines, you will surely get the idea on when to place them, early or later.
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Era II mods and utilities
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master_learn
Legendary Hero
walking to the library
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posted February 12, 2012 08:14 PM |
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Shrines
alisapa,seems you and me trying the interesting specialty-I for example put one shrine near the library of enlightment and other near the stables,which are near the red town.
After the TDS the player is reminded of the no retaliation ability of the SAA.Very nice artefacts from Pasis you get!
I hope that I can develop more calmly after him and yet enough for the further difficult battles.
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master_learn
Legendary Hero
walking to the library
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posted February 14, 2012 01:03 AM |
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3 infernos
May i ask about the 3rd inferno-do I have to bring 3 genies for it?
A small hint?
And what do you think about bigger or smaller walkthrough?I suppose the internal menus and hints would be helpful,so maybe small walkthrough...
For example is it good for the game advancing to free your generals in specific order?Or when and how to reach the first node(or other important object)?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 14, 2012 04:14 AM |
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I don't like adding external infos all the way, I prefer map exploration on its own. As I specified in mapsforheroes, I did not use advanced editor properties to make paths complicate, all map is done with regular SoD editor. Then there are WoG objects still with their specific properties, like the lost bottle, which is in water north east of your first town, at a few steps. Defeating it will give you 3-5 genies.
I think is good to have the second inferno 1.2.7 and the third one week later. Other objects as Cave of gods, are very hard to defeat until middle game, they re spawn every 28 days. But the reward is interesting, a random dice between free creatures, free stats and free resources, big quantities. Other that, I don't see what hints one would need, map exploration is required as in every HoMM game.
It is impossible to set a proper balance for all kind of players, from beginner to veteran. In my tests, I played the best I could and set difficulties accordingly. At the end, I added 2 months to the ultimate AI growth, to extend a bit the time limit for those a bit slower than I, map is unknown to them etc. For some it will be hard, for others too easy sometimes. A thumb rule is to not hang with Commodus and do ALL fights with secondary heroes, except the ones which he only can handle. Means that once you have secondary heroes, don't keep attacking same 60 cyclops stockpile with main hero, Rion/Ivor/Valeska/etc with 4-8 devils can do it. And so on.
The factions them selves allow different difficulties. Master of Elements is the most interesting and rewarding game, because with double casting vs neutrals, you can defeat CBs in two armageddons if enough power/or deadly combination between slow/forgetfulness, thus develop all your heroes at very high levels and save main hero time. The Masters of Wealth have easy start, the game will be the longest, but you will be the most powerful at the end. Master of Speed allows better high score, because you move several times faster. And for those who want to have cool game without worrying about time limits, Master of Devils is your pick. The easiest game, because hell barons are overpowered and their stats cap is doubled.
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Era II mods and utilities
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master_learn
Legendary Hero
walking to the library
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posted February 14, 2012 12:55 PM |
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Thank you
Thank you,Salamandre,for what you wrote!
Let me say what I like,so you would know I am not only worrying about my lack of exercise with strategy and thinking in advance,but I also appreciate some of the game properties.
I am glad that I can upgrade spells and army stats and even the special abilities for creatures at every moment,if I have at that moment the resources needed!
I also noticed that every spell upgrade brings me nearer the unlock of the bonuses!(At the first moment I thought you should upgrade 50 air spells for the air bonus and the necessary number of wtaer spells for the water bonus...)
And of course i thank you for the bonuses after defeating AI at the begining-I refer to Pasis and later for Damacon(whom I havent defeated after 4 months)
Maybe I just need more practise!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 14, 2012 01:07 PM |
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At early stages of the map, this was the idea, bonus unlock after that magic school only upgrades. After testing, I did not like the idea of letting the player decide on which upgrades to work first, because he naturally will go for double cast and the game will become too easy. So the order of bonuses is fixed now, you first upgrade AIR (50), water (120), earth (180) then fire (250), in the order of their potential strength. Moreover, I found rather annoying to force the player upgrading useless spells as ice ray xx times, so now you upgrade the spells you like and ignore others.
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Era II mods and utilities
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