Author: Sasha (Serbia), 27-03-2017 22:00

Invasion - The First Circle - Heroes 3 map

Hm, I get your point. It was a bit too much for me. I was able to kill them all since had strong army but after grinding 10 of them I felt bored. This is my personal feeling and it might be challenging for other player. Thanks for the map though. It was challenging. more...


Author: Lauri , 27-03-2017 18:15

Oh and... - The First Circle - Heroes 3 map

I guess it goes without saying the map is supposed to be played on impossible setting. Otherwise the enemy won't hire extra heroes :)

But I guess you always play on impossible so shouldn't be a problem? more...


Author: Lauri , 27-03-2017 18:14

My bad - The First Circle - Heroes 3 map

The map file was correct, but I'd forgotten to activate spare heroes for them. Therefore the enemy doesn't hire more heroes if you manage to win them in battle without them escaping.

Such a tiny mistake causing such a major headache.

Go me.

Map waiting to be uploaded. I apologize more...


Author: Maygwan , 27-03-2017 18:12

Thats correct - Balance - Heroes 3 map

You can however go in and change the editor to allow solo play on the other factions. i played a few on solo just to test the map based on the multiplay aspect. more...


Author: Cesar (Sweden), 27-03-2017 12:50

Necro - Balance - Heroes 3 map

But at solo challeng i could only pick necro it had boosted ai i said ^^ more...


Author: Lauri , 27-03-2017 11:19

Luck factor - The First Circle - Heroes 3 map

Oh and some heroes being easy or not is also always about luck. You know how AI can sometimes be stupid and break down their armies and sometimes unite them under one main-hero. Sometimes they come at you with twice the army, sometimes with half of it and then lost both halves due to not being prepa more...


Author: Lauri , 27-03-2017 11:14

Invasion - The First Circle - Heroes 3 map

Yeah, I understand it can be a bit frustrating at that point, but I'd like you to think of it other way... think of it as a twist in plot.

I know it feels frustrating just when you feel like you're SO close to victory, just when you've taken all the towns that you're quickly l more...


Author: Lauri , 27-03-2017 11:10

TP - The First Circle - Heroes 3 map

You get TP when you really need it, which is during the mid/end-game invasion.

Pink hero with 1000 of each dragons is guarding it. You can either defeat it yourself taking some heavy penalties or alternatively you can take over all their castles in which case the hero is banished in 7 days and th more...


Author: Lauri , 27-03-2017 11:02

weird - The First Circle - Heroes 3 map

That is most weird, shouldn't happen.

In the original version there was the problem of enemy no longer recruiting more heroes - which apparently you didn't have. I fixed it in this version so that they can hire more... but weird enough, they don't...?

I have to take a look late more...


Author: Shinoshuke (VietNam), 27-03-2017 09:32

MoS- Powerful ! - TEW IV Commodus' Revenge - Heroes 3 map

Hi valery!!! I've just finished TEW IV the second times with MOS, 3 month earlier than MoD (M5W3D1 vs M8W3D6). At first it's harder but later it's more powerful with a lot of super demons. Really enjoyed your art...:D. I'm going Alexander the Great and when i finish i'll inf more...


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Heroes 5 - NECROPOLIS - The Necromancers

"Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty."

ID Card:

Associated colors: black and toxic green
Worship: Necromancers worship the Primordial Dragon of Order in a twisted version of her destructive aspect
Core philosophy: “Embrace the Void”. Morbid fascination for death and fanatic devotion to the cause
Country/kingdom: None (they are a secret society hidden within Academy and Haven)
Capital city: None (same reason)
Key symbols: the mother spider

Description:

Necromancers are a split-order of the Wizards. They study death-magic to become eternal. They can control the spirits of the deceased (ghosts) or raise the dead form their graves (skeletons, zombies).
Necromancers believe that pleasures are sensual (linked to our five senses) and that each pleasure leads to pain (being sick from eating too much, grieving the death of one’s beloved, etc.). The solution is to embrace death, which is perfection through sensory deprivation. Necromancers believe in an eternal, unchanging, neutral life rather than maintaining moderation in all things until the next life.
High-ranking Necromancers become Vampires: eternally young, beautiful and powerful, but as cold and insensitive as alabaster statues.

On the battlefield, Necropolis troops are generally weaker than their opponents. However their cost is lower as they are less dependent on “material” resources to grow. So they tend to benefit from a clear numeric advantage.
But Necropolis troops also compensate their relative weakness with other abilities. All Necropolis creatures are Undead. Undead creatures are not affected by morale: the dead don't care, you can't motivate them with the prospect of victory and they are not afraid to die. Mind Effects and poisons also don't work on them: they don't have minds or bodies.
On top of that some units will drain life from their enemies or remain untouched by non-magical attacks.

BRIEF HISTORY

The origins

62 YSD: The Schism of the Seven
Schism between the disciples of Sar-Elam, who can’t agree on the best way to follow the road laid down by the Seventh Dragon and, hopefully someday surpass him. Sar-Antor founds the Blind Brothers, a congregation of healers, seers and embalmers dedicated to the worship of Asha. Sar-Badon founds the Dragon Knights, a martial order disciplined in both body and mind.
The other disciples, led by Sar-Shazzar, the most gifted of them all, lead an exodus of wizards and like-minded humans to found the Seven Cities (the first kingdom of Magic) in the southern deserts.

74 YSD: Mysterious death of Sar-Shazzar
Sar-Shazzar dies in his sleep. When attendants attempt to move his body to the Necropolis for preparation and burial, it crumbles to ashes.

461 YSD: Discovery of Necromancy
Belketh, a disciple of Sar-Shazzar, discovers the path of Necromancy. Necromantic experimentations begin in the Seven Cities.

610-660 YSD: Rise of the Necromancers
The Necromancer presence grows until they are a powerful political force in the Seven Cities

The modern ages

751-770 YSD: Purge of the Necromancers - Civil war in the Seven Cities
Jealous of the power acquired by the Necromancers, the Wizards of the Seven Cities initiate a large-scale persecution, ranging from the seizing of their properties, to banishment, to the spectacle of public executions.
A long and gruesome civil war ensues. The ancient cities are destroyed and much of the land is rendered uninhabitable.

771 YSD: Foundation of the Silver League
Survivors of the Seven Cities establish the Silver League (the second kingdom of Magic) in the lands to the south. Necromancers flee east to the haunted valley of Heresh.

813-822 YSD: War of the Broken Staff
The Necromancers attempt to crush the newborn Silver League but the Wizards gain the upper hand and invade Heresh. The Necromancers are utterly defeated and their kingdom shattered.

A fan at 2015-08-04 04:02 wrote:
Heresh is necromancers kingdom...
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