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...


Heroes 7 (VII) - Maps Heroes 6 (VI) - Maps Heroes 5 (V) - Maps Heroes 4 (IV) - Maps Heroes 3 (III) - Maps

Heroes 5 - The Town Construction Interface

The town interface in Heroes 5 has been a typical case of usability versus visual quality. We are reaching the final version only now, and I'll describe a bit the process it has gone through.
The very first interface test we made was actually quite close to the final solution being implemented now. It was half a screen used to display all available buildings (quite similar to previous Heroes games), with the whole town itself shown on the other half.
Another test was made later last year, showing only the town itself, with a camera centered on the building to be done. You would cycle through all of the buildings one by one, getting the view centered on them, switching from one position to the next. With this solution you could see the town details up close and the graphical quality was used to its full extent.
It was much too slow though, and it was too hard to understand how you could build up to a specific building, so the cityplan was introduced. There all buildings were shown with logical links, and with a status (a color code) to show what was already built, what could not be built for some reason, and what possible choices you had at this stage. The full screen was used for this feature, and when you clicked on one building you would switch back to the town view with the corresponding building selected. This seemed like a good solution but was still quite slow, and needed the player to switch between different screens for the simple operation of building a new structure. The betatesters have witnessed this solution being integrated over the end of last year.

Finally we decided to go back to the original solution, mixed with the latest one. The cityplan would be displayed over one half of the screen, and the building would be shown zoomed in on the other half. You would use the cityplan to select and choose which building to make. A last twist is the added option to either display the whole construction tree, or only available buildings on the cityplan.

Hopefully this one will work
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