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Heroes 5 maps:
http://www.maps4heroes.com/heroes5/maps.php
Heroes 4 maps:
http://www.maps4heroes.com/heroes4/maps.php
Heroes 3 maps:
http://www.maps4heroes.com/heroes3/maps.php
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SPECIAL ACKNOWLEDGEMENTS: Bad (WoG team), Quirquirish Dragon, Doom for their
valuable ideas and suggestions for the last event, Alexander's Death, which was
long to setup because of a HoMM bug. Special thanks to James Vogan which created
the "enable/disable" Time triggers script, eliminating any potential crash due to
those.
MORE: My third WOG map. It includes many features that can not be found
elsewhere. The total and dynamic interactivity between the player and the 6 IA
were simulated in accordance with reality and will be very intense. Dozens of
scripts will be activated in the background but the player will never feel locked
into a will or unique path . The real story of Alexander the Great was respected as
much as possible. To my knowledge this map is the first one where the main Hero
must die to trigger the victory. I do not advise to play it in one session ,
because it is likely to take from several days to weeks. The player will have to
pay great attention to thousand details, and not only to manage the main character.
BUGS: With the last version,none script related, however, please save EACH
start of the week into a different location and keep them. It is a cheap price for
playing a such complex map.
There is a TM (time trigger) for every IA which puts 2 free heros on the map. It
happened to me once to get one in an unauthorized location and the game crashed.
Loading start of the week will avoid this.
If still when loading the start of the week the crash occur, then use the debug
feature implemented by courtesy of James Vogan. Clicking right mouse on the end of
turn box will show a dialogue where you can choose to disable AI triggers. You can
eventually re-enable them once the crashing day was avoided.
Note from James Vogan: "Crashes can occur during battles with enemy Heroes.
Changes have been made to reduce their frequency, but save the game before each
battle in case one happens. One reason that crashes occur is that when there are
creatures on the battlefield which self-clone at the start of a battle round, and
the clones occupy two hexes, sometimes when these clones are generated they may
overlap other creatures or obstacles at the front hex of the clone. (Apparently
the program logic for creatures which have the cloning ability only checks for one
empty battlefield hex.) Overlapped creatures disappear but still can do their
normal activities when it is their turn (they reappear during the activity).
While they are invisible, a crash may occur if other creatures try to occupy their
front square."
Another crash can occur because of clone casting. Always pay attention when casting
clone on your archangels that they are not surrounded from ALL adjacent squares.
Then the clone will not appear and the original creature will eventually die at the
end of the combat.
The game can also crash rarely when the AI is using dispel. That's why I decided to
remove the dispel spell from AI's book. When fighting the AI heroes which had
previously dispel Alexander will not be able to use force field. At strategic
points shrines were placed on the map so Alexander can get back force field after
visiting them. Don't be surprised if force field vanished from your book, it is
intended to be so. Don't forget to GET it BACK after the battle. Some weird things
can happen when AI is using ressurect, the game can freeze on the creature targeted
by the ressurect spell. Reload.
All the crashes in this map are not script related but WoG, as many features were
not tested properly by the WoG team. If you understand what makes a battle crash,
then you will get no more crashes for the whole game.
At some point, map can look as very hard or impossible, but it is far from it.
Many quests/structures/generals will help Alexander to complete his destiny.
Sometimes Alexander will maybe have to wait, other generals need to be developed,
towns to be build. Leaving an area will trigger instant invasion, as natives will
never agree with occupation rules. Before leaving an area make sure your generals
are well located and can defend on next turn. Once all of them acquired water
expert things will be much easier. A script was added and it basically gives any
invader who ATTACKS you mass haste while you are mass slowed. It was added to
prohibit the human player by blocking the exit liths. The only way to avoid it is
to attack in first!
Important: right-click on kingdom overview icon to get the location of ALL enemies
in sight! This will be very helpful when invasions will start.
Please email me if you find any bug or error, as well if you can't pass over a
fight/event.
Read those mods infos (readme.txt) to get how they work and what they do. They are
all 100% compatible with Alexander Era version.