Dear Enrothians,We proudly present a stable conversion of Charles Watkins'
Ghost Planet (HoMM2 Gold official map).
- Screenshot of map (beware of spoilers!):
DOWNLOAD LINK
Map size: XLFastest progress:
Green (Sorceress), due to a more balanced army and navigation bonuses
Strongest army potential:
Blue (Warlock), due to dragons accumulating faster
Most dynamic play:
Red (Wizard), due to many options what to do and increased attention from Purple
In the endgame the gameplay becomes a bit boring if played as all 3 factions in hot seat simultaneously: the hardest moment is to crack the location with 2 Purple castles and Lilith guarding the purple passage. Perhaps public test might provide some more information on how to improve it.
If played as 1 player, might be challenging but rewarding.
Tested till finish and definitely eligible for play!
- Differences with the H2 original:
- Genie Lamps are not implemented yet (expected for H3SW v0.8.3). Currently replaced with Treasure Chests or Altars of Wishes.
- Northernmost Necromancer castle cannot build Taverns.
- Orange Town to the NE (Tripoli) changed from Knight to Dervish; cannot build Fort.
- Anna Bang is not garrisoning Abraxis castle to the SE due to technical reasons.
- Graceland (Yellow town) is protected by Purple Border Gate to prevent early destruction by Purple player (H3 AI is stronger). Purple Tent near to the Purple player location is now protected by increased number of Druids.
- Creature dwellings near the Vortex (Northernmost Orange castle) are now decorations.
- Purple now can build heroes faster because of H3 mechanics, abusing the Garrisoned hero trick.
- H3 AI is stronger which might give some problems to unprepared players.
- Yellow Knights at starting player locations now have Nearest 10 squares patrol because they are too smart with H3 AI and refuse to die early like they were supposed to.
- Yellow Knights can steal mines and castles from the player due to H3 Allied player mechanics.
- Various small adjustments.
- P.S.:
P.S. could be improved in terms of endgame bad guy armies, more allowed Taverns for Purple and a Tavern at Tripoli (orange town) with limited ability to build heroes. I removed the taverns because AI overuses its ability to build heroes due to H3 AI behavior. Maybe we'll do that for a final playtest when Genie lamps will be implemented (possible v0.8.3). Also needs a re-check for Shipyards.
Friendly reminder: don't forget to put the map to
(game)/Mods/The Succession Wars 0.8.2/H2MP ________________________