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I like more compact maps so this one was definitely up my alley. Most of the following might be just personal preferences so take them with a grain of salt.
It was well balanced imo, I especially liked that you can choose whether to grab a town at the side or go towards a middle and claim two gold mines for more income. I also appreciate stables in the side areas.
It might be interesting to consider opportunity of more strategic thinking when choosing which of the 3 neighboring areas is worth getting into. So far, there is an important choice of getting 2 gold mines or getting a city, which is great, but maybe the choice of getting the third city shouldn't be as clear-cut? Perhaps have one side-are with a city as it is now, and have another side-area with a city which is guarded by a stronger guard and have it feature more valueables than the first one? Or a better-developed town. Just throwing ideas.
The multitude of areas in the middle was a bit much for my taste; each of them is blocked by a strong guard so it's hard to break from one to the other, and it could be a bit confusing which path to take to get to the super loot area or to the opponents. Have you considered making just one big treasure area in the middle which can be accessed through the areas with goldmines?
Also the areas seems a liiiittle bit cluttered, but maybe it's just my personal taste.
You asked for feedback so there's some, but really, it's a fabulous map as is, def my top 3 in the demo (other modded maps included). I played two games on 150%, will try 200% tonight. Thanks!
Glad you enjoyed it so far! I have actually made a lot of changes since I released this version. Though, I still have a few things to tweak.
Yeah, it's what I am aiming for. The two side cities are actually different. One has full walls, and the other has dwellings already built up to tier 6. So the choice is between increased growth of low tier units, or having high tier units potentially earlier to help break into more areas. Since the release of this, I've experimented with removing the side zone guards, and placing the value into the guards of the cities, basically extending the spawn zone. This has caused issues with the AI, as they will constantly throw themselves at the cities. I may re-add zone guards as an army check for AI specifically since that's the only opponents available for players. I will test out creating a separate mandatory object pool for one side and see what can lend itself to strategic diversity.
Yeah, the middle is meant to be a slower experience to reach an opponent but the rewards are worth fighting for, as there are some unguarded items that are huge boosts, as well as the city in the center super treasure that is fully developed, including the relic building. I'll try limiting the biomes so sand only shows up for the SuperTreasure zone, that way it will be easier to tell if you're going toward a separate regular central treasure zone.
I felt the same way, I increased the map size from 128x128 to 144x144 just to give the generation a little breathing room. And after your feedback, I decided to reduce overall values generated by 25% but changed the content templates to richer versions to compensate. This has definitely spaced things out a little more and feels better overall while maintaining the small map feel.
I will be releasing the new version as soon as I tweak the changes enough so that the AI functions a bit better. Thanks for your feedback!
Good idea with the sand biome only showing in the super treasure area.
I quite like the small size of the map, not need for as much running from one point to another. But do post when you make an update, I'd happily test the new version! : )
Again, any feedback is welcome.
I am also working on two more maps and a mod, so any additional thoughts are welcome.
Heroes of Might & Magic Olden Era Demo\HeroesOE_Data\StreamingAssets
-- There will be a core.zip ***Make a backup!!!*** inside that will be a DB folder, the quickStart file is in there. Edit that file, near the bottom there is a section called "classicMaps" add "Triumvirate" to the list, and then also change the name within the map template as well. It should now show up in game with the proper name.