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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: TEW IV Commodus' Revenge
Thread: TEW IV Commodus' Revenge This thread is 94 pages long: 1 2 3 4 5 ... 20 40 60 80 ... 90 91 92 93 94 · «PREV
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 13, 2019 04:05 PM

For abilities is ok. If using HD mod (and its transfer army/artis feature) then disable HMS and army management. As for artifact, next are where you will fight Gerwulf will give you the answer.

Only mods with ini file (look in their folder) need modification. I think you are okay until now.

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brg
brg

Tavern Dweller
posted August 14, 2019 06:15 PM
Edited by brg at 18:18, 14 Aug 2019.

mow snotty

1st try to finish this map (started map few times in the past, maybe came to half, but since it requires a lot of time i just stopped playin).

just devils, 5554 pcs before maximus fight (of course some fights require some shielding or shooters, but 96,432% of the time). finished in 9.3

commodus hsl 12, 116/116/101/105

devils abilities:
1.attack and return
2.implosion
3.haste
4.fire immunity
5.reduce enemy def
6.fearless
7.fear
8.deathblow

devils attributes (in fight, wearing chest):
att 392
def 492
dmg 422-442
health 1350
speed 42

for some fights, such as the last one, used some efreets with this abilities:
1.rebirth
2.additional spell casting
3.summon clone

also gave shooters def boost for water elemental fight

homm3 top 5 map for sure.

great tnx to author and all the people contributed to this masterpiece.

cheers

ps:
some locations missing in help section and i would remove resistance skill from mirlanda... like any1 cares after all this years

edit:
ufff that peasent fught... almost crushed mouse few times


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omega
omega

Tavern Dweller
posted August 16, 2019 01:20 AM

Playing MoD faction and just killed Zubin. Nearby is the Devil's Camp but getting to it does nothing besides playing music. The in-game help says it opens the Hell Baron's lair, but this is already opened. Does it have any use or is there something wrong?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 16, 2019 02:00 AM

yeah, ignore it. Probably in the first version they were tied, but now HB lair is functional from start. Devil's camp does nothing for this faction.

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WHITELIONXP
WHITELIONXP

Tavern Dweller
posted October 21, 2019 10:54 PM

Started MoD to explore the map. am 522 MWD deep and Xeron popped up, through my play i was also reading the old thread up till 59th page when ppl started talking about how to beat xeron.

Its kinda weird to play MoD at all when the tactic to beat Xeron is to boost demons right from the start (since why should i boost enemy stats at all) and after all that mithril investment and crushing Xeron, isnt it pointless to start suddenly investing mithril into HBs ? It feels like the answer is to not invest and therefore it defeats the point to play MoD at all.

Thoughts? Thank you
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 21, 2019 11:21 PM

Well, this is almost the case for each faction (except MOW), they have to invest in devils, then demons once the battles become too hard. Xeron is indeed a tough opponent but MOD is already so much boosted (play others to see how you bled from start) with their petrify ability.
Also, I did not much invest myself in MoD because I don't like these creatures and their ability, but I knew people will enjoy with OP machines. Master of wealth and sorcery are much more interesting to play.
If I had the time to edit the map once more, I would add more bonuses to Master of Speed as now it is maybe the slowest faction. Maybe one day.

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turboagent
turboagent

Tavern Dweller
posted February 09, 2020 01:45 PM
Edited by turboagent at 13:50, 09 Feb 2020.

TEW IV v4.3 MoE Difficulty VI Hardcore enabled

Was this planned in the game?
https://drive.google.com/open?id=1wSYn6OpEWa1QIcf1IX2OL50zwrResYnZ

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 09, 2020 04:51 PM

Probably not that way, but it can be reached also by waterwalk,  so I see no problem. I am more worried on why your custom teleporter looks like a book and not a teleporter...

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turboagent
turboagent

Tavern Dweller
posted February 09, 2020 05:48 PM
Edited by turboagent at 17:50, 09 Feb 2020.

Salamandre said:
I am more worried on why your custom teleporter looks like a book...


My first walkthrough was with a normal teleport. But there was a problem - when viewing RMB troops - sometimes the computer gave an error. I was advised in the Mod Manager to configure the mods in accordance with your recommendations. There was also a change in the version of the ERA from 2.9.3 to 2.8.8
The second passage showed a book instead of a teleport. Also new artifacts are shown in the old style.
But this does not stop me from enjoying the game.


https://drive.google.com/open?id=1KtTH-sDhZUE1eeFH5Tm-WcJQnR15P8WC

https://drive.google.com/open?id=1RbwkcSl65qs3DYhvK9ZF4ZmlB_Qt_5DK

Arts on Backpack:
1. Battleplate of the Apocalypse
2. Polished Helm of Valor
3. Horseshoes of Remembrance
4. Horn of the Dragons
5. Bagrovy snow Vozmezdia (rus)

P.S. And further. I wanted to ask - where to find magic Weakness?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 09, 2020 06:54 PM

Both weakness and curse are in scholars, one is behind a watermill on snow, another is east underground, on a peninsula. I don't have game installed so can't say coordinates. Check for scholars in editor.

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turboagent
turboagent

Tavern Dweller
posted February 10, 2020 05:25 PM

Salamandre said:
I am more worried on why...


I found the error.
TEW IVreadme.txt: ... Keep Tew4 at bottom.

In my mod manager, WOG is higher than TEW IV (see the picture above).
If you swap them, the teleport and arts looks normal.

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