Heroes of Might and Magic III is a turn-based strategic war game, set up in a classical role-playing game Environment. It involves capturing and developing towns, gathering resources, assembling armies and sending them into combat. Each town has a theme and can only raise the type of creatures appropriate to that theme. The resources (gold, wood, ore, gems, crystal, mercury, and sulfur) can be found mostly in mines and are gathered once a day. They are used to build new buildings in your towns, to improve existing buildings, to buy armies, etc. Each army is led by a hero and consists of up to seven stacks of creatures raised in towns or recruited in countryside. The armies are sent into tactical combat, which can occur either in countryside or in towns. If the attacker captures the town, the winner can recruit the creatures raised in that town afterwards.

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Ghost Planet, originaly a map made for Heroes 2 by Charles Watkins, recreated by me in Heroes 3.

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Ghost Planet
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Johrnarlor Author
Johrnarlor - - 376 comments

Currently there are some balance problems. The biggest being that in Heroes 3 you can garrison heroes in castles. This means that the enemy ai can put patrolling heroes (heroes with movement limit) in his castle in order to have several exploring heroes AND releasing imprisoned heroes that are normally meant for the player right from the beginning. They also start clearing much of the map pretty quick. Obviously this is not intended and may break the game balance sometimes. I have some ideas to solve this but i'll need to spend some time testing. The moment i have some more free time i'll try to fix this as quickly as possible.

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Johrnarlor Author
Johrnarlor - - 376 comments

NEW VERSION!
I've just uploaded the new version 2.0 of this map.

Changes:
- Corrected typos

- Fixed innaccessible locations

- Changed enemy behavior setting

- I've slightly changed the location and patrol radius of purple patrolling heroes.
I first tried countering the problem of those heroes garrisoning in their towns (read my first comment to see which problems that created) by limiting their radius so they couldn't enter their town. THAT created the problem that you could not only get past them very easily but even take the town they are supposed to guard. With other words, you could simply ignore them. This is why i have positioned them this way that, in order to pass, you have no choice but to fight them and thus freeing spots for purple to create more free heroes.

- As wraiths are not as strong as ghosts in HoMM 2, i've multiplied the amount of ghosts by 5. So a group of ghosts that was set on 3 from the start, is now 15. Also counts for the 3 ghost lords in the starting areas. Hopefully they can now deal with those yellow (tan) knights that are still doing things they are not supposed to do, even though i lowered their unit amount.

- Fixed towns having buildings or being able to build structures they are not supposed to.

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Johrnarlor Author
Johrnarlor - - 376 comments

I updated the map so the AI players can actually leave their starting spot. Even though the initial fights (except for the Ghost Lord near the Green start) are easy to defeat, the AI apparently thought otherwise and just sits in their start position doing nothing. This is now fixed.

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Guest
Guest - - 690,496 comments

Dear author! This map is one of my favorites in Heroes of Might and Magic 2. A few years ago I wanted to recreate this map for Heroes of Might and Magic 3, I even created upper zones and small islands, but then abandoned it. When I found your map a few months ago and downloaded it, I was amazed at how accurately you recreated the original world. In some moments, the geography did not even differ from my version. I enjoyed the game a lot. I see you updated the map, I'll try again with pleasure. Do you know about heroesportal.net? You could post your map there, so more people know about it. Also, I think I found an easter egg that shows that you know Russian. Can you also create a Russian version of the map? I would like to share it with a few Russian-speaking friends.

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Johrnarlor Author
Johrnarlor - - 376 comments

Hi! Thank you for the kind words. I will definitely take a look at the website you mentioned. I do not know Russian though. I don't remember what you might have noticed to think that but I probably used Google Translate. Anyone is free to make a translation himself though. Thx again. Don't forget to report issues or errors that you may encounter!

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Johrnarlor Author
Johrnarlor - - 376 comments

Version 3.0 is now uploaded.

Changes:
- Enemy quantities in starting areas have been reverted to what they used to be. This means the start is as challenging as it used to be but it shouldn't be a problem for a human player. Unit quantities for the yellow knights are back as they used to be as well. Red player, if played by AI, is going to do nothing but in the original Ghost Planet in Heroes 2, the AI players weren't that useful either. It's meant to be mostly a multiplayer game anyway.

- Purple hero placement and patrol radius is back to what it originally was. Ghost Planet has always been a pretty easy scenario where you could take your time. What I once thought an issue (enemy heroes with patrol limits garrisoning in castles, so they can buy several heroes who are free to roam) might actually be a good thing to add more difficulty.

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