Explore Flag Guide
Guide
/
Explore Flag Guide
Aggiornato 5 years ago di Reality

To view the map generation > Open RGS and load the original maps (Majesty HD > Quest (or Questmx) folder choose the Q folder)

Buildings assigned to multiple spaces will choose 1 of them. Keep in mind that Map Rotation Still takes place after map generation. Unit Forces lets you see the subset - but generally since important buildings are almost always centered - you will never need more than 24 flags on the "axis points" even on the most extremely randomized levels (Brashnard's Sphere and Legendary Heroes)

Here is a Page where I've cut-out all the "unimportant lairs" - Note that things like creature dens and extra Daemonwood groves CAN still interfere by making Heroes flee in terror. https://docs.google.com/document/d/12Z4OfnAbECwIY__PBjGo4Te2gGhHzIi69ykH6p6_MdE/edit?usp=sharing

Buildings assigned to the sides of the map are actually just far enough off the edge that a Rogue/Ranger viewrange will miss them if you put the flags literally on the edge of the screen.

Heroes implicitly "know" which flags other heroes are going for and will NOT compete over explore flags (only attack flags can have multiple heroes go for it) On many no-economy maps you might only want to recruit the first 2 of 4 rogues to prevent "giving up" because of the 2nd rogue going for the 2nd flag in the breadcrump before the 1st rogue reaches the first, causing the 1st one to return home rather than go for the 3rd flag.

On a Large size map Lvl 1 Rogues will travel 3/5 map distance for 100 gold flags. Rogues will ask for more gold for the same distance if they level up. Barbarians/Warriors will travel 1/5 map distance for 200 gold flags. Healers/Solari/Rangers will travel 1/5 map distance for 400 gold flag

Special exploration circumstances Rangers no flag - on "small" sized maps their default behavior is fine, due to their higher view range. Barbarians - on maps with wild skeletons (or silly stuff) that cannot be explored due to flee in terror. Healers - on Vengeance of Lich Queen - may die on the way, but you should still have a straight line and tell where Lich castle is based on what side the 3 vampire group appears from. Ranger - on Tomb of The Dragon King - steering them lets you find the Krolm temples before the first dragon spawns, and likely fixes their aggro to it for rest of map. Solari - on Slay The Mighty Dragon - 400 per flag is only truly needed if you want to get 1 solari out DURING the day 0 Vendrall attack. If you aren't going all out you can let their AI cycle a few times and they'll take smaller things. Warriors - on Dark Forest - I actually use 100 flags rather than 200, but their AI bumps up due to "lack of things to do" Wizard Towers - On Rescue Prince and Legendary Heroes

If heros "grazed" something you think is important - put down a guard tower foundation - it has the highest view range of all buildings, and you can manually demolish it to keep cost down / prevent attracting peasants.

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