Well as I'm sure people noticed I've returned from the holiday heh! I had quite the adventure hiking through the mountains, lakes and forests of Tasmania.. amazing place!

However work and life has been nuts since my return, so it's really only been over the last few days that I've been able to resume testing and playing the HoMM2 scenario! I've hit a few more bugs, and I've been finding lots more text in the game files needing replacing, but overall things are going well and I'm currently building my Azure super dragon to win the game! So over the weeks to come I'll be finishing some special alternative graphic files for people to choose from (as Metro & I had some different ideas on some things so I want to make sure his ideas are included and it isn't just all my preferences lol), writing up the documentation, making a tour video & some other promotional stuff, and cleaning all the WIP junk out of the scenario folder and packaging it for release!
In the meantime I thought I'd post some more pics to show people some of the map and the faction staring locations I made at the end of 2022 and have been polishing and balancing out since. All land masses are connected by land bridges and there are many dangers lurking in the badlands between each factions homeland ensuring they have 'some' protection from each other to begin with. You'll notice that we've pretty much used all the tricks in the book to heavily pack decoration into every area making it feel more like a HoMM map, and that each faction starts in a different looking area that suits their theme (ie often the kinds of lands they'd occupy in original HoMM maps). Metro & I originally talked about making every single terrain type in the game produce the same amount of resources so that we could create truly different lands for each faction much like how they are in the HoMM games. However I noticed he never got around to doing it years ago, and while I thought about recently doing it myself I realised that I'd be taking away one of the big gameplay strategic parts of the Civ experience which is to find the perfect spots for your cities and give each city a sense of specialness and individuality, whereas if everything is worth the same then all that almost means nothing. Also I've noticed in some MGE scenarios I've played over the years that the AI seems to beeline it straight for grassland slot areas even when there's better custom terrain using other slots so I guess grassland slot hunting is hardcoded into the AI behaviour or something. So I decided for better or worse to try and have a bit of both words (which knowing my luck will probably manage to annoy both the Civ fans the HoMM fans at the same time lol) and give every factions starting location a decent amount of grassland slots inbetween their factions usual associated terrain and make most of these other terrains similar in resource yield (especially after they've been irrigated).
So lets start with the good guys first!
The
Sorceress faction occupy fertile grasslands filled with lakes, rivers and dense magical forests much like in HoMM. The forests will give them a production advantage over other factions but they will eventually inhibit growth as they must be cleared to make more farmland which can take time. The Sorceresses can field multiple flying* units giving them the ability to quickly expand and explore. If they can survive long enough to obtain their extra fast top tier Phoenixes, they may become unstoppable.
Next comes the
Knight faction who in HoMM usually occupy similar terrain to the Sorceress, so to make them different in Civ2 I gave them a lot of dirt/plains terrain. Which gives their lands a look of a similar fertile paradise to the Sorcerers but clearly the those naughty humans have been clearing lots of the forests. As in HoMM the Knight's can grow quickly and some of their units are cheaper but they lack some of the special powers and abilities that the other races get (eg flying* creatures). Strong growth and overwhelming numbers of their strongest units like the Crusader will be key to their success.
Lastly comes the
Wizard faction who in HoMM2 occupied dry cracked terrain so naturally they do so in our mod too. Wizards players will need to capitalise on the fertile lands around the rivers until they can irrigate the cracked lands. They have access to flying* units and some very powerful units like the mighty titan which has more hitpoints & firepower than most other top tier units. In my test game they were the dominant AI faction.
Next time I'll do the bad guys and neutrals!
Oh and speaking of the neutrals, this little moment made me laugh, heh my enemies have been hypnotized! Nice work
@Metro Polis
(* Note flying creatures in this mod do not use the Civ2 flight mechanic which is reserved for magic spells. Instead flying units have increased movement and treat all squares as roads special ability.)