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Анализ игры Oelm-KillerVampire

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#35
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Yes, HeroesWorld is inhabited by complete fools. Regarding the Technical Support post, it's accepted, and I managed to repeat Valiesca's moves without using a scroll. But the rest won't get off so easily — I specifically wrote that all the quirks of KillerVampire's game are not limited to what's shown in the screenshots.

If we're going to search for logic in the moves, the reasoning will be complex; it's advisable to load saves for those who are interested.

1. Searching for the Conservatory in the dark, the one where the scout hero went to level up — why was the necro spawn corner chosen specifically? A safe alternative is zone 9. What would have happened if those specified conservatories weren't in that direction? Apparently, we'd have had to go to zone 15, making a detour through rough terrain while dragging a huge army. Let's assume the player's skill is high enough to guess that there might be a passage to that zone in that direction. Why not go straight to zone 15 along the road from the Castle spawn — there's an unclaimed conservatory and a Pandora's Box there. We're going to level up, aren't we? Or is it not just that? Question: Were there any moments in the game where, while moving into the dark, we somehow failed to find conservatories/utopias/scrolls?

2. Well, there was such a moment. Day 215! This is when we enter the treasure zone, but for some unknown reason we don't go into the dark; instead we Dimension Door to the center (again removing artifacts without fear of Dimension Door — probably didn't have enough 8 minutes to equip the artifacts and position ourselves :)). Why?

3. Day 221 — again Dimension Door into the dark and again we stumble upon that much-needed cyclops, and again (recall the cleared conservatories in the screenshot — that's where the university and lighthouse are underground) after taking the cyclops, we leave. Again luck + inhuman skill (Paris Hilton Spotlight??:):))

4.

Quote:
Day 214-
amazing again, the trick is not only that Valiesca is positioning herself under a possible attack (if there were Dimension Door, Town Portal a week ago and it's been revealed), but also how she does it.
That's a serious mistake on my part — I simply ran out of time, didn't manage to change gear and position for the battle. Then I spent your whole turn trembling, hoping I wouldn't get caught there with my pants down.

By the way, why remove the club at all? The teapot I can still understand — there's a hat with Dimension Door there. But the club???

5. About the Mage Guild

Besides building it in the Rampart Castle. At least two alternatives — the Necro castle, where construction could have started much earlier, and of course the Tower with an additional 4th and 5th level spell — yes, a bit later, but with a higher chance for Dimension Door. By the way, why does an experienced expert run around with four heroes until day 133?

6.
By the way, note the form of presenting the screenshot — it was taken at a moment when the map was still unexplored, hinting that the guy found everything in the dark. In reality, there's a scope above that I opened first thing with the scout hero, and then made the conclusions described above.

No, sir, the question is not at all about how the conservatories were found, although it is interesting why the university was ignored. Are we in a hurry somewhere again?
The intrigue is as follows, and we await a detailed answer. Why, after collecting the conservatories, do the blue heroes hastily leave that territory? Is there an exit to the computers and the treasure zone for the crusaders? Or is it the spotlight again? Maybe the priority is to devour the central sandy treasure zone? But that doesn't happen — even the Hive isn't taken, and it's right by the road. In the center, only the Dragon Utopia is grabbed, and then the blues flee to the computers (orange, I think, if I'm not mistaken). Why? Why is zone 17 also ignored for the whole game? That's also an underground treasury just two steps from the home spawn?

7. And finally, day 112

Dr. House's Clinic
The thought was this — since there are 2 roads, first send Turis with the army to the left to see what's there. If there's something, then run Valya there; otherwise, return the army and run upwards.

That's why Valya took 1 step down the road, not up — to transfer the troops to Turis. The loss of tempo is minimal; an informed choice is more important here.

Then Turis saw the swamp behind the teleport, so the home computer is there, which is why Valya ran there. And the road to the center was scouted on the 4th day by the scout hero.

Besides — if a maphacker were playing, he would have taken a step from the mill to the right, not left — since he'd run there anyway. So Valya's maneuver is, on the contrary, evidence of clean play.

A step to the left could only be made by a fool or a schizophrenic, since even the computer suggests not going into the snow but bypassing it by the road down.

But apparently, the technical progress is not granted to the spirits. The thing is, the miracle program Asma sometimes allows making replays. And on it, you can see that it's not Turis who goes left first, but Valiesca right away :D :D
Shall we call it a day?

No, dear spirit, if you continue to write that my text contains nonsense, you will be categorically sent far to Yukh, where you might belong. Especially since you yourself didn't miss the opportunity to falsely distort my phrases and in some places outright lie (about the pebble :)).

Good health to you!

P.S. And why didn't the TrueWT players advise after day 126, instead of going to the center, to just go to the swamp castle (like a rush ))))?
Земля нуля.
Все в ней нулево и кукольно.