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Hello everyone, I've encountered a problem on the "hero" difficulty level while playing as the Academy. I first tried playing on a random map as the Fortress, but it took me weeks to win because I only got a lumber mill and a mine (and some gems, but people had already cleared that area, and I just took it; they basically gave it to me). Now I'm trying again as the Fortress, but on the maps built into the game, and it's a bit easier. I use magic to deal with neutral creatures, using gargoyles to harass them and spamming spells under the sign, but I have to spend the night in the city because I run out of mana. As a result, the start feels a bit slow. Maybe you can give me some advice?
Hello everyone, I've encountered a problem on the "Hero" difficulty level while playing as the Academy. I first tried playing on a random map as the Orcs, but I dominated Haven for weeks because I only got a lumber mill and a mine (and some gems, but people had already cleared that area, and I just took it; they basically gave it to me). Now I'm trying again as the Orcs, but on the maps built into the game, and it's a bit easier. I'm using magic, distracting neutral creatures with gargoyles, and spamming magic under the Sign of the Elements, but I have to spend the night in the city because I run out of mana. As a result, the start feels a bit slow. Maybe you can give me some advice?
It seems like mages are one of the factions that isn't too difficult to start with. Mana doesn't run out as quickly as it does for necromancers. It's best to build mage guilds as quickly as possible, because the strength of mages lies more in the hero than in the troops. You can boost summoning there, and then you can fight effectively. You can also choose a second school of magic. Footmen can be easily defeated with mines if they appear. You can eliminate archers using the Sign of the Elements, after quickly blocking them with some single-unit gargoyles. If you have the Crystal of Secrets or the Wall of Swords, it's even easier. In general, you have to look at the situation. It depends on who you're playing as and against, and what spells you have. Heroes are heavily dependent on random events.
If difficulties arise, I would simply suggest that the author of the topic start with a simpler option. Even with Hafiz. People often choose him because of his special ability, but many have noted that the developers gave him too small values for the numbers in his specialization, so it almost doesn't work in practice. Hafiz's special ability works. Plus, you get a bunch of gremlins and a ballista at the start. He's a strong hero and can even be effective in the late game, the main thing is to get a quick start without any problems. Another option is Razaz. I wouldn't choose the others at the beginning, although you can later, if the game is going well for you.
The one who uses fireballs is very good for a quick start on small maps. Especially if a phoenix feather cloak is nearby. And a well is always a plus, of course. Ideally, you should buy Hafiz in the tavern in the first few weeks and use him as a secondary hero.
Well, mages are one of those factions that aren't too difficult to start with. Mana doesn't run out as quickly as it does for Warlocks. It's best to build mage guilds as quickly as possible, because the strength of mages lies more in the hero than in the troops. You can improve the summoning skill there, and you can definitely win. You can also choose a second school. Footmen work well with mines if they appear. Eliminate archers using the Sign of the Magician, and before that, quickly block them with some level 1 gargoyles. If you have a Crystal of Secrecy or a Wall of Swords, it's even easier. In general, you have to look at the situation. It depends on who you're playing as and against, and what spells you have. Heroes depend heavily on random events.
Phew, someone answered, I thought the forum was already dead. So, instead of building up the city for mages, is it better to focus on the guild as much as possible? But you won't be able to fight much with the hero, and therefore you won't get much experience, and it's also possible that you won't get what you need. For example, in both games at the beginning, I didn't get any magic at all (which is very strange:eek: )
Added 1 minute ago Ment
If you're having trouble, I would just suggest that the author of the topic start with a simpler option. Even with Hafiz. Orks are often chosen because of their specialty, but people have noted more than once that the developers gave her too small values in the specialization, so it almost doesn't work in practice. Hafiz's specialty does work. + a bunch of gremlins and a ballista at the start. A strong hero, can even play in the late game, the main thing is to start quickly without any problems.
Another option is Razaz. I wouldn't choose the others at the beginning, although you can later, if the game is going well for you.
And what makes Hafiz so strong? Gremlins are just cannon fodder, or 70 gremlins (and if you buy another 20 in the city right away), that's almost a hundred, can they do good damage at the beginning? As for Razaz, I've always been surprised, 15 weak, dilapidated golems, how can you even play with them?
Added 1 minute ago MasteR
The one who uses fireballs is very good for a quick start on small maps. Especially if the Phoenix Feather Cloak is somewhere nearby. And a well is definitely not superfluous. And ideally, Hafiz should be bought in the tavern in the first few weeks and used as a secondary hero.
I used to use him too, but as far as I remember, it consumes a lot of mana, and he's not very developed in it. I'm currently trying to play on maps for 6 players.
1) In the settings for random maps, you can reduce the strength of monsters while still receiving the same amount of experience for defeating them.
Drumanin Drin
And what makes Hafiz so strong? Gremlins are just cannon fodder, or if you have 70 gremlins (and if you buy another 20 in the town right away), that's almost a hundred, and they can deal good damage early on?
2) He starts with many archers + starting siege weapons (mages deal good damage with ballistae). You don't have to be afraid to take siege weapons against the AI.
1) In the settings for random maps, you can reduce the strength of monsters while still getting the same amount of experience for defeating them.
2) He starts with a lot of archers + starting siege weapons (mages deal good damage with ballistae). You don't need to be afraid to take siege weapons against the AI.
1) But I want to learn how to play as well as possible. I've already discovered a trick at the beginning of the game; I try to play as the hero because Veteran difficulty is too easy, and I even won with the Necropolis faction (which I couldn't do before, against humans, or because of a bad strategy). 2) Yes, I tried it, and it seems like he can be effective in battle!
Regarding Razaz, I've always been surprised. 15 weak, dilapidated golems – how can anyone even play with them?
I wouldn't choose Razaz against the AI. He's much more interesting against a human opponent.
Defense for mages is difficult to acquire, but essential against most factions, and it's available from the start here. With Razaz, the Golemageddon tactic (yellow golems + Armageddon) is interesting. As a last resort – Fireball. This allows you to deploy only golems against the opponent's army and cast Armageddon: we heal, the opponent dies. Under Razaz, the golems are more durable (higher HP, defense, and damage reduction).
Besides, Razaz has an easy path to gaining daily power, which for a mage is almost cheating.
I wouldn't recommend taking Razzak against the AI. He's much more interesting against a human opponent.
Defense for mages is difficult to acquire, but essential against most factions, and it's available from the start here. With Razzak, the Golemageddon tactic (yellow golems + Armageddon) is interesting. As a last resort - Fireball. This allows you to deploy only golems against the opponent's army and cast Armageddon: we heal, the opponent dies. Under Razzak, the golems are more durable (higher HP, defense, and damage reduction).
Besides, Razzak has an easy way to gain bonus daily power, which is almost cheating for a mage.
So, should he level up Chaos magic and use that ability to damage his own units? And what about mana? And does it even affect the hero? Should he immediately go for the alternate golems? And why is bonus daily power considered cheating for a mage?
So, should he level up Chaos, walk around with that artifact, and damage his own units? What about mana? And will it even affect the hero? Should he immediately go for Alt Golems? And how does BDP make a mage overpowered?
Why damage his own units? Only yellow golems are placed on the battlefield. Academics have the highest Knowledge stat, so do they really have mana problems? If random chance causes problems, nothing prevents taking artifacts and skills that boost mana and Knowledge. And on Random Maps, I often have a mana well. You can search online (and there are even videos) about how to achieve Utopia in 1-2 weeks using BDP. And it's easier for mages to do this - in a shorter time, they can deal more damage than non-magic factions, thanks to powerful spells.
With BDP, we survive longer, which means we can cast more spells.
Why use your own units? Only yellow golems are deployed on the battlefield. Academics have the highest knowledge stat; do they really have mana problems? If they do, there's nothing stopping you from taking artifacts and skills that boost mana and knowledge. And on random maps, I often have a mana well. You can search online (and there are even videos) on how to achieve Utopia in 1-2 weeks using the Build, Deploy, Power strategy. And it's easier for mages to do this – they can deal more damage in a shorter time thanks to their powerful spells.
Yes, I meant the yellow golems. The problem is that the Academy has a CATASTROPHIC shortage of gold on the hero, and the computer, as if on purpose, doesn't place any gold piles or chests when generating maps, a stupid random map creator, to be honest.
Yes, I was referring to the yellow golems. The problem is that the Academy has a CATASTROPHIC shortage of gold on the hero, and the computer, to make matters worse, doesn't place any gold piles or chests when generating maps, a stupid random map creator, to be honest.
Gold sometimes drops not in the native zone (location), but next to it. Also, nothing prevents you from breaking into treasure vaults to obtain it. And most importantly, gold is always taken from chests on the hero, and there are always plenty of chests.
Sometimes there were problems with building the capital, but at most for 2-3 days, which is not so important against the AI.
Gold sometimes doesn't appear in the native zone (location), but nearby. Also, nothing prevents you from breaking into treasure vaults to obtain it. And most importantly, the hero always receives gold from chests, and there are usually plenty of chests.
Sometimes there were problems with building the capital, but at most for 2-3 days, which is not that important against the AI.
My map was generated so poorly that I'm just sitting on the Faelan island, and besides overpowered level 4-5 units, there's almost nothing else there.
The map generated for me is so bad that I'm just stuck on a small island, and besides overpowered level 4-5 units, there's almost nothing else there.
I always play on random maps without water (I have to play very often to test the NHF mod, very often against 3 or 7 computer opponents in an alliance). I advise you to remove water in the generation settings and avoid putting yourself in dead-end situations.