Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Since I have (and I modestly hope this is true) quite a bit of experience with online games (over 300 serious matches in various tournaments without any disconnects, and moreover, I am currently the strongest player in the Heroes League on random maps), and also because my clanmates have repeatedly asked me, I decided to suggest the following idea: would you like to open a "school of online mastery" thread, where people like me could post strategies, tactics, tips, and simply summarize their experience? If so, I am ready to participate.
P.S. No boasting intended – I am simply offering my help. If you decide that "we don't need you here, you show-off," then so be it.
Майор Вихрь
18 years ago
Auto-translated
I fully support your idea; after all, the forum isn't just for discussing the most beautiful units. Tournaments and tactics are much more important, in my opinion. I'll be happy to read (and share, although I can't offer anything right now). I'm very glad that finally, one of the experienced players has taken the initiative.
ValgallaWolf
18 years ago
Auto-translated
Yes, absolutely. I am particularly interested in the starting conditions for the Fortress faction. If Ingmar and Karli are not available, which hero would be preferable to start with? Is it worthwhile to develop Ingmar as a mentor, as he levels up very quickly? If so, against which factions? I am also interested in a strategy for the game: Dwarves versus Humans.
Thank you in advance.
P.S. Wow... I opened the profile and saw... It can happen... You live and live, and then something like this happens... Now OF has the strongest selection of players in the top five (((
Such a topic is very much needed; I will be happy to help in any way I can!
Added 2 minutes later sir_moz;170999
Since I have (and I hope, not immodestly, that I do) quite a good amount of experience playing online (in various Tournaments, I've played over 300 serious matches without any crashes; moreover, at the moment, I am justifiably the strongest player in the Heroes League on random maps). Plus, my clanmates have repeatedly asked me, so I decided to offer you the following idea: do you need a "school of online mastery" topic, where people like me can share strategies, tactics, tricks, and simply summarize their experience? If needed, I am ready to participate.
P.S. There's no boasting here; I'm just offering my help. If you decide that "we don't need you here, you're just a show-off," then so be it.
There's no boasting here; I think strong players should share their experience because, in my opinion, the game is much more interesting if there are 20 strong players, rather than just 3-5, with the rest being mediocre!
Valhalla – if the community likes the idea, please create a dedicated thread and close this one. Also, carefully consider the rules (I advise you to outline them in advance; otherwise, many will post irrelevant content and argue, as this thread is not for debates – a player was asked a question and answered; if someone needs the information, they will take it into account; if not, why engage in unnecessary chatter?).
Neo122007
18 years ago
Auto-translated
In general, here is my experience, my own, personal, honed over the years:
1. To defeat an opponent, you need to fully understand how to play as a particular faction and know the advantages of one over another. You also need to know which heroes among those offered by a faction are weaker and which are stronger.
2. Knowledge of combat tactics, when the opponent outnumbers your army. (Using a variety of spells of different types of magic).
3. Protecting more valuable troops with less valuable ones on the battlefield, using the terrain of the battle for an advantage in defense.
4. The location of the battle (in the desert, in the snow, on the grass, etc.). It affects initiative and other parameters.
5. Upgrading and abilities of the main hero. The main ability. The higher the level, the better it is for him.
6. Developing the city's economy in the right and most profitable way, capturing all available resources in the game and gold as quickly as possible. FOR WAR, THREE THINGS ARE NEEDED: "IT'S GOLD, GOLD, AND GOLD AGAIN."
7. The number of heroes on the map. One goes there, another goes here, and resources are captured more quickly.
8. A large army has always been a major key to victory. Therefore, skills such as Diplomacy, troop growth in cities and outposts will always be beneficial at the beginning of each week. And weeks can be different.
9. And finally, the last thing: whoever acts faster on the map wins. Whoever kills one of several of their opponents faster is closer to victory, and experience is accumulated faster at the same time.
If I missed something, add it.
Майор Вихрь
18 years ago
Auto-translated
Neo, you outlined the main points that provide a significant foundation for victory. But how do you achieve them? How do you outpace the enemy in development, how do you effectively manage multiple heroes, how do you skillfully utilize the strengths of a faction, and how do you level up for a particular game? And so on. I would say that your explanation should include more specifics. But this is a huge amount of information and a wealth of invaluable gaming experience, and it's impossible to list everything in one post.
ValgallaWolf
18 years ago
Auto-translated
Here, I suggest sharing secrets of tactics and strategy. I would like to note that messages shorter than 5 lines in this topic will be considered spam and deleted (within reasonable limits, of course – sometimes you can say everything in 5 lines), except for posts that contain questions on the topic. It is desirable to support your words with save files, screenshots, etc. Please avoid writing unsubstantiated posts like "Hunters are the foundation of the game for Haven because..." Please explain everything in simple and accessible words so that even a person just starting to play the game can understand you.
Starhan
18 years ago
Auto-translated
I'll also add to the topic rules:
In the first post, it would be good to post a list of experienced players (with information about their experience, which factions they usually play, and their achievements) who would answer questions from others. Only questions should be asked; direct questions to specific players.
Valhalla – if the community likes the idea, please create a corresponding thread and close this one. And think carefully about the rules (I advise you to describe them in advance, otherwise many will write all sorts of nonsense and argue, because the topic is not for arguments – a player was asked a question, and he answered; if someone needs it, they will take it into account; if not, why flood it?).
The ancients said: "Truth is born in disputes," I don't understand why many are so afraid that someone might have a different opinion; the forum is starting to develop into a place of authoritarianism, where if something isn't to someone's liking, it's immediately considered FLOOD. I understand that you can express your opinion in different ways, but that's a different matter. This topic is unlikely to be a topic for one "teacher"; there are many other good players with their own personal experience, and their opinions in it are doomed to diverge, so let's separate constructive discussion from pure flood; these are different things.
Neo, you outlined the main points that provide a significant basis for victory. But how to achieve them? How to outpace the enemy in development, how to properly manage multiple heroes, how to effectively use the strengths of the race, how to level up for a particular game? And so on. I would say that more specifics should be added to your presentation :) But this is a huge amount of information and a wealth of invaluable gaming experience, it is impossible to list everything in one post.
You need to anticipate the opponent's thoughts. And some of the questions you asked here have already been discussed in some topics on the forum.
You can outpace the enemy in development if you first download HeroesSkaner - that's one thing. You need to have a higher education at an early level, a bonus to experience, +2 to the hero's main characteristics for every second level in Higher Education. You need to move the hero quickly across land by having Skilled Logistics - Pathfinding - Path of War. And if there is also a sea, then Navigation. Pick up the Boots of Traveling, if they are on the map, although you can also buy them in the artifact shop (it depends on the race). Along the way, defeat any neutral units that you can handle. It is better to advance to the opponent on the second week, if you can overcome the barrier of a garrison, units, etc. And if there is an opportunity to do this on the first week, then do it without delay and win.
Now about the features of the races:
Knights: The main ability is based on counterattack. This leads to the following conclusion about their development: Perfect Counterattack - Prayer - Vigil - Experienced Commander Skilled Defense - Resilience - Solid Defense - Reflection Skilled Attack - Battle Frenzy - Retribution - Haste Higher Education - Scholar - Mana Attraction - Mentorship Skilled Logistics - Pathfinding - Path of War - Navigation Skilled Siege - Ballista - Rapid Ballista - First Aid Tent (Vitya has a bonus in this, so it is better to pump up shooting and fire arrows in attack) Permanent Luck - Soldier's Luck - Luck of the Road - Magic Resistance Instead of higher education, it is better to take Light Magic if the opponent has dark magic.
Demon Lord: The main ability is based on opening portals. Especially relevant to this ability are Nimue and Urgash's Call. Absolute Portal Opening - Mark of the Cursed - Soul Eater - Hellfire Skilled Logistics - Pathfinding - Fast Portal Opening - Teleport Skilled Attack - Battle Frenzy - Fire Arrows - Devilish Strike Skilled Dark Magic - Master of Pain - Weakening Strike - Cursed Ground You can already take the ability Urgash's Call after the above. Permanent Luck - Soldier's Luck - Wide Gates of Hell - Magic Resistance Skilled Leadership - Diplomacy - Gate Keeper - Empathy Higher Education - Scholar - Keeper of Secrets - Unraveling Secrets Instead of higher education, you can take Chaos Magic - Master of Fire - Blazing Flames - Mana Burst, depending on your preference.
Barbarian-Orc: The main ability is Blood Rage. Orcs are famous for their ferocity in battle, and the Pure Rage ability is essential. Absolute Blood Rage - Memory of Our Blood - Strength Against Magic - Reinforcements Skilled Leadership - Troop Gathering - Battle Frenzy - Inspiration Skilled Attack - Battle Frenzy - Stunning Strike - Devilish Strike Skilled Siege - Catapult - Goblin Aid - Sulfur Rain The Pure Rage ability can already be taken with the above skills. Skilled Logistics - Pathfinding - Path of War - Plunder Permanent Luck - Soldier's Luck - Deadly Misfortune - Magic Resistance And also magic suppression, it depends on which race you are playing against, if against Necromancers, then suppress dark magic and everything else related to it, if against mages, suppress Summoning Magic, if against Dark Elves, then you need to suppress Chaos Magic.
Necromancer: main ability: the basics of necromancy Here, the ability Scream of Horror is definitely useful against all living things, and if you also use it with the hero Deirdre, who has a better Banshee Scream effect than other necromancers, then expect the worst if she is your enemy. Perfect Necromancy - Eternal Slavery - Banshee Scream - Spiritual Bond Higher Education - Scholar - Keeper of Secrets - Master of the Dead Skilled Dark Magic - Master of Curses - Master of Pain - Dark Restoration Skilled Summoning Magic - Master of Spells - Master of Life - Banishment You can already take Scream of Horror Skilled Logistics - Pathfinding - Path of War - Death's Grasp Skilled Spellcasting - Mana Restoration - Secret Knowledge - Counterspell Permanent Luck - Deadly Misfortune - Soldier's Luck - Magic Resistance
Ranger - Light Elf: Avenger (Novice) - Sworn Enemy Here, the True Luck ability is necessary, and if you also have the hero Anwen, the attacks will be devastating. Ruthless Avenger - Deadly Shot - Enchanted Arrow - Arrow Storm Skilled Logistics - Pathfinding - Silent Hunter - Native Lands Permanent Luck - Soldier's Luck - Luck of the Road - Elven Luck Skilled Light Magic - Righteous Fury - Storm Wind - Secrets of Light After the above, you can already take the True Luck ability Skilled Siege - Ballista - Rapid Ballista - Enchanted Ballista Higher Education - Unraveling Secrets - Forest Cunning - Mana Attraction Skilled Attack - Shooting - Fire Arrows - Battle Frenzy Instead of education, you can take Chaos Magic and, for example, the Master of Cold ability, so that the enchanted ballista and arrow storm are more effective.
Rune Priest - Dwarf: the basics of rune knowledge The Absolute Protection ability is essential. Absolute Rune Knowledge - Greatest Rune - Renewed Rune - Completed Rune Skilled Defense - Resilience - Defensive Hird - Readiness Skilled Summoning Magic - Exorcism - Master of Earth - Rune Shield Skilled Chaos Magic - Master of Fire - Pyrokinesis - Magic Drain After the above, you can take the Absolute Protection skill. Skilled Attack - Tactics - Attacking Hird - Retribution Skilled Leadership - Rune Harmony - Diplomacy - Empathy Higher Education - Scholar - Keeper of Secrets Instead of education, it is better to take Skilled Logistics with Pathfinding, Path of War, and Surprise Attack, then you will not be able to pump up Empathy. The Dwarves have the best rune player online on the Ingvar maps.
P.S. I'm too lazy to finish the rest, I'll add it later, even though only 2 races are left
You can gain an advantage over your opponent by first downloading HeroesSkaner – that's one thing. Now, about the specifics of each faction:
Barbarian-Orc: The main ability is Blood Fury. Orcs are famous for their ferocity in battle; the Pure Fury ability is essential. Absolute Blood Fury - Remembrance of Our Blood - Strength Against Magic - Reinforcements Skilled Leadership - Troop Gathering - Battle Frenzy - Encouragement Skilled Attack - Battle Madness - Stunning Blow - Devilish Strike Skilled Siege - Catapult - Goblin Aid - Brimstone The Pure Fury ability can already be taken with the skills mentioned above. Skilled Logistics - Finding the Path - Path of War - Plunder Constant Luck - Soldier's Luck - Deadly Misfortune - Magic Resistance And magic dampening – it depends on which faction you are playing against. If against Necromancers, then dampen Dark magic and everything else related to it. If against Mages, dampen Summoning magic. If against Dark Elves, then you need to dampen Chaos magic.
P.S. I'm too lazy to write the rest, I'll add it later, even though there are only 2 factions left.
This is exactly what I was talking about. I deliberately left the development option for only Orcs in the quote, as this race appeals to me the most, and I can already argue with some of their upgrade points. 1. I am not a fan of various auxiliary programs at all; they completely deprive you of the ability to think for yourself, but this is just my opinion. 2. Neo has already quoted a well-known Orc upgrade path that leads to the development of the super ability "Pure Fury." I don't deny that it's a great ability, but... in an online game, this path can play a very bad trick. First, you might not reach the level where you get it. Second, you might initially ruin more valuable and significant skills in the process, namely: in the "attack" skill, this is - archery - fire arrows and tactics; in the "siege" skill - ballista - rapid-fire ballista and first aid; in the "luck" skill - barbarian luck. Out of five skills, three can be upgraded with little benefit and even to the detriment. Education is of particular importance for the Orc. If you're lucky and it appears in the skills at an earlier stage of the game, you should take it without hesitation. All the bonuses from it mainly improve defense and attack; I don't even mention the experience bonus, plus two excellent, purely Orcish abilities: "Fury of Fire" and "Endurance," which in turn leads to "Dark Revelation" - a free level-up. If education appears in the skills, the question arises: what to sacrifice from the standard upgrade scheme? Personally, in such a situation, I sacrifice Leadership. Fury of Fire fully compensates for the loss of Battle Frenzy. Tactics compensate for the Aura of Speed, and you can maintain Battle Discipline with artifacts, and Blood Fury also does its job in battle. Of course, the upgrade process is also influenced by which hero you are playing, but I would recommend three: Hagre, Tilseck, and Argat, and maybe Krag; the rest are not worth paying attention to. Regarding dampening, this issue still causes a lot of controversy. Some say that they are completely ineffective, while others consider them useful skills. Everyone decides for themselves; personally, I never upgrade them, firstly, because they take up valuable space, and secondly, they can be partially compensated for by skillfully upgrading the main skills and using artifacts. I didn't answer anyone's question, but I think that those who decide to master the Orcs will find something useful in my monologue. P.S. I highly recommend that everyone download the fan guide http://heroes.ag.ru/heroes5/files/. You can find many answers to questions and just useful information in it.
It's been a while since I wrote anything here. I decided to share some thoughts. Basically, the idea is this: to express what playing Heroes (practically any series) is all about in general and how, accordingly, one can learn to play it. Even if this seems silly..
So, as many have realized upon their first foray into Heroes, the game is divided into two roughly equal aspects: the strategic part and the tactical part. Accordingly, to learn to play Well (meaning winning more than 50% of played matches), you need to understand and master both parts.
0) To start, you need to choose a game plan and then try to implement it—what does the game plan depend on? a) your race and your opponent's b) the map or template (whether a long game is expected or if it will be relatively fast). In principle, the combination of these two parameters provides the necessary game plan in 99% of cases, but it is important to learn how to choose it correctly. A simple example: Our thoughts: "Okay—the opponent is a dwarf, I am Inferno, the map is small; most likely if I push forward and don't overthink it, I'll reach the opponent around the beginning or middle of the third week—meaning the GAME PLAN is RUSH (i.e., a fast attack while the opponent doesn't have the strength to fight back)," "or the map is huge, the opponent is Dungeon, I am an Elf—meaning the game plan is to eat up as much as possible and not throw away units in late-game combat (an elf kills a warlock without a chance), it's better to level up GG Wingael, because that's the remedy for the warlock's tricks," and so on. Of course, you can't describe every possible scenario immediately, but the general principle is clear: Knowing the characteristics of the races and having a rough idea of the map (in the case of a fix-map, knowing it by heart), you can easily come up with a game plan for yourself. In principle, 3 options are possible here: 1) a fast attack on one of the opponents (meaning either you have a rush setup or the opponent does) 2) mid-game (for example, when the setup isn't particularly rushy, it's not profitable for opponents to run quickly, but dragging it out isn't wise either, especially when we clearly suspect that one of the opponents has much more favorable chances in the late game) 3) when a long game is planned (meaning opponents won't be in any particular hurry to fight—in the late game, everything will be decided by leveling, found items, and the opponent's mistakes).
1) Strategy: this includes everything your heroes do, the construction of your castles, scouting, and game planning. Accordingly, it is necessary and important to learn to understand what each hero should do and how, so that they all act together as effectively as possible. It is important to remember a few key things here: A) If you have planned a one-hero game (meaning only one GG—main hero—is being leveled), then he must under no circumstances eat resources or engage in any side nonsense... his goal is to get as much experience as possible in the shortest possible time—this means you need to balance his leveling with the map and try to move across it, choosing a route that allows the GG to level up maximally). For example: we have a situation where we know there are many strong monsters further down the road and we can break through them; it's not worth getting distracted by fighting a weak monster for a couple of chests or a minor artifact, unless it is, of course, needed for the GG as magic buffs or boots of speed). B) If there will be several heroes who split the army and try to clear many spots on the map—then you should try to choose heroes so that they can break through on their own without losing too many troops— C) It's very good to have 8 heroes if money allows—because 8 heroes provide the ability to carry troops, collect resources, visit various remote objects on the map, venture into the dark with scouts, and so on. A few techniques: it is very good to constantly keep one hero with the GG who will eat whatever the GG has cleared. Also, if necessary, he can be a "pocket" for the GG (for example, when you need to fight large monsters, it's useful to take part of the army from the GG) or a cockroach (a hero performing auxiliary functions) can check who is in the portal—so as not to run into mages, for instance. Also, try to build something like a chain from the castle to the places where the GG is roaming, so that you can deliver an army at the beginning of the week, or in case of danger, retreat to the castle (give the army to a side hero, while the GG attacks neutrals and, upon escaping, buys them back at the castle). Regarding playing with multiple heroes: usually, a second or third hero is leveled when there is an opportunity for them to fight significantly (for example, as a mage or warlock) without losing troops (for instance, Nura with machines is very good—the tent heals, Nura deals). Necromancers are very good in this case: thanks to raising troops, they can sustain themselves, and the heroes are strong. In most cases, such a second or third hero handles clearing territory or those places where it's not profitable for the GG to go. Or if you manage to enter enemy territory—pressure them, take their mines, kill cockroaches, distract their heroes. To the point that if the enemy chose the wrong tactic, it forces the enemy GG to get distracted.
To summarize—the strategic part is the part of the game that determines the game overall. It is very important to learn to play strategically, rather than "well, I'll just run and we'll see." I think I'll write examples later and expand on the game even more.
2) Tactical part of the game: THIS IS COMBAT and everything associated with it (naturally, it affects and very strongly affects strategy, but still, it is a different part). The principle here is one—losses should be 0. Meaning ABSOLUTELY 0. Or at least that's what you should strive for. It helps a lot to use the editor to create heroes, place neutrals, and fight, fight, fight. You must learn to break through various neutrals by strength and learn to understand what leveling is needed for this, which spells or troops. Specifically, the ability to conduct battles against neutrals well strongly distinguishes a good player from a mediocre one. Because a good player knows exactly when and how they are capable of passing and which neutral. It also helps very much if you ask a good player to record battles and then watch them. Main techniques: Separating ones (this should be done in almost every battle—even with shooters, even if they are shield ones) because they allow you to 1) block neutrals, absorb the counter-attack, run up and block shooters for a while. Neutrals will have to be distracted by them to reach the main stacks. Leveling into skills that allow minimizing losses—for example, tactics + dogs give us the ability to separate ones of dogs and close off enemy neutrals. Again, tactics give us the ability to cover centaurs from an enemy strike at the start of the battle (we also include machines with their tent here, or defense with evasion). Leveling into magic that allows killing neutrals while practically losing no troops—regen, resurrection, or dark magic; summoning is very good. This is harder because you'll have to build a tower, but it's better not to lose too many units on neutrals for 5 days and then pass them without losses than to crash immediately and spend the whole game struggling.
It also doesn't hurt to learn right away how to distinguish neutrals that the hero can currently kill without losses from those who can beat you up badly (the latter usually include all mages and very fast heavy troops like dragons). But this is only available after a large number of battles. As I wrote—editor and battles, battles are our way, or simply playing against players with your own skin in the game, sketching out a battle scheme for yourself.
Useful tricks: Wyverns give a lot when built; for example, I personally, as a level 1 hero thanks to wait, killed 74 shooters (alt-grade crossbowmen) with 3 non-upgraded wyverns—it's done like this: Fly forward to the shooters—stand so that you block 2 stacks and simply wait. Shooters just deal less damage and don't have time to kill our wyverns. Bears with the energy rune allow passing almost all mages. In combination with soldier's luck, they work wonders. It's done like this: split into 2 stacks and move with a paw. It is important, however, to take all thick stacks into battle besides the bears, so that the mages get scared and stand in 1-2 stacks rather than 4. Crossbowmen are very good with their ability that allows hitting melee neutrals by luring them with ones. Upgraded griffins, because of their jump, also sometimes allow passing mages almost without losses. It's done like this—take 6 ones of peasants into battle so that the mages spend a turn on them instead of waiting—fly with a stack of griffins. Even if the griffins land unsuccessfully a couple of times, we have the ability to pass a very nasty passage, for example with 60 archmages, losing only about 10-15 griffins. Dungeon has hydras (we constantly wait with them) which, in combination with the hero's powerful strike magic, allow passing many neutral mages without losses as well. The elf has tricks with logs and flies; light magic is also very good. For example, horns with regen (because of their aura, if you also level up resistance from luck) allow significantly reducing losses in battles with mages And so on). Venture out, search, and you will find your own techniques for successful battles with neutrals. It's very useful to chat with game aces even just on ICQ, for which of course you need to reach out to them; most good players are very loyal to requests to tell about the game and share mastery techniques.
And now what was basically expected by everyone: battle with an opponent. There is a huge sea of everything here. But there aren't many principles that, if followed, allow one to effectively oppose an opponent in combat: 1) Make a plan for the battle (unfortunately, this is impossible without combat experience, so try to play as much as possible things like "Bandit Arena" or "Bandit Tactical Map" (unfortunately, duels, due to their wild detachment from real games, do not provide the opportunity to fully emulate a battle, so they should be viewed as entertainment or a separate type of game). That is—what will we handle the opponent with, what will we use. It's important not to scatter everything at once. Knocking out—blocking (removing from the battle via locks)—it's important to target specifically the enemy's main stacks (those that will deal the most damage). It's better to act in accordance with the game plan; don't jump from one extreme to another: started hitting dogs, didn't finish them—jumped to hit horses and so on, while meanwhile the dogs blocked an important stack. Oh, by the way, planning your own leveling throughout the game should be based on two things: 1) battles with neutrals (so that clearing is effective) 2) battle with the enemy. Don't rush into one of the extremes. But leveling is a separate topic. In general, that's about everything I wanted to say for now. A bit later there will be a post about leveling and I'll go through all the races individually.
So, I'm no veteran, but I have played a lot) In connection with the tournaments that have started on new templates
1. Common reasons for losing:
1.1. Templates that have ГО. Determine if it is possible to reach the castle from it in 1 turn, including with logistics. Keep in mind that a skilled player can often break through it (depending on the monster, of course), on a shield by the 5th week, but there are many of them to break through there. On a spider, Letose by the 6th. Game monsters, especially for Necros etc., can sometimes do it a week earlier. Accordingly, you need to be fully equipped by that time. That is, drag a chain behind you. And if it's possible to reach it in one turn, it is highly desirable to break through your own ГО and scout within those timeframes. Often the race being played will force one player to hurry, or that's just their playstyle (people of a particularly "jubilee" mold follow this). Usually we agree (or even in the rules) not to jump into the starting zone on such templates until all ГО are broken through. Sometimes you can skip breaking your own ГО and jump over it—to scout. Just in case) A chain is maintained so that the main hero passes troops to a left hero, crashes into neutrals, and buys back in the castle. The left heroes then bring the army along the chain in the same turn 1.2. Heavy losses often occur when jumping blindly through a double portal. You break through many minotaurs, but on the other side there are many water creatures... Of course, it's painful to lose units, but sometimes a sacrifice-scout with left heroes is used. 1.3. Moz overhauled the guards of various treasuries. I think it's in the change log. I often fear going in there for a long time) At least during the 1st-2nd week, well maybe into a crypt, but you can get beaten up there too). The Celestial Temple is a terrifying place overall; it's not comparable to Dragon Utopia) 1.4. On 3.0 without the mod, speed will certainly increase by a week due to OS, Path of War, stalkers, same-day portals for magic races, etc. 1.5. The difference between random and fixed is that, as a rule, it makes no sense to risk attacking neutrals. You'll find plenty of real ones without losing meat. Sometimes it's even better not to break through a portal with water creatures, but to wait.
ps. Sorry if these things are obvious to many)
Added after 1 hour 12 minutes now briefly about the templates)
1. General. The mentioned timeframes can be significantly adjusted due to astral gates. When speaking of time, I am referring to the mod; on 3.0 it's often faster. By "time," I mean a skilled player, but not a monster and not a novice. Monsters, rushers, or Necro specialists might be a week faster. The templates were balanced by the creators for Hero difficulty. Resources, money, monster difficulty... Each template has a recommended size, but Moz seems to have already written about that. In the description, I use the terms linear and non-linear. Linear is when you can understand where to go to reach the opponent based on the strength of portal guards or other distinguishing features, except for ГО, which is always obvious) The starting zone always has 1-2 dwells, a prison, some creeps, easy-to-break piles. Wood and ore. In the labyrinth there is no wood/ore; you have to fight through. Random mines are all gold for now (Zone contents are mostly described in the diagrams, I won't repeat them). Treasuries can generate 20 minors or 10 majors, for example. 20 gargoyles or 2 Dragon Utopia. The numbers are illustrative, but I think the point is clear. In every zone there are enough freebies as well as piles that require breaking through; it's always profitable to send left heroes in there, plus for scouting.
2. Smile. A small, linear template. There is one exit. It must be broken through by the 9th day at least, sometimes they hit it at the end of the 1st (check who is there; sometimes you can take a rest or plan your skill-up and initial construction) — procrastination is like death). From the next zone there are 3 exits. The guards in the treasury are stronger; usually, you can't break through immediately, but it sometimes generates good loot). Zone 1 is urban plus wood/ore. It leads directly to a similar urban zone of the opponent. The second is also a direct resource zone with all mines. That's where they usually clash for the first time (resource or urban). Usually on the 4th week (3-6).
3. Spider. A medium, linear template (though you can wander a bit in the intermediate zones)). There is ГО. Often it can be broken through by the 6th week (skilled players by the 5th)). Besides that, there are 3 exits. 2 exits lead to zones with one not-so-strong guard, but usually, it can be taken on the 5th or even 4th week. These exits lead to dead-end treasuries. But one of them is "tasty") there are artifacts, often majors, and Dragon Utopia frequently appear there. The other is mediocre—mostly creeps and useless artifacts. You won't know which is which in advance) The 3rd zone from the starting area has 2 exits leading to similar intermediate zones. In each of these 4 intermediate resps (3,8,9,10 on the diagram), there is a gold one (random). It's also present in zones 4-7. People often come here to feed) Also, people sometimes break through to battles here if not via ГО (not all races can handle titans)). Often the first meeting is on the 6th—via ГО or intermediate zones. Usually, by the 5th-7th, the alternative is either to hit ГО or the second treasury, or to feast in a good treasury, or to "rush" through the intermediates. Without chains from the 6th week, or even 5th, or a portal to the city, you can't)
Phew. I'm going to play; I'll finish writing later, or maybe someone can help?)
denden
18 years ago
Auto-translated
Do you need a continuation? If you have any questions about the templates, feel free to ask. And if you have any questions about the mod, Moz will answer.