Posts from Theory and Practice
Auto-translated
Yes, yes! Optimal, I had the same idea. It’s good that you implemented it; I don’t have time anyway, as always. But once I’m free, we can check a lot of things together. How does that sound?
P.S.: I ask everyone to join in! We’ll be like in the “MythBusters” show:smile14:
Both armies have 2 heroes: Haven has 1 mage lvl 13, 4th level Haven magic, and a Haven book. 1 Lord lvl 12 with Logistics.
Life has: a mage hero lvl 13, 4th level Life magic, and a Life book. 1 Knight lvl 12 with upgraded Tactics.
I will write the options for Life's victory over Haven in 2 versions: Equilibrius and Whirlwinds
Victory option on Whirlwinds:
The Haven army has: 108 halflings, 21 djinn, 6 titans, 21 golems, and 84 dwarves. Formation: square.
The Life army has: 72 crossbowmen, 18 crusaders, 6 angels, 32 spearmen, and 84 squires. formation: square
On the first turn, everyone waits except for the Life mage, the crossbowman, the djinn, and the Haven mage. The djinn moves first; he hits the crusaders with a bolt and kills 5 of them. Then it is the Life mage's turn, who casts General Protection on Haven. After him, the Haven mage moves and casts General Slow, which only worked on the spearmen and crusaders. Titans and halflings attacked the crusaders and killed 2 of them. The crossbowman killed 22 dwarves. Now it is the turn of those who waited: angels: they fly right up to the army; crusaders moved a short distance with the spearmen, squires move forward. 2nd round: morale drops for the djinns and angels. Djinns move first and hit the angels with bolts, without killing any. Then the angels kill the Haven mage. After that, everything went as expected: the Life army pushes forward, the Haven army is wiped out. VICTORY!
P.S. The victory will be successful if the angels are not slowed down. Haven has little chance here.
Victory option on Equilibrius:
The Haven army has: 108 halflings, 19 djinns, 6 titans, 21 golems, and 82 dwarves. Formation: square.
The Life army has: 72 crossbowmen, 21 crusaders, 6 angels, 32 spearmen, and 84 squires. formation: square
Titans move first and shoot at the crusaders, killing 2 of them. Next turn is for the angels; they wait. Then the crusaders and squires wait. Now it is the Haven mage's turn. He casts Berserk on the angels. Spearmen wait. Generals defend. It becomes the Life mage's turn, and he removes Berserk with Exorcism. After this, djinns move and slow down the angels. Halflings hit the crusaders with stones. Archers killed 19 dwarves. They defend along with the golems. Turn is again for the angels; they move a short distance... in general, Life is positioning its troops......
The Haven mage casts Berserk on the angels again and, by luck, after that turn comes the Life mage who removes everything bad. It's the angels' turn and they kill the Haven mage. THAT IS IT. The rest is just a matter of technique. Haven is defeated!
P.S. The Haven mage had few attack options: because immediately after him, the Life mage moves and removes all negative effects. Therefore, morale plays a role here, although it won't save Haven....
I will post an attachment with the situations. Take a look:)
Also, a huge thank you to those who read this:)
Unfortunately, attachments cannot be uploaded:( If anyone is interested, I will send them via email/ICQ etc.
That's great, let there be a campaign, for example, the well-known "The Gathering Storm" campaign. How many monsters are there?! There are tons of them, and they can deal a lot of damage.
And I was talking about "The Gathering Storm." Bob is there, and nothing happened to him. It's one thing to have a large number of neutral monsters on the map and quite another to have a large number in an army. In online mode, I can understand why someone would always try to eliminate a hero. And there, you won't even have time to develop all the magic skills... But there shouldn't be any problems with this in offline mode.
ZYbr, I can provide proof. I'll post a save file in a special thread a little later. There's
I was talking about "The Impending Storm." Bob is right there, and nothing happened to him. There's a difference between the number of neutral monsters on the map and the number in an army. In online play, I can understand why someone would always try to eliminate a hero. And you don't even have time to max out all the magic skills... But there shouldn't be any problems with that in offline mode.
ZYbr, I can provide proof. I'll post a save file in a special thread later. There's my leveled-up Arthur. You can check it out and see how it is.

Барон "Vampires"
Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!
1. Troop formation.
2. Terrain.
For example, I remember we wrote a scenario where you had to defeat 15 behemoths to progress, and it took us 8 attempts! We only managed to defeat them because the map loaded with a large number of stumps and rocks, where they got stuck.
Основные правила портала www.HeroesWorld.ru
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
Let's end the discussion here, but I have one question: what was the difficulty level of the AI? (Sorry for the off-topic, but I want to finish what we started).
The AI difficulty was "Champion"... But Arthur is gone, and unfortunately, the save file wasn't preserved. Maybe I'll post something similar later.
P.S. Optimal, please send me the attachment for the Whirlwinds to my email.
it seems that Death's Hand affects a hero with 100% magic resistance, so it might affect fighters as well.
Magic resistance to spells of the 5th level grants the hero immunity to attacking spells, secondary damage spells, and corruption spells (curse, weakening ray, etc.), provided that the enemy hero does not have artifacts that allow them to ignore magic resistance.
Magic resistance to spells of the 5th level grants the hero immunity to attacking spells, secondary damage spells, and curse spells (curse, weakening ray, etc.), provided that the enemy hero does not have artifacts that allow them to ignore magic resistance.

Барон "Vampires"
Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!
Theory is one thing, but it still needs to be tested in practice. Those who can, please test it; I don't have the opportunity to do it right now.
Do you think no one has tested this?) It has been tested many times. Here is a description of these tests and simply the experience of playing:
Resistance to 5th-level magic grants the hero immunity to attacking spells, secondary damage spells, and debuff spells (curse, weakening ray, etc.), provided that the enemy hero does not have artifacts that allow them to ignore magic resistance.
And "Hand of Death" on a hero with 5th-level Magic Resistance will not work at all.