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Posts from Quickly excavating the Grail.

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13 years ago
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When excavating the Grail, the hero loses their entire turn. It is not allowed to excavate the Grail on the day of arrival at the location of future excavations. However: There is one caveat that is quite thoroughly discussed in one of the topics on HeroesPortal - "A puzzle from Arkh." The essence of the caveat is that there is a method that allows you to excavate the Grail on the day of arrival by varying the hero's maximum MP level. Details can be found at http://www.heroesportal.net/tavern/?id=150632.

I read about this trick in the physics section, went to the forum, and found out that someone suggests transferring a slower unit to the hero before excavating the Grail, and this should allow you to excavate the Grail even if you don't have a full turn. However, despite all my attempts, I couldn't make it work in SoD. Maybe I misunderstood something?
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13 years ago
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I think the idea is a bit different (I haven't read the whole thread, it's too long). First, you need to boost the hero so that he has the maximum amount of mana points. One of the best ways to do this is to fire the hero and re-hire him in the tavern (apparently, this is possible on that map), otherwise, use gloves and boots, as usual. Then, stand on the Grail, remove the gloves and boots, accept units from an allied hero (before that, there were only fast units in the army), and press the magic combination F4 + double-click on the hero (this should recalculate the maximum mana points). Then, there is a chance that the current mana points will equal the maximum, and the Grail can be dug up. Well, as I understand it, I might be wrong, and there is a recalculation of the current mana points, not the maximum, so you need to do the opposite. Or maybe I don't understand anything at all... ----- No, it's even simpler.
Step 4. Digging up the Grail Hire Murka, with an Efreet under her (specialist in gnomes). Murka has 2000 MP. Murka takes a Nomad and a Wolf, again transports neutral creatures, visits the obelisk, and moves to the location where the Grail is to be dug up. At this location, Murka has 1500 MP. Buy an Efreet, with a Hunchback under him. The Efreet runs to Murka, gives her the gnome, and takes all the other units. Murka has 1500 MP, and since she has a gnome (speed 3), her Max MP is also 1500; only in this situation can you dig.
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13 years ago
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The trick is to make it seem as if the hero didn't move. That is, if there were 2000 movement points, you need to make 5 (not 4 and not 6) straight (not diagonal) steps, after which 1500 movement points will remain. If the hero had spent the night with the Gnomes, then at the beginning of the day, he would have 1500 movement points... The program thinks that the hero didn't move and gives him the opportunity to dig.

You can make 3 steps and give the Centaur a turn, then 1700 movement points will remain.
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13 years ago
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5 (not 4 and not 6)
I understand, you always get straight to the point.
I thought it was enough to simply have more turns than the maximum number of turns.
But now I understand the trick.
Thank you.
12 years ago
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I can't seem to replicate it... I'll leave it with the centaur hero, and the next day, after making two horizontal moves, I give him the dwarves, but he refuses to dig. Maybe this bug was fixed in later versions?
8 years ago
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No one has fixed anything. The button condition is: FullMovePoints = CurrentMovePoints The condition is met - the button will activate. Current move points change when the hero moves. Full move points change if the hero's slowest unit is changed or if the hero is given boots/gloves/visits a stable, etc., and other modifiers. But after changing the conditions that affect the Full move points, you need to open the hero's window and rearrange the units - the full move points will be recalculated according to the current situation. The equality must be exact, otherwise it won't work. In the HD mod, you can see the numerical value of the full and current move points.

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