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#2379
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Yes, there are various subtle nuances associated with the fire wall. I analyzed the Rise of the Sun King map a bit. It seems that the early weeks of the game are designed to encourage frequent use of this tactic. And the second layer involves supporting our ranged stack (a hero with a sniper bow), but not attacking. Although I'm not entirely sure about both points in relation to that specific map :D
In reply to Marlo_Stanfield
#2380
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I encountered something similar in battle. It's related to the swamp.
By the way, this happened on a Chinese map.
I'm in the castle, I've stocked up on swamps. I'm standing in the corner, behind the "lepeshki" (presumably a type of defensive structure or terrain feature). And the computer AI isn't attacking!

It's convenient, of course, as I don't have to move. I just stand there and shoot. But... I don't understand why it's happening?
In other cases, the AI attacks, even if it loses a turn because of the "lepeshki," but it will attack on the next turn.
#2381
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Regarding the fire wall of the Chinese, there is a small research on this topic.

As I understand it, a stack of griffins does not attack a fake unit if there is a fire wall in front of it, but it will attack if another unit is placed behind the fake unit, because the computer evaluates the possibility of killing two stacks in one turn and therefore flies into the fire.

I also had a situation where a crystal dragon, instead of killing one peasant behind the fire wall, returned to defend the archers and only attacked on the next turn.

The computer does not seem to notice the "lepeshki" (presumably a specific unit or ability), at least all sources say so, and I have not seen any exceptions.
#2382
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and there's another trick when attacking a Castle:
If you have even a small stack of Archangels and they have the first speed, then by pressing "wait," the AI likes to cast Blind on these Archangels. Basically, if this is the only stack and the towers are awake (the catapult is destroyed), then this is a simple and quick way to leave the AI without mana and doesn't even require a dispel.
In reply to Dandy
#2383
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Dandy
and there's another trick when attacking a castle:
If you have even a small stack of Archangels and they have the first speed, then by pressing "wait," the AI likes to cast Blind on these Archangels. Basically, if this is the only stack and the towers are awake (the catapult is destroyed), then this is a simple and quick way to leave the AI without mana and doesn't even require dispel)
Oh! by the way, yes, thanks. I remembered. EXACTLY when playing that Chinese map. Yes.
It casts Blind on the Archangels on the first turn. I need to remember and try it further. Maybe it can help somewhere.

Added 1 minute ago
I went to the link. Ahahaha:)
glory to automatic translators:) it translates from Chinese, I'll read it now:)
#2384
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The swamp unit in the army allows you to see quicksand. In San King, this is related to the addition of a wyvern to the hero Sir Lock (probably the only difference between versions 24.1 and 24.2).
In reply to Sewa
#2385
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Sewa
The swamp unit in the army allows you to see quicksand. In the Sanctuary King, this is related to the addition of a wyvern to the hero Sir Lock (probably the only difference between versions 24.1 and 24.2).

Interesting :) And yes, there is an exception if a city is being besieged, where the AI evaluates it in the same way as a moat.
In reply to wenwell
#2386
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wenwell
Interesting :) And yes, there's an exception if a city is being besieged, and the AI evaluates it as a moat.
If it evaluates it as a moat, doesn't the AI still go into the moat?
But in my case, it's set up, but it doesn't move!
In reply to 271200
#2387
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271200
But if it assesses it as a ditch, wouldn't the computer still enter the ditch?
And in my case, it just stands there and doesn't move!

It's possible that the same principle is at work here as with the fire wall. If the computer assesses the terrain as a ditch, it might prefer not to move onto it, thinking it will take more damage than it can inflict. But this is all speculation; it needs to be tested.

It's also possible that the issue isn't with the sand, but with the broken walls. Walls 2 and 4 (counting from the top) are bugged, and the computer ignores their destruction during a siege (it doesn't move out). It might also get stuck in the gate when taking a city, thinking the gate is closed and not attacking. I've tested this, and it works. The question is whether it will enter them or ignore them if the computer attacks us and breaks through these walls.
In reply to 271200
#2388
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271200
I also encountered something similar in battle. It's related to the swamp.
By the way, it's on the Chinese map.
I'm in the Castle, I've stocked up on swamps. I'm standing in the corner, waiting for the reinforcements. And the game is NOT RUNNING!

A similar story with the reinforcements and attacking/defending the Castle, when at the end, let's say, if the computer has 4-5 stacks and summoned elementals, then everyone moves without exception. But as soon as one of the stacks decreases to x-size (a one-shot from our archers), the stack simply freezes and defends. There isn't much logic in this. It's not very useful, I just noticed this fact. It's especially interesting if this happens in the defensive moat of the Castle. Then the computer freezes there and dies after x rounds.

Added 2 minutes ago
Dandy
and there's another trick when attacking the Castle:
If there's even a small stack of Archangels and they have the first speed, then by pressing "wait," the computer likes to cast Blind on these Archangels. Basically, if this is the only stack and the towers are awake (Kata is dead), then this is a simple and quick way to leave the computer without mana and doesn't even require dispel)

If I remember correctly, this trick can be used in the final battle on the First Blood map. There, the computer has immense power in the dungeon, and we won't have enough mana in a fair fight. But precisely because of blinding the Archangels, the computer loses all its mana. And it can't be said that the stack of Archangels is small; there are just more than enough Black Dragons there
#2389
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The metatagger is almost ready; it will be completed in about a week, without any special features.
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#2390
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Will you share your save files after completing the walkthrough? It would be interesting to see how everything turned out.
#2391
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I decided to finally approach this damn Chinese map seriously. I'll be writing about it; maybe someone will find it interesting. 1 life hack for difficult maps (maybe some people don't know). This map has a lot of tough timings. The first timings. The Elemental Moon should arrive at the Castle by the end of the third day. I'm not sure how critical this is, but on day 35, there's a timer event where something like 200 or 300 fairies and other things appear. But I don't know; by that time, a pretty strong enemy is already rampaging, breaking through a group of Phoenixes from the left. But that's not the point. Here's the life hack. There are many battles along the way, and you'll often have to reload. And you won't know which objects and resources you can grab and which you can't. In the editor, I added Phoenixes and a hero to the fairies and quickly went through the area up to the city, noting where you can reach and what's better to avoid. This saves a lot of time. Then, of course, I'll play without cheats. I also use this for the Sorcerer hero, Einar, in the snowy area. Everything is calculated precisely here. Despite the fact that the enemy rushing towards us is faster, we will still manage to escape. There's an interesting trick here. On the second day, (the Ogres break through on the VERY last turn, and the enemy stands right next to you), after the Ogres, we fight near the resource flag, visiting it after each battle. At the end of the turn, we turn towards the boots, manage to grab the Giant in the hidden spot, then break through the Monks and Angels (don't take the Gremlin near the boots; go into battle with it to visit the resource flag again), and either on the last turn or the first turn of the next day (it always worked out for me), we open the passage. You don't need to be afraid of the enemy; after turning towards the Giant's hidden spot, it somehow stays there permanently.

Added 5 minutes later
About the Moon. At first, I didn't manage the route well, and I didn't have enough time to fight the Cyclops (where you get the breastplate). BUT YOU CAN MAKE IT! Otherwise, I was an idiot and had to go back for it later. Against the Cyclops, use the Moon's standard trick. Block the archers with one fairy unit and place two more units nearby so that the Cyclops have to walk to the two fairies, breaking through the wall of fire. In general, the wall of fire is a GREAT thing! At first, due to inexperience, I used Chain Lightning (24 mana!!!), but it turned out that you can cleverly block the archers (the battle for the helmet) and even deal damage to other creatures. But the wall of fire only costs SIX MANA! I've been playing for a while and didn't know that. Damn, I'm in love with the Moon :) It's especially useful in battles, especially against wild creatures
In reply to 271200
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#2392
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271200
The standard Moon spell trick works on Cyclops. Block the ranged attackers with a single Fairy unit, and place two more units nearby so that the Cyclops have to walk to reach the two Fairies, forcing them through the wall of fire.

Thank you, very interesting!
I didn't know about this trick. But it can be used not only for the Fire Wall, but also for the Mines and Sands. And, of course, not only for Cyclops, but for anyone.
In reply to Ben80
#2393
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Ben80
Thank you, very interesting!
I didn't know about this trick. But it can be used not only for the Fire Wall, but also for Mines and Sands. And, of course, not only for Cyclops, but for anyone.
It allows you to move archers through all three cells.
Impressive!
There are more screenshots in the comments above.
It turns out that the Fire Wall can also be used as a makeshift force field.

Position your troops using tactics in a corner of the map or in some other convenient terrain.
The main point here is to have weak, single units standing behind the wall.
The AI won't enter the fire because it doesn't want to take a lot of damage from the wall and exchange it for a small amount of damage to a single unit.

Also, two hexagonal units won't stand head-on in the fire.
That is, on the edge of the map, your single-hex fairy will be "invisible" to griffins, for example, if it stands behind the Fire Wall, but not directly on the edge of the field, but one cell forward.

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