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Posts from Walkthroughs for custom maps.

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In reply to Marmot
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Marmot

Such use of the Hat is not "something bad." It's a different matter to artificially inflate movement points just for the sake of a speedrun record. That's already unfair gameplay. I only made an exception once on the map "007 chases Dr No," because Bond can't reach the Necropolis where Isra is located without air magic, and he won't be able to proceed further.

It reminds me that this map can be completed without using the hat bug!
It's a good map, with some interesting moments. As I remember, I didn't use the hat bug, although I had to put in some effort to figure out how to fly in 1-2 places on the map.
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Fee, as I understand it, you're interested in this battle (featuring a breakthrough by RoseKavalier).

In battles of this type against a Conflux, you need to quickly eliminate one of the shooting stacks. After that, you can leave the second stack without ammunition, and then finish it off depending on the situation. It's also important to consider the following: if the enemy has an explosion ability, it won't remove troops from the castle against our melee stacks of any size or a small group of archers, even after they've used all their shots and mana, as long as it feels it's stronger (the video shows exactly this situation).

I played UTB a long time ago. From what I remember, I used the trick of sacrificing a large stack of low-level, unnecessary units several times on the map. Even if they were killed during the battle, it's much more effective to resurrect such a stack and then sacrifice it to raise creatures than to simply try to resurrect creatures directly.
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Note. Experiments show that when deciding whether to leave the castle, the AI checks which magic is stronger – its own or the player's. And "Strangle" is just one example.
In other words, I started a battle with one magic arrow, and the AI had a fireball. It didn't cast it, it drained mana, but still didn't cast it. I entered a cheat code for magic, and it cast it.
But I can't say for sure what the exact pattern is (perhaps the strength of magic somehow affects it). And it probably doesn't have anything to do with the battle on UTB either.
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Yes, this battle… I was just trying to conduct the battle outside the Castle or on defense (the AI was spamming Earthquake, so I thought maybe it would work), but I guess I’ll have to change the shock troops anyway. Right now, the main force consists of around 300 Titans and ten Archdevils, which is clearly not enough and not suitable for this battle.
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I guess I'm just a complete noob and don't understand the mechanics of Heroes of Might and Magic (as well as the developers' logic). Why does a non-logistics-skilled Orin, without logistics, who boards a boat on his first turn at the beginning of the day (removing his boots and with a golem on board), have significantly more mana points than a hero with logistics who does the same? With 4 beacons, the total is 9333(!) mana points. The logistics hero has around 8000. This was a shock to me, and it was a good help in completing the game))

Added 4 minutes later
This is actually the answer to the question that Dandy asked me a long time ago - how did Orin, without logistics, manage to reach the blue flag in 1 day, starting from a castle on the water? I attributed it to a bug in the transfer of the hat between heroes, but it turns out that this is just a mechanic for heroes without logistics.
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Hello everyone. Does anyone know how to win this battle? The map is "april battle c" from maps4heroes. This battle takes place on the first day, and there are 3 spellbooks available (water, fire, earth), but there is little mana and no magic expert.
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In reply to DarkT1me
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DarkT1me
Hello everyone. Does anyone know how to beat this battle?
The map is "april battle c" from maps4heroes. This battle takes place on the first day, and you have 3 spellbooks (water, fire, earth), but there's little mana and no magic expert.

I've seen a description of this battle somewhere. If I'm not mistaken, you need to put the hydras to sleep and position harpies next to them. Then, the ogres will be afraid to harm the hydra and will skip their turns. Meanwhile, the harpy will attack and kill them one by one. That's the beginning of the battle, but I don't remember what to do with the hydras afterward.
This is a map by Grigori Minchev, and his maps were discussed here a couple of months ago. You might be able to find a description of this battle by searching this thread.
In reply to Nasos
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Nasos
]Intermediate result on day 131. I doubt I'll replay it anymore; there's nothing left to improve. The bug wasn't used on day 116.
Saves:
http://rgho.st/8cPNqcsmy

Is it possible to re-upload it somewhere else? I opened the link through a VPN, but I can't download it. The download stops in the middle.

DarkT1me
Hello everyone. Does anyone know how to get through this battle?
Map: april battle c from maps4heroes. This battle takes place on the first day; there are 3 spellbooks available (water, fire, earth), but there's little mana, and there's no expert in any magic.

This copy-paste from Lord of the Rings, Grigor is already putting it into the 3rd map.
In reply to wenwell
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wenwell
Is it possible to re-upload the files somewhere else?
I'll finish the battles soon and upload the later save files. At level 145, everything is ready for the attack on Inferno, and Rusty with the DD fly is very close by!
In reply to Marmot
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Marmot

To pass the guard, I need the "Mana Amulet" and the "Hourglass of the Wicked Hour." I found the hourglass near the guard – behind the Academy. But I can't find the "Mana Amulet" anywhere, even in the editor (maybe I don't know how to use it – I don't know how to search in it, I just carefully examined the accessible areas). Please tell me where the "Mana Amulet" is located?
In reply to kolotok
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kolotok
I think I saw a description of this battle somewhere. If I'm not mistaken, you need to put the Hydras to sleep and position the Harpies next to them. Then, the Gogs will be afraid to harm the Hydra and will skip their turns. Meanwhile, the Harpy will attack and kill them one by one. This is how the battle starts, but I don't remember what to do with the Hydras afterward.
This is a map by Grigory Mintchev; his maps were discussed here a couple of months ago. You can search this thread and maybe find a description of this battle.
The problem is that the Gogs don't care about the Hydras. They attack the Harpies and wake up the Hydras with fire. I couldn't make them stop attacking. I tried playing the battle with and without HD+ and without SoD_SP, but the result is always the same.
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I tried it. The Magogs didn't shoot; the main thing is not to apply any buffs to the harpies.
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In reply to YuriyAn
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YuriyAn
To pass the guard, I need a "Mana Amulet" and "Sandglass of Ill Omen"... I can't find the "Mana Amulet" anywhere.
I just checked: The Mana Amulet is located at cell 38,73,0 (hidden behind a demon's secret passage) and is heavily guarded.
You can search in the editor through the menu: Edit - Find or by pressing Ctrl+F (then, if necessary, repeat the search: F3; this way, for example, you can review the location of all tents or monoliths). You just need to know what the object is called in your version of the editor, as the names differ in different translations.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
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Marmot
Just watched it:

Thank you very much!
In reply to Marlo_Stanfield
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Marlo_Stanfield
I tried it. The Magogs didn't shoot; the main thing is not to apply any buffs to the harpies.
The mystery turned out to be that I got a +1 attack and defense ring at the start, and the Gogs stopped caring about the Hydras. As soon as I took off the ring, the Gogs stopped shooting.

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