Posts from Walkthroughs for custom maps.
A mysterious situation. The standard editor shows that Armageddon is banned, while the extended editor shows that it is not. Now I have questions about how this is possible. At the same time, if a built Grail grants Armageddon, it clearly indicates that the correct display is in the extended editor.
Even if you ban these spells in the global map settings, the Grail will still grant them.
Yes, it does. The priority is given to the spell settings within a specific map. For example, in the map we're discussing, Armageddon is disabled in the global map settings.
Mysterious story.
Real-time speedruns in Heroes are also quite amusing. There are even videos where a complete newbie clicks like in Starcraft, trying to show some kind of micro-management, even though they can't even properly conduct battles, but they still managed to write two letters, WR.
the main thing in this battle is to find a configuration in which 4 out of 7 stacks of champions die within the first 5 turns; after that, everything becomes much easier.
But, in my opinion, if you find the right moves in the initial rounds (there aren't that many variations), then everything goes normally.
Let's get back to the battle against the champions on the Obi map. Are we even talking about the same thing? The main goal, actually, is to survive the champions' second turn, and that's where the problem lies (let's set aside the issue of standing behind a single wall). If you can survive the second turn (and you'll likely lose 2 stacks in the process), then it will be easier. This is the state that we couldn't achieve after trying hundreds of variations. And that's why this battle, along with the map, is starting to annoy me. Sorry, are there really not that many variations?
Just for the option with a single stack of Faeries, there are 70 possible hexes for the initial placement on the tactics map. And about 30 hexes for the placement of the first wall, and the champions' behavior can differ depending on the wall's position. That's already 2100 possible actions before the champions' first turn. On the second turn, there are even more action + wall placement options, but if we remove the obviously unnecessary ones, there are logically useful ones (where the second wall is next to the first) where at least the first stack doesn't kill you, let's say about 10 options. In total, we get over 20,000 possible actions that could potentially allow you to survive the 2nd round. But that's not a certainty.
After all, there's also the option of removing +1 speed (we match the speed of the 1st stack) and acting through wait - that's also several thousand options.
And there's also the option of splitting into 2 stacks. That's no longer 70 placement options on the tactics map, but 70*69=4930, and the number of action variations over two turns is already around 1.4 million.
And with all this variety of options, the hint for the first 2 turns is "don't use more than 13 walls," when the real problem is how to even survive long enough to be able to place the 3rd wall? This seems inadequate.
There's a cognitive bias called something like "the curse of knowledge." When someone knows something, they may perceive something as obvious to others.
I'm very glad if you were able to quickly find the right solution for the first 2 turns, but you're wrongly ignoring the space of empty options that others have to dig through, while you were lucky enough not to get stuck in it.
I would understand if the solution was found in at least the first few hundred most obvious options. But, unfortunately, it seems my intuition failed me. And exploring other tens of thousands of options, I don't consider it an interesting or even somehow justified task.
it's just a matter of guessing how the AI will decide to proceed.
Although, as far as I understand, it seems to be based on a random timer.
There are many options in this battle, but in my opinion, it is obvious that the best possible configuration is to stand behind a single wall for 1 turn, forcing the champions to stay in place (which reduces the number of starting positions from 70 to 5), so that by the 3rd turn, you can burn through the champions with 2 walls at once.
Because it immediately eliminates many branches of development: the combination of unit position + wall placement reduces the number of options not from 70, but from 2100 to 5. This is the problem, oh my god, the author assumes this is obvious! Why could this be obvious? When you have a fast-flying unit + tactics, why would you need to wait 1 turn behind a single wall? By the way, at first glance, I don't understand what changes, but this is precisely a reason to think.
And this is exactly what should be in the hint. Currently, what is in the hint is very thick trolling.
I had many options where 2 stacks were burned in the first 2 turns, and almost succeeded with an option involving waiting, with the speed and burn artifact removed, starting from the very first round. Why does the author think that the two-stack option is an obvious wrong approach? On the contrary, it is the fastest possible and least mana-intensive way to win. It doesn't even involve hiding behind a single wall. Currently, the problem with it is that you lose 1 unit. But why is it obvious that in the remaining 1.4 million possible actions in 2 turns, you won't get the desired outcome?
This is a surprisingly clear example of the curse of knowledge and the blindness of analyzing the solution space. It's a criticism, but it's a normal phenomenon that someone couldn't look at the problem with an unbiased perspective – it's really not easy.
I can give an example so that you can feel what it's like from the other side:
many people can solve quadratic equations. It turns out that this knowledge is enough to solve cubic equations. There is a very simple approach, no additional knowledge or skills are needed; you just need to do a couple of simple operations, and the cubic equation will be reduced to a quadratic one. Can you figure it out on your own? I, for example, would never have guessed, but it's brilliantly simple.
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