Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Hmm, there's a point to consider: in Heroes 2 and 3, enemies arrive too early.
In Heroes 2, the blue faction came to me in the beginning of the second week. I replayed the first scenario to get the machines – there aren't many free resources, and you can't clear everything with just one random hero to have time to build something decent. Chaos won't work, and sorcery isn't the answer.
Even with the machines, I took 10 wood because I couldn't hold out, as they came too quickly. I only managed to win with the machines. The same thing happens in Heroes 3; they arrive in the third week, and I'm stuck in a dead end, with no way out. And even if I do get out, I won't be able to handle it. This is despite the fact that I built up a lot, reached level 12, got attack bonuses, machines, and 50 furies. He destroys everything; he has 70+ archers, dancers, almost 150 sprites (and also a group of druids and unicorns). Maybe they could release them a little later.
Hmm, there's a point that in the second and third games, enemies arrive too early.
In the second game, the blue faction came to me in the beginning of the second week. I replayed the first game to get machines – there are no free resources, and you can't clear the first dungeon to build something decent in time. Chaos won't work, and witchcraft isn't ideal.
Even with machines, I took 10 wood because I couldn't hold out, as it's too fast. I only managed to pass it using machines. The same thing happens in the third game; they arrive in the third week, and I'm stuck in a dead end, with no way out. And even if I do get out, I won't be able to handle it. This is despite the fact that I built a lot, reached level 12, got attack bonuses, machines, and 50 furies. He destroys everything; he has 70+ archers, dancers, almost 150 sprites (and also a group of druids and unicorns). Maybe they could release them a little later.
There are already dragons in front of the garrisons to prevent them from arriving on the first day. Logistics helped me; I could manage more battles in less time.
Can anyone help me figure out what the problem is? I can't open the campaign; all other maps and campaigns work correctly, but this one crashes when loading the modification, I don't have any mods, and I don't have any other maps. I've tried it on both the Steam and GOG versions.
I'm replaying the scenarios without EWA. I'll let you know what I notice. I finished the first one. It's very simple, but the Hero is severely weakened. Not only is he a dark hero on a light map, but he's also been given Chaos alignment. With his spell power of only 5 (you won't get more on the map), he deals more damage with direct spells! Seriously, at level 15 (the map's limit), he deals more damage with direct spells than a skilled Chaos hero with a Frost Nova upgrade. And even with Chaos, you only cast Ring of Fire/Chain Lightning once on the Druids, kill about ten, and then you just beat them up with Oakens in close combat. Why does he even need Chaos? Second. The Ents, standing behind the Green Guardian and not guarding anything, immediately "invite you to visit." Which I did, because the Keymaster's tent is guarded by Stone Elementals. We kite with 20 Fairies and get the key. Then we beat up everyone on the map with a bunch of Oakens, including the final Druids, who didn't have time to hide. It's not serious!)) On the second map, with a bonus for Fire and thanks to a good build and level 25, I managed to turn the Hero into a decent spellcaster. But I hit the level cap. There was just enough meat on the map for about 2 levels. I needed to max out Irresistible Magic, but alas. I forgot about the quest, and when I was already dominating everywhere, I accidentally stumbled into a thicket with some bugs, the auto-battle showed a victory, and I moved on to the third map. I was waiting for a big guy with a club to appear on the entire map, but in vain. I finished the second map so unceremoniously. Luck was acting strangely, sometimes going into the negative, but the quest for 5 wells had already been completed. I don't understand why limit the Hero's development on the second map if he's back to level 1 on the next one? There's no Mentor on the second map, the Mentor is on the third. *** On the third map, there's plenty of room to roam, the neutrals are quite strong, and there are no single stacks at all. It's like Multiplayer. No artifacts were carried over from any of the campaign maps. I don't know if I was lucky or not, but at the foot of the main Castle, there was a not-so-strong pack of Necromancers guarding both speed rings (10/20). Game over for the AI)). And after meeting the main boss on the third map and killing him, you don't need to capture his Castle. End of the game. It's a good campaign for beginners; you'll get the hang of it over time. Your attempts to maintain balance are visible, but they're not effective – it's not necessary to do it that way. It's better to try to stretch out the experience by strengthening or weakening the neutrals than to drastically lower the Hero's level back to 1. This is a campaign! You go through it, developing to the end, not degrading to the end! Although, I still liked it – everything is very visually appealing. Thank you for the game. Flaws: 2nd map In the screenshot, it's just lying in the stone textures, unguarded, right next to the Fort. A non-working mine, displayed on the map, embedded in the textures, with a working duplicate nearby. 3rd map A defense Tower in the upper left corner, unguarded. P.S. I don't know where to ask, but while playing the campaign, my joined stack of Goblin Trappers accidentally stopped a Djinn with a trap (a flying creature, by the way). What was that?? Maybe he stopped on the trap himself, but the sound of the trap being triggered was clearly heard.
Why can't I defeat the Green Guardian, even though I have the key? A red circle appears when I hover over the Guardian. After a few turns, I managed to defeat the Guardian, but the hero won't move further.