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Posts from The ninth stage of the Kanigem Tournaments Auto-translated

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THIRD OFFLINE HEROES 4 TOURNAMENT " Saving Angel "

1. To participate in the third offline Heroes 4 tournament « Saving Angel », you must register on our website and leave an application in this thread.

P.S. This tournament is held as part of the general Van Kanigem tournament, therefore all information, as well as its progress and results, will be displayed in that section.

This stage of the tournament is rated.




2. The tournament is played on the Russian version of Heroes 4: Winds of War by Buka. The save will be generated on the Russian version.

3. Game Goal – defeat the enemy.

The result will be evaluated primarily based on minimum time.
If several players have an equal completion time, the winner will be determined by points; if a favorite is still not determined, then by the amount of mercury.

4. Tournament Rules.

1) It is forbidden to use cheat codes during the final run of the save.

2) It is forbidden to restart or perform any other modification of the initial save.

3) Use of the "space" key.

3.1. Use of the "space" key is FORBIDDEN when boarding a boat.
3.2. Use of the "space" key is FORBIDDEN when disembarking from a boat to shore.
3.3. Use of the "space" key is ALLOWED when pulling a killed hero (grave) out from under monsters.

4) Bugs - SaveBag

4.1. Shifting monsters using saving - FORBIDDEN.
4.2. Additional hero upgrades related to saving - FORBIDDEN.
4.3. 65000 arrows for Elves using saving in battle - FORBIDDEN.
4.4. Digging up the Grail - e.g., visiting all idols, finding the burial place of the Grail, then loading a "good" save and attempting to dig up the Grail without visiting idols - FORBIDDEN.

5) Bugs - SinglBag

5.1. Overcoming obstacles on land, i.e., when dragging units with the mouse from upper slots to lower ones, they end up, for example, behind bushes that are normally impassable (the player does nothing forbidden, uses the mouse; during this operation, units lose some of their movement).
ALLOWED.

5.2. Overcoming obstacles when disembarking from a boat to shore, i.e., landing on shore without an indication that landing is possible (the anchor is not visible on the shore), again done with the mouse; units' movement is reset (space is obviously forbidden - see point 2).
ALLOWED.

5.3. Upgrading hero graves using a Thief. Upgrading hero graves using Grandmaster Stealth.

TARGETED upgrading of a grave in this manner is FORBIDDEN.

NON-TARGETED upgrading of a grave in this manner is ALLOWED.
You must provide a reasoned explanation as to why you were forced to accidentally upgrade the grave and why it was unavoidable.

5.4. Upgrading graves using ordinary units on attack, defense, or speed crystals (sapphires) in battle, or increasing magic points.
FORBIDDEN.

5.5. Units carrying a grave are allowed to visit stables, oases, wells, and other objects that increase movement points.
Therefore, EVEN TARGETED transport of a grave through these objects is ALLOWED.

5.6. Use of a hero's spellbook by the hero's grave on the adventure map.
FORBIDDEN.

6) It is forbidden to use "completely Dead-end external dwellings" on the battlefield.
(I will explain in more detail for those who don't understand. I consider a "Dead-end external dwelling" to be a COMPLETELY closed area, for example by rocks or logs, which contains
a small island for a unit, such as a fairy, harpy, vampire, etc.
That is, a place that cannot be entered on land by a unit of the smallest
size (3x3) and can only be reached by air—a kind of natural fortress). Having such an external dwelling, one fairy could beat a hundred Black Dragons and win an impossible battle; to prevent such situations, I forbid "Dead-end external dwellings" in this tournament.

7) Discussion of the tournament on the forum during its progress is FORBIDDEN!!!
(Players who violate this rule automatically disqualify themselves from playing the tournament; their results will not be counted and will be annulled).

8) EVERYTHING ELSE IS ALLOWED.
(unlimited number of heroes on the map beyond eight, and so on).

A "non-dead-end external dwelling", or more accurately a semi-open one, is allowed in this tournament.
By semi-open external dwelling, I mean a place that a unit or Hero can
Enter on foot, while the attacking monsters, regardless of their size, must be able to reach the Hero or unit to strike them (the point of a Semi-open external dwelling is to limit the number of monsters attacking you simultaneously). Besides, it's not proper for a Hero to hide in an external dwelling while the enemies waste themselves on whatever. Our Heroes fight with open visors.

9) The player is required to save intermediate saves for each game day during the tournament run.
Intermediate saves may be requested by the tournament leader to verify the honesty of the run. If the use of cheat codes, or errors and game features explicitly forbidden in the rules, are detected, the player will be immediately excluded from the tournament.
It is also necessary to save controversial battles (e.g., a hero and a fairy against 100 dragons) so that the honesty of the victory in the clash can be verified.

10) Along with the final save, players are required to send a description of the final battle tactics (the more difficult the battle, the more detailed).
If the win depends on morale\luck rolls\specific actions of computer players, a full description of the battle is required—one that allows it to be repeated.

11) Send the final save to the email address Lu41k@yandex.ru. The sent save must contain the tournament number (3), the participant's number in the application table, the abbreviation (SA « Saving Angel » ), and the player's Nickname. Example: 3_1_SA _Lu41k.h4s

12) The tournament starts on October 1 and will last until October 31 (inclusive). The result will be announced on November 6, 2007.

13) After receiving your save, you will see in the application table that:

the save is accepted - indicated by a Bold Nickname

This list can be added to by new participants!
We invite everyone to take part in the tournament!


Saves will only be considered from players who are in this table, so make your applications IN ADVANCE!!!

PARTICIPANT LIST
NUMBERPLAYER NICKNAME
1 Lu41k
2 :( Starhan :(
3 vbn
4 BigAke
5 IronAxe
6 Undergrounder
7 Arandor
8 :( Kamikaze :(
9 General ZeT
10 ZYbr
11 midzhajj
12 SandroXXL
13 Brackman
14 :( StormS-K:(
15 LeSHiJ-Max
16 Fireball
17 Romanuel

Everything about the starting save


1. Download the save.

2. The downloaded save must be placed on your computer in the GAMES folder of the installed Heroes 4.

3. Load it and start playing at any time convenient for you, while remembering to make daily saves.

4. After reaching the final action (after which victory occurs), save again.

5. With the final save, describe this last step in detail (most likely a battle); then the results will be processed faster and there will be fewer suspicions of cheating!!!

6. A full description of the tournament map is encouraged (optional). If such descriptions are provided, a contest for the best description will be held; 10 of them (the very best) will take their place of honor in the "Hall of Fame" section!

7. Send this save to the specified address (in the rules of this tournament).

8. Wait for the results.

P.S. The map "Saving Angel" was taken from www.heroesportal.net, author Kolizey.

I wish all participants enjoyment of the game, a good time, and of course GOOD LUCK!!


With respect, tournament organizers Lu41k and Magnus!
P.P.S. We express great gratitude for help in organizing the tournament to Alan, Kyle, and Pandora! Thank you very much!!!!

ATTENTION all tournament participants!!!! The map and save have been replaced!!! Therefore, I ask you to download the new, edited version of the map and naturally the new save for it!!! Once again, I apologize for this incident and hope for your understanding!



- Changed October 5!


"Как это странно всегда..
Вроде бы взрослые люди,
А в голове ерунда..
Мечтаем как дети о чуде.."
In reply to Fireball
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#199
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Fireball;123495
Just try to replicate the turn management of Iron, and see how the hero's movement range changes when different units join. The patterns are simple, and they are easy to notice. And, at the very least, this question of yours will resolve itself.
Well, it's always easier to ask if you don't want to put in the effort. If I don't get an answer, I'll try some options. To get through it myself to that point, I'd have to spend 1 or 1.5 hours, because there's a battle, and I understand how to complete that battle.
Sorry, excuse my harshness.
С самого начала позаботься о своем месте в жизни, чтобы не уподобиться маятнику. /Херберт. Ф./
Клан: "Смертельный Альянс" - "Mortal Alliance"
In reply to Fireball
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#200
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Fireball;123495
Just replay Iron's turn management, and see how the hero's movement range changes when you add different units.
I agree. If the question is simple, it's more useful to figure it out yourself - it's more visual and easier to remember.
LeSHiJ-MaX;123480
I think I'll have a lot of these questions (can I ask them here?) and in general, can I ask them?
How would I know? We're not from around here...
LeSHiJ-MaX;123480
1. Why did you take the Squire to the Castle, then to the trough, then gave him to the heroes to send him to his death? Does this somehow increase the heroes' movement range?
I assume we're talking about Iron's playthrough. Which I haven't even seen yet :)
The hero's movement range is determined by the movement range of the fastest unit in the army (if it's faster than the hero). Thus, by adding a "sped up" unit to the hero, we get a certain increase in movement range.
If the terrain allows, it's better to move with such a slow hero and sped-up units until the turn ends. Then, "conserve" him in a Necropolis, drag him through all the speed-boosting locations, and revive him again in the company of the same sped-up units.
LeSHiJ-MaX;123480
Damn, there are such intricate moves!!!
Zhel, I think, would agree - it's a matter of habit, they are performed automatically.
I am not useless - I can be used as a bad example!
In reply to LeSHiJ-MaX
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#201
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LeSHiJ-MaX;123106
IronAxe, we're waiting for the save files:D. Undergrounder, if it's not too much trouble, could you also share yours, one at a time, by the end of the day:D
My save files are unfortunately outdated. :)
But who knows what the rules are here. Just in case, I'm uploading them...
However, there's one major mistake in these daily save files - there's one more than needed. :D

Yes, this is NOT a zip file, it's a 7-Zip file!
Attachments 1
1 file attached • Total size: 1.3 MB
I am not useless - I can be used as a bad example!
In reply to Fireball
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#202
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Fireball;123495
Why don't you just replay the Iron faction's turn management, and see how the hero's movement range changes when you add different units. The patterns are simple, and they're easy to spot. And at least, this question of yours will answer itself.
Yes, when watching a replay, press the spacebar more often and check the hero or unit window to see what happens to the remaining movement points of the units when visiting a particular object.

Added 5 minutes ago
LeSHiJ-MaX;123497
Well, it's always easier to ask if it doesn't hurt. If I don't get an answer, then of course I'll try some options. To go through it myself up to that point, I need to spend 1 or 1.5 hours, because there's a battle there, and I understand how to play that battle. Sorry for being so blunt.
Leshiy, no need to go around. Watch the replay and press the spacebar more often, and then use the mouse to check the fighters, the units, and the castles, etc. You can see almost everything during the pause. The only downside is that you can't save that moment, and therefore you can't load it. So, if you're interested in a specific battle (so that you can try to play it yourself), request a save from that turn, right before the attack on the monsters you're interested in.

Added 44 minutes ago
LeSHiJ-MaX;123480
If you don't mind, IronAxe. I'll bother you with small and silly questions, but they're important to me.
1. Why did you take the squire to the castle, then to the trough, then give him to the heroes to send to their death? Does this somehow increase the duration of the heroes' turn?
Absolutely correct.
1. In the castle, the stable gives +5 movement points. The squire will have 19+5=24. But the heroes have already visited the stable and have 27. Therefore, it doesn't make sense to boost the squire at the moment (but if there were another, faster unit, then boosting it would make sense even at that moment). If the total movement points (not the remaining ones) of this unit exceeded the total movement points of the hero (not the remaining ones). Therefore, the squire runs to the well: 24+7=31, but the game shows 32, probably something with rounding. Now, if the squire runs up to the hero and jumps into his pocket, the hero will show the same total movement points as the squire, i.e., 32. At the same time, it doesn't matter what the current remaining movement points are for the hero and the squire. Now it is considered that the hero moves faster with the squire until the turn ends either for the hero himself or for the squire. Well, if the hero's turn ends, that's clear :) But if the squire's turn ends? What needs to be done? You need to drive another squire to the well through the stable and to the hero, and then disband the first one. Now, since the hero has moved a little closer to the well with the first squire, the second squire will have more movement points left after visiting the well and joining the hero (because the hero was further from the well). Again, the hero will move faster with the squire.
Conclusion: ideally, the hero with 27 movement points will travel as if he had 32 movement points during the turn if he moves with the boosted squire all the time, i.e., further.
If he reaches the well at the last point, he will get another +7. In total, he will make 39 movement points during the turn!!! Often in this game, too, you have to sacrifice a sufficient number of units to get the hero to the well. See the Nature faction's turn on the first turn!!! He needed to paint the mill and reach the well. At the same time, he has 22 movement points because he didn't visit the stable. Now, if the squire runs to the stable, runs to the well, and runs to the hero, the squire will not only run out of movement points, he won't even reach the hero. So, what do we do? First, the hero goes part of the way with the squire who only visited the stable (because 24 with the stable is more than 22 for the hero). After that, as the hero gets a little closer to the well, he is boosted by squires who visit both the stable and the well. The first such squire, let's say, will travel 2 movement points with the hero, and the squire's movement points will run out. But the second squire will travel 4 movement points with the hero. And so, by sacrificing squires, we get the hero to the well, where he will get his +7. Now, after visiting the well by the heroes (who were already in the stable), further boosting with squires doesn't make sense (unless there was another oasis nearby, then think further yourself :). The hero who didn't visit the stable but visited the well should continue to be boosted by squires who visit both the stable and the well. And let's say this hero attacks someone on the last turn and RUNS to the castle :). See the Nature faction in the save. In the castle, he will get another +5 movement points from the stable because he didn't visit it. This is enough for him to touch the stone on this turn!!! In this game, he visited the dog (+500 experience) and the stone (+1000). He definitely leveled up and got the summoning skill. On the next turn, we get a fairy who visited the well: 29+5=34. The heroes from the castle will go to the fairy. Therefore, boosting with the squire 22+5+7=31 or 32 doesn't make sense because 34 > 32. Boosting with the fairy who also visited the stable and the well would make sense, but there are no more fairies!! Therefore, this single fairy doesn't need to show off, it's better to let the heroes ride it and protect it like the apple of their eye and make sure that the Nature faction doesn't summon another fairy on it, otherwise the boost from the stable will disappear. And so, it will work for a whole week if you ride this fairy, and the hero will have 34 movement points on this fairy. And if they visit the stable along the way, it will be 41-42. And if there were more fairies that would bring the hero to the well, and then he would continue to move on the fairy who visited the well, then the hero would make more than 41-42 movement points in a turn, probably about 48-49!! Compared to the hero's full "barefoot" 22 or 27 (with the stable). Almost twice as much!! Does it make sense to move like that and sacrifice units?? Or should I read the topic about the usefulness/uselessness of units in Heroes 4 :) My ears are ringing :)
LeSHiJ-MaX;123480

I think I'll have many such questions (can I ask them here?) and in general, can I ask them, because they are not relevant to checking the integrity of the game?:D Damn, there are such intricate moves!!!
You can ask any questions here. I'll try to answer. Damn, it's hard to be concise. Or maybe you should collect more or less sensible answers to questions in a file. And then open it and start a FAQ topic on Heroes 4. So that all simple or not-so-simple questions and answers to them are in one place on the forum. That would be a useful thing. What do you say? I can give answers, but I'm too old to run a topic, I'll get tired :)

Added 26 minutes ago
Undergrounder;123551

But who knows what the rules are here. Just in case, I'm posting...
The rules here are correct. You see, I'm still alive here :)
Undergrounder;123551

There's only one big mistake in these daily saves - there's one more than needed. :D
And maybe even two :) If you consider that 6(5) is theoretically possible :)
For you, the most difficult battle was probably with the Necropolis when you were playing?? Although it's not mandatory. Aha, I saw how the vampires made a cut in the desert. They walked for three days. And I bypassed the castle with the heroes on the other side. I think the path is longer there. But they reached it in two days.
In reply to IronAxe
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#203
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IronAxe;123568
Yes, when watching cutscenes, I often press the spacebar and check the hero or unit window to see what's happening with the remaining movement points of the units when visiting a particular object.
That's what I do. I even set the army speed to 1 so I can watch everything in slow motion. The spacebar might break soon from overuse :D (the only problem is that when you minimize the cutscene to ask a question, the cutscene ends, and you have to watch it from the beginning again), but it's worth it.
IronAxe;123568

You can ask ANY questions here. I'll try to answer them. Damn, I can't keep it short. Or maybe you could collect more or less useful answers to questions in a file. And then you could open it and start a FAQ thread about Heroes 4. So that all simple or not-so-simple questions and answers to them are in one place on the forum. That would be a useful thing. What do you think? I can provide the answers, but starting and maintaining a thread... forget it, I'm old, I get tired :)
I would be happy, but it's more suitable for FizMiG, and such a thread already exists.
Undergrounder - thank you very much. I finally opened the mailbox (everything is fine :D), saw the email, and want to try to read it :D
С самого начала позаботься о своем месте в жизни, чтобы не уподобиться маятнику. /Херберт. Ф./
Клан: "Смертельный Альянс" - "Mortal Alliance"
In reply to LeSHiJ-MaX
#204
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LeSHiJ-MaX;123480
Romanuel Please, share your save from the end of the first turn!!!

.
Unfortunately, I'm at work... there's nothing interesting there. I couldn't defeat the cyclops right away (I'm not a good player in Heroes 4, and apparently not in Heroes 3 either), so I decided to spend 5 days gathering a "domovoy" (house spirit) army (besides mages, dragons, and water creatures) for Spacuum. I was leveling up his scout. Then I defeated the vampires with bottles, and after that, there were no more problems. That's why I concluded that my playthrough was not very good. Also, a caravan messed things up. Luckily, it didn't matter much – the nearest competitor was only in a couple of dozen days... So, let me know if you really need my turn, or if you made a mistake?
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#205
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1. Why didn't anyone level up an archer as their main specialization?
My archer had level 5 in archery and I easily cleared the Nightmare quest, without even picking up any loot. I hesitated to go straight to the Cyclops and wasted 2 days on mages, thinking I couldn't get through without staffs and mana. Then, in my first playthrough, I used Fairies, and in my second playthrough, I messed up. So, I think I could have completed it 3-4 days faster.
2 IronAxe - why did you also take scouting?
3 Is there any calculation for how many neutral creatures a hero (or a hero with an army) can defeat?
Or is it just life experience? Sometimes you fight a group and after two hours, you realize you didn't have enough "0.5 liters" of healing potions or simply not enough magic.
P.S. IronAxe, can you provide a save file before the battle with the Nightmares?
С самого начала позаботься о своем месте в жизни, чтобы не уподобиться маятнику. /Херберт. Ф./
Клан: "Смертельный Альянс" - "Mortal Alliance"
In reply to LeSHiJ-MaX
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#206
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LeSHiJ-MaX;124307
1. Why didn't anyone level up the archer in his direct specialty? My archer had Shooting at level 5 and passed the Nightmares easily, didn't even pick up fields.
There can be many tactics, but we come to the conclusion that there is little meat and leveling on respawn. Therefore, it's easier to level up useful specialties for several heroes to level 3 than for one or two to level 5. You, knowing roughly how the map was completed in 7(6), and assuming it could be done in 6(5), can you claim that the option with leveling the archer can complete the walkthrough of this map in the same timeframe?
LeSHiJ-MaX;124307

2 IronAxe - why did you also take Scouting
Well, I only took it for one hero, I think. Firstly, it was given for free in a hut; secondly, based on movement for that turn, the hero managed everything, so I didn't mind spending a couple of movement points to step on the hut. Considering the points, this can affect the points given for the percentage of map territory revealed.
LeSHiJ-MaX;124307

3 Is there any calculation that a hero (heroes or with a certain army) can defeat specific neutrals?
These same questions always torment me while playing. Sometimes I rely heavily on life experience and intuition, but there's nothing better than Scouting. And with Scouting, it's a real pain. That is, you need to somehow simulate such a battle. One option is to use cheat codes to get to the unit whose battle interests you. Look at the leveling and skills you acquired in battles before that unit. Then, quickly whip up a map in the editor for the battle of your hero against that unit. Now, in the editor, you can add/remove some troops, artifacts, and potions to check what you might roughly need in reality for a clean walkthrough for such a battle.
LeSHiJ-MaX;124307

Or it's just life experience. Sometimes you fight some group and after about two hours realize that you were short of a "0.5 liter" healing potion or simply didn't have enough magic.
Ah, that's also a joke :) I described how I almost messed up with the Regenerator who had 0 mana left and couldn't push further, but there's no time to replay :) You also get an adrenaline rush in such a situation :) solving the problem of how to get out of such a situation without replaying. This time I was lucky with a Slow potion. Sometimes this is solved by spending minerals and money; for example, if not Slow from the Barbarian, then I probably would have had to try to build an arsenal to buy potions of Immortality. But I could have taken those potions in advance, right? :) I miscalculated :(
LeSHiJ-MaX;124307

PS IronAxe. Can you give me a save before the battle with the Nightmares?
Let me send two or three saves:
1. before the attack
2. roughly the start of the battle - also check if from the save before the attack you get exactly the same field as I did???
3. a save from the middle of the battle - well, when the third group of Nightmares is already charging.
Wait, they're coming.

Anyway, here I found three saves, but there are nuances:

1. What's good about a save before the attack? When I pick up a field with an external dwelling, I don't pay attention to the positioning of my troops. Let's say I liked the field. But now I see that with this positioning of my troops, I still can't win. What to do? I need to load the save before the attack, rearrange the troops as needed, and immediately attack that point on the map without making additional save-loads, then you'll get the landscape of the same battlefield, but the troops will be rearranged. This works almost always.
2. List of saves:
d_04_03_Koni_X7.h4s - before the attack
d_04_03_Koni_X7_b01.h4s - start of battle with correct positioning
d_04_03_Koni_X7_b33_С.h4s - control save (one Nightmare group killed, out of the second group only one horse has been killed so far).
3. Rename the archive Koshmar.zip to Koshmar.7z and extract it with the appropriate archiver.
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In reply to Romanuel
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#207
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IronAxe;124326

1. What's the advantage of saving before an attack? When I encounter a location with a hidden enemy, I don't pay attention to the arrangement of my units. Let's say I like the location. But now I see that with this unit arrangement, I won't be able to win anyway. What should I do? I need to load the save from before the attack, rearrange my units as needed, and immediately attack that point on the map, without making additional save-loads. Then you'll get the same battlefield layout, but with the units rearranged. This works almost every time.
Man, you're on a whole other level:smile20: :smile20: :smile20:. I can't even beat it (yet) from the starting save. How much time did it take you to complete this battle?
P.S. I'll buy some beer next week and give it a try, to see what happens.
С самого начала позаботься о своем месте в жизни, чтобы не уподобиться маятнику. /Херберт. Ф./
Клан: "Смертельный Альянс" - "Mortal Alliance"
In reply to LeSHiJ-MaX
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#208
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LeSHiJ-MaX;124334
Man, you're so far ahead of my level:smile20: :smile20: :smile20:. I can't even beat it from the starting save (yet). How much time did you spend on this battle, approximately?
P.S. I'll buy some beer this week and try again, see what happens.
From the starting save, make sure the Nightmares can't inflict Terror even once, and that they lose it. Paladins block the Nightmares' magic with their shields, and it dissipates. At the same time, use the "skip turn" action for all your units; this will allow you to effectively take two turns in a row with all units to move into a good position. Also, try to beat the battle starting from the "checkpoint" save. The difficulty lies in preventing the attacking Nightmare from hitting the Squire. The Nightmare unit tries to attack the Squire when there are only 1-2 Nightmares left in the unit. To prevent them from attacking, make sure your hero's health is NEVER full; you can use save-loading to achieve this so that the Nightmares don't hit the Squire (however, you need to time it so that when a fresh Nightmare unit attacks, your hero's health is full). And if the Nightmares do kill the Squire, in the next part of the battle, your hero will be attacked by TWO Nightmare units, and regeneration won't be able to keep up, but you can probably still win the battle in this case, but then you'll have to have the Regeneration skill spend mana on healing your hero, which isn't ideal for further progress on the map.
P.S. It took me 1.5 hours to complete the battle, including the time spent finding a suitable battlefield, but I think I was lucky that I found a good spot relatively quickly.
In reply to IronAxe
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#209
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IronAxe;124339
while doing this, have everyone skip their turn; this will allow you to (as if in the next round of combat) make two moves in a row with everyone to move into a hiding spot.
Iron, please don't confuse people. Otherwise, it will be difficult to sort things out later.
"have everyone skip their turn" = Wait = wait = wait.
Not "as if in the next round of combat," but at the end of this round.
Not "as if two moves in a row," but exactly two moves in a row - at the end of the current round, and at the beginning of the next.

At the same time - my admiration for your efforts in the field of education :)
When someone finally eats you in Heroes of Might and Magic IV, you can hang a large and well-deserved medal on your chest. :)
It will be your honest victory, and more difficult than just winning a tournament.
I am not useless - I can be used as a bad example!
In reply to Undergrounder
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#210
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Undergrounder;124372
Iron, please don't confuse people. It's hard to sort things out afterward.
"Press 'skip turn' for everyone" = Wait = wait = to wait.
Not "as if for the next round of combat," but at the end of this round.
Not "as if two turns in a row," but specifically two turns in a row – at the end of the current round and at the beginning of the next.
Corrections are welcome :) I just wrote this as a general case. Let's say the enemy unit is faster than your unit that pressed 'WAIT,' or they have equal speed, or your slower unit's morale dropped? In short, the main thing is that the essence is understood – you can't write everything down, but for this particular battle, with your corrections, the above explanation will be more accurate.
Undergrounder;124372

At the same time – my admiration for your efforts in the field of education :) When someone finally eats you in Heroes 4, you can wear a large and well-deserved medal on your chest. :) This will be your honest victory, and it will be more difficult than simply winning a tournament.
Heh, many people can eat me even without my enlightenment :) You, or Zveroboy. And this is not even a complete list :) The main thing is participation. Do what you do and let whatever happens, happen :)
#211
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the files unpack without any problems without renaming... from the 7z455.exe self-extracting archive. Downloaded yesterday. The only question is: how do I configure Total Commander to use this archiver by default? It's inconvenient to use it externally.
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#212
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Romanuel;124405
The files unpack without any problems, no renaming required... using the 7z455.exe self-extracting archive. Downloaded yesterday. The only question is: how do I configure Total Commander to use this archiver by default? It's inconvenient to use it externally.
I don't know that, maybe someone can shed some light on it. I use the 7z archiver outside of Total Commander.
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#213
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The official results of the tournament have been announced.
/topic/at/124567/

Congratulations to the winner, IronAxe:smile49:!!!:)

Thank you all again for participating in the tournament!:smile01:

Sincerely, Luchik!


"Как это странно всегда..
Вроде бы взрослые люди,
А в голове ерунда..
Мечтаем как дети о чуде.."