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Please, don't abandon the resource discussion; it's interesting to read.
I completely agree. But it would be helpful to post a report to support your claims, describing the beginning and end of the game, and including a map to show the initial resource distribution and the location of castles. Everyone can play and compare the results.
As for the lack of emphasis on gold, it all depends on the random factors: the initial buildings in the castles and the value of chests and piles of gold.
However, the Town Hall shouldn't be built before the second week. Let me explain: starting from the first day - Prefect's Office, Market, Forge, Magic, Town Hall - there's simply nothing to fight with at the beginning of the week. Starting from the third day - Prefect's Office, Market, Forge, Magic, Town Hall - the growth is even worse.
Without quickly building at least a few Pikemen, there's simply no one to fight with in the Citadel (building Orcs doesn't fit into a fast creature build).
You also shouldn't overdo the number of scouts (4 is enough); they might not pay off quickly, and if they do, all development will be focused on Wonders. So, the tactic is generally correct and fast, but very risky if you don't have a lot of practice using it and don't have a good knowledge of the map you're playing on.
to Papik And now, my calculation: Let's roughly divide it based on the broadest criteria: Playing against a human/playing against AI/random game/game with fixed settings Approximately 25% for each! The tactic of buying 8 heroes only works when playing a random game against a human, and even then, only if they are wealthy (I suspect you don't consider regular random maps, and only play with pre-set templates). There are fixed settings where this tactic might work, but it's offset by the presence of random games, where it doesn't work. And as for playing against AI, I won't even comment – with this tactic, whether it's a random game or a fixed setting (especially against 7 AI opponents in an alliance), you might not even survive until the 2nd or 3rd week! And regarding playing for money, you surprised me – you're simply a BARBARIAN (in the sense that you can't really be called a Heroes fan). to Vanechka Don't tell me that you always encounter all 8 heroes with +350 gold in online games; Regarding the link, I won't provide it, because you read everything "with your eyes closed" anyway. P.S. I looked at related topics by Gunnar – there's something to read, but what does it have to do with this question?
to Vanechka Alright, don't tell me that in online games you always encounter all 8 heroes with +350 gold ;)
Okay. I wasn't planning to. I play offline. Were you just worried that after reading Gunnar's posts, the reader would form a completely incorrect opinion about the game? And that they wouldn't offer any food for thought? Well, don't worry... Everything is fine... Everyone is alive and well...
Er@ser
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8 is definitely an exaggeration, but at the beginning, you can buy 4 scouts. At least the first two have some kind of army, but more than that is only possible if you have a lot of free resources.
to Papik And now, my calculation. Let's conditionally divide it based on the broadest criteria: Playing against a human / playing against AI / random game / game with fixed settings In total, approximately 25% for each share! The tactic of buying 8 heroes is only effective when playing a random game against a human, and even then, if he is rich (I suspect that you don't consider ordinary random maps, you only play with templates). There are fixed settings where this tactic might work, but it is compensated by the presence of random maps, where it doesn't work. And I won't even talk about playing against AI, because with this tactic, whether it's random or fixed (especially if it's against 7 AI in an alliance), you might not even survive until the 2nd or 3rd week! to Vanechka
Okay. Interesting opinion. I'll try to give my interpretation. The first main element in the game is the MAP. There are 2 types of maps: 1. Fixed (that is, created by humans, in the editor, which change only in some moments - for example, random artifacts, money in chests). 2. Random - that is, those that are created automatically by generators. From your post, it can be concluded that playing against AI takes place in some kind of 3rd variation - maybe the map is created in your head? or something else - it's unclear. Further. As subtypes of random and fixed, we can distinguish: a) Random with AI, b) Random with a human, c) Fixed with AI, d) Fixed with a human. e) And a mixed type AI + human, as is often played on the 8mm6 template. Sorry, I remembered another subtype. e) These are walkthrough maps, where there are no AI or humans as opponents, but you need to complete a task - but I think this is generally a specific thing for offline games and is not relevant to this topic, IMHO. At the same time, I can repeat and write again that the tactic of playing with troops works both against a human and against a computer. Even if they are in an alliance or not. Alex_R;131023
(I suspect that you don't even understand the basics of random maps.)
I suspect that you don't even understand the basics of random maps. I will give a small LECTURE, it may be useful to someone else.
There is no such thing as just RANDOM. ALL random maps are generated based on a TEMPLATE. The template is some information recorded in a format understandable for Heroes. The template contains information about the number of zones, their content, the strength of the guards between zones, and which zones are connected to which. By default, in the SOD executable, a certain number of templates are embedded, including most of the ones we play with. If you don't know how to view a template, I'll explain: after the generator generates a map, press the letter I (short for INFO) and you will receive information about which template the generator used to generate the map. The template clearly defines the structure of the map, the size of its content, and the number of castles. SOME POPULAR STANDARD templates can be found here - their description and structure, and in fact a more detailed introduction to the concept of "template" in Heroes. http://www.heroes.by/templates.php http://www.heroes.ag.ru/h3/rmg/ Alex_R;131023
And as for playing for money, you amazed me - you are just a BARBARIAN (in the sense that you can't be called a fan of Heroes).
Games for money were invented probably at the very moment when money appeared. And the concept of a bet appeared approximately at the same time. The concepts of Fan and Playing for money, I think, are quite compatible, especially when a player reaches a certain level, for which he is ready to put some stake. I think that I have reached such a level, and therefore I am ready to put my knowledge and skills on the line for real money. If you are not sure of your abilities, then, of course, I will not force you. But this has nothing to do with barbarism - barbarians came, hit with clubs, and took everything for themselves :) and I offer a civilized way :) besides, you should win, because the Capitol rules!
Er@ser
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No one generally disputes the validity of investing in troops. However, some conclusions, such as: only losers spend money, and it's essential to buy many heroes for scouting (as they will pay for themselves almost instantly), can be strongly debated (which, by the way, is happening).
No one generally argues with the correctness of investing in troops. However, some conclusions, such as: only losers spend money, and it's essential to buy many heroes for scouting (they will pay for themselves instantly), can be strongly debated (which is actually happening).
I agree! We need to look at things more objectively.
1. I think everything is clear in what I wrote :) Playing against a human/playing against AI/playing with random maps/playing with fixed maps can be structured like this: a) Random map with AI, b) Random map with a human, c) Fixed map with AI, d) Fixed map with a human. But what does point "d" refer to? And what is this "3rd option"? - that's not something I can help with. 2. I really don't understand templates, but the templates that are included in the original version of Heroes 3 (or rather, in the official add-ons AB and SoD) are called standard templates because they exist for everyone who plays the official Heroes 3... everything else (WoG, TE...) is already fan-made for specific purposes, but there will NEVER be more followers of these ideas than there are users of the official Heroes 3 + patches. P.S. Don't deceive yourself or others... a true fan will never play for money because that would be a business (speculation, gambling). And confidence in one's abilities has nothing to do with it. As for the historical significance of "playing for money," I can tell you that the first profession has an even greater historical significance, and so what?
Ley
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Special thanks for the templates. This is very useful information, and I think it will be helpful not only to me.
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
Mos.keen
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Yeah=)) I knew about the templates because I stumbled upon it by chance: twice, almost the exact same map was generated (everything except the artifacts and resources). And thanks for the links=))
Главное в любом деле - руки + удача. а остальное не так важно=))
I really don't understand templates, but the templates that are included in the original version of Heroes 3 (or rather, in the official add-ons AB and SoD) are called standard because they exist for everyone who plays the official Heroes 3... everything else (WoG, TE...) is already fan-made for specific purposes.
Neither in WoG nor in TE has anyone changed or interfered with the random map generator. Maps are generated absolutely the same way as in SoD.
We (TE players) play with the SAME templates that were in the original SoD. Just not all of them (8mm6, 2cm4d, 2cm4d2, 2cm4d3, 4cm0d), because some of the original SoD templates are completely buggy (for example, there is no exit from the starting point!! only through dungeons and flying).
But there are also excellent "manual" templates (which are generated based on an RMG file written by hand). For example, in a match against Heroes Community vs. heroes.by, we played on a template that they wrote themselves, called JebusCross. After that match, many of us started playing on it. You can find a link to it in the "Friendly Resource Suggestion" thread. It's a very cool template.
So, gentlemen, there is no such thing as "just a regular random map" and "random map based on templates."
1. Everything is written clearly for me :) Game against a human/game against computers/random game/fixed game it can be like this: a) Random with computers, b) Random with a human, c) Fixed with computers, d) Fixed with a human. But what does point "e" have to do with this? and some 3rd option? - that's not for me.
The second option is a clone of mine, but the first one you provided couldn't be understood immediately since it was a corrected OPD under my close guidance. P.S. When playing random with computers, the 8-heroes method is always used to achieve the maximum effect.
2. I really don't understand templates - but those templates that are written into the original version of Heroes 3 (more precisely, in its official add-ons AB and SoD), well, they are called standard because they exist for everyone who plays official Heroes 3... everything else (WoG; TE...) - these are already fan-made creations for specific purposes - but there will NEVER be more followers of these ideas than users of official Heroes 3 + patches
Exactly, the whole point is that you don't understand templates. I'll give you a small crash course. The thing is that regarding templates, nothing has changed since the time of SoD. No new generator was created for either WoG or TE, and that is precisely why, regarding templates, no creations specifically tailored for TE could have been made. The SoD generator has no concept of TE. It generates based on templates whether in TE or in SoD - IDENTICALLY. NOT A SINGLE TEMPLATE WAS WRITTEN EXCLUSIVELY FOR TE. Furthermore, there are handmade templates and those standard in the set. Handmade templates for SoD are widely known, and on all the resources I've seen before, people had a concept of templates and often played on their own handmade templates which they considered balanced - especially since simply swapping a template is effortless and requires no special knowledge - therefore, I believe your assertion that these "creations" will never be used by the majority of official Heroes owners is unfounded. Moreover, I'll note that we mostly play on only one non-standard template, and even then, not everyone - just the amateurs - like me, Forest, and Jebus. The Khaosites played exclusively on standard templates; 8mm6 is also standard. And in general, unlike fixes, people rarely make templates - simply because few know how.
P.S. Don't deceive yourself and others... a true Fan will never play for money, because that would already be a business (speculation, bookmaking). And confidence in one's strength has nothing to do with it.
I categorize playing Heroes as a kind of esport. Therefore, I proceed from these principles: sport can be amateur or professional. In professional sport, it's usually always about money - and big money. Money is earned, won, lost there, and so on. And notice, no one says that's bad. And certainly, no one says that footballers who receive money are not fans of their craft. But I don't even want to be a fan. I want to be a professional. A professional level implies a different approach - professionals are ready to learn. And fans are, in a sense, obsessed people - in football, for example, they start fistfights after matches, smash cars, etc. Well, as I understand it, you are simply an amateur according to this classification. And generally, if you just can't play for money or, say, bet for money - for whatever reason - religious, social, political beliefs, or maybe you just don't have any :) - then don't play. But there's no need to start shaming with claims pulled out of thin air.
As for the historical antiquity of "games for money" - I can tell you that the first profession has even greater historical antiquity, and what's good about that?
Did you want to illustrate something in our conversation with this example, or did you just demonstrate your knowledge of history?
Therefore, I proceed from the following principles: sports can be amateur or professional.
So, in our case, it's amateur, and it cannot be professional by definition because it's not the main activity, and moreover, it doesn't generate financial income. If you really miss your "training camp," you could simply create a separate thread where you could discuss all the questions with a professional focus. P.S. In general, arguing with you is pointless, and I don't want to, especially answering some taunts and stupid questions:mad:
So, for us, it's mostly a hobby, and it can't be professional by definition because it's not a primary activity and doesn't generate financial income. If you miss your "training camp" so much, you could simply create a separate thread where you could discuss all questions with a professional focus. P.S. In general, arguing with you is pointless, and I don't want to, especially answering some taunts and stupid questions:mad:
We also have it mostly as a hobby. Although many are willing to play for money and don't think there's anything wrong with it. Especially if someone says, "I know how to improve myself." The answer is simple: prove it. But proving to someone for the 150th time that a bicycle is slower than a BMW for free is not something I want to do – there are expenses for gasoline, equipment wear and tear, and depreciation. That's why we have to move to a professional level. As STINGER, who is currently, in my opinion, the strongest player in the CIS, says: "If you knew how much money I gave to Chaos while I was learning to play. You have to pay for experience." After all, no one will give you free guitar lessons, for example. And I think you would have something to learn from me, but I would teach you for free – the spirit of altruism is inexhaustible in me, if you didn't brag. You started talking about "barbarism" and "fanaticism." I'm not urging anyone to suddenly start playing for money. BUT I wouldn't condemn anyone for offering to play for money. And in general, no one has canceled the thrill of the game. And about arguing being pointless – that's true. We just know a lot :) it's hard to compete with us :). P.S. I'll repeat once again: a professional is, first of all, a person who is willing to work on their mistakes to achieve a result.
everything else (WoG, TE...) are just fan-made modifications for specific purposes – but there will NEVER be more followers of these ideas than there are users of the official Heroes 3 + patches.
This is simply nonsense. It is absolutely obvious that SoD will eventually die out because no official patches will ever be released for it. Even the most stubborn fans of "classic" will either switch to TE or abandon Heroes altogether because it is impossible to play with such a terrible balance forever; the game simply becomes BORING! How long can you keep leveling up the same heroes?! Hunt for the same spells?! In SoD, there are really only two schools of magic, a handful of useful skills, and a couple of strong heroes, and EVERYTHING else is useless junk. TE is much more interesting and convenient; finally, there is a reason to level up water and fire magic. Huge thanks to the authors. In general, the best things are made by fans for fans, not by a production line. Are you still manually transferring troops and separating units? Then we're coming for you! :smile14: