Skip to content

Posts from Tactics for the Stronghold.

No ratings yet — be the first to rate!
In reply to AlexGT
User Avatar
18 years ago
Auto-translated
AlexGT;131297
This is just nonsense, frankly. It's 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 the game because it's impossible to play with such a terrible balance forever; the game simply becomes BORING! How long can you keep leveling up the same heroes?! Hunting 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's 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 sending troops and separating units? Then come to us! :smile14:

In terms of interface, TE is definitely better.

SoD has less math and more randomness, and this gives the game its charm.

For example, neutrals can get morale and ruin all your plans.
Another issue is that even fans of TE complain that utopias now play too big a role. Because it's impossible to get boots of levitation or other similar items in TE.

I agree that in serious Competitive games, you want to limit all randomness so that only the player's skill determines the outcome of the battle.

But not everyone plays to become a champion.

P.S. I'm posting a battle speed-up for SoD. You need to put the file in the Data directory. It will be useful for many.
Attachments 1
1 file attached • Total size: 15.0 KB
In reply to AlexGT
User Avatar
18 years ago
Auto-translated
AlexGT;131297

Are you still manually transferring troops and separating units? Then we're coming for you! :smile14:

+1

I completely agree. Regarding the fact that there are only 2 magic types in SoD (earth, air)
And that there are few heroes to start with.
In reply to Er@ser
User Avatar
18 years ago
Auto-translated
Er@ser;131084
No one generally argues with the correctness of investing in troops. It's just that 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, by the way, is happening).

I agree with Er@ser.

It's also important to consider the player's skill level. I'm sure that 80% of players, if given 8 heroes for free at the start, won't know what to do with them.
And not everyone will be able to effectively fight battles with an army in the first week.
So, the question is - why spend money on something you don't know how to use?

Before spending money on an army and heroes, you need to learn how to accurately assess the consequences of battles, build efficient chains of actions, clearly plan hero movements, and have certain tactical skills. Until then, it's more effective to invest in income. For 80% of players, the right first move is to build a Prefecture (1000 income).
In reply to KoR
18 years ago
Auto-translated
KoR;131309
In terms of interface, TE is definitely better.
For example, neutral creatures can lose morale and ruin all your plans.
Maybe someone enables this option for tournament games, but I, for example, have never played with neutral morale disabled. And I also often play without creature experience and without taxes... Of the fundamentally new features of TE, in regular games, the bank and balance improvements are mainly used. And things like disabling morale and the greying stack of neutral creatures, creature upgrades, taxes, etc., are not something anyone is forced to use. Just so everyone knows, there is a huge menu with settings inside TE (in the game itself) where you can disable 99% of the new features and save these settings to a file. For example, you can discuss the rules and create such a file for your portal and use it in games; this is convenient.

PS I've added screenshots of the settings to the message so you can see how many options there are.
KoR;131309

Another question is that even some fans of TE complain that utopias now play too big a role. Because it is impossible to get boots of levitation or other similar items in TE.
That's not true; if someone can't live without these sea artifacts, it is possible to get them; you just need to allow them in the settings (or rather, not forbid them)!
But in general, is this a bad thing? :smile32: Do you think it's fair that one player gets boots of levitation/captain's hat/fish in a utopia, while another gets a sword of justice?

Regarding the tactics of playing as barbarians, I personally prefer to always go for behemoths and a Castle in the first week, and buy them all in the second week, and then it doesn't matter what I build. If I can't get behemoths, then I think life is meaningless :) But I must say that playing on 160%, I don't even remember when I last failed to get behemoths in the first week.
Attachments 3
3 files attached • Total size: 370.4 KB
In reply to KoR
User Avatar
18 years ago
Auto-translated
KoR;131313
I agree with Er@ser.

You also need to consider the player's skill level. I'm sure that 80% of players, after receiving 8 free heroes at the start, won't know what to do with them.
And not everyone will be able to effectively fight battles with an army from the first week.
So, the question is - why spend money on something you don't know how to use?

Before spending money on an army and heroes, you need to learn how to accurately assess the consequences of battles, build efficient production chains, clearly plan hero movements, and have certain tactical skills. And until that happens, it's more effective to invest in income. For 80% of players, the right first move is a prefecture (1000 income).

I know what to do with the 8 (free) heroes; I know that resources are plentiful, and I can build a production chain for my main hero, and I have a pretty clear idea of what I want to do, and I usually don't wander aimlessly around the map. But I still build a prefecture (depending on the situation) as my first or second move because I don't know if I'll find money on the map or not, so at least I'll have some kind of buffer for development:D
User Avatar
18 years ago
Auto-translated
to Eraser and Kor
Hmm... it's an important question. If you calculate it, building a prefecture costs money that pays for itself in 5 days. At the beginning of the game, you can usually see enough reasons on the nearest visible piece of land to build a second hero... and with further exploration of the map (another 1-2 days), you can come to a clear decision about development.
Therefore... even if the map is poor, we have enough chances to make the right choice: build up our economy or our army.
By the way... there is an opinion that on random maps, if you look at the scenario information, it will indicate the map type (numbers and letters), and based on this type, you can find out about the richness of the map. Does anyone know for sure how to view this?
User Avatar
18 years ago
Auto-translated
I think I'll buy one less hero and build a prefecture instead. I'm still not sure if a hero starting with level 4 (i.e., without an army) will be worth it in just 5 days.
In reply to gamer-kirill
User Avatar
18 years ago
Auto-translated
gamer-kirill;131395
to Eraser and Kor
Yeah... it's an important question. If you calculate it, building a Prefecture costs money that pays for itself in 5 days.
To be precise, if you build a Prefecture on the first day, you'll get all your money back plus 500 gold within the first week.
(Investment - 2500. Each day, starting from the second, brings in an extra 500 gold. In total, 6*500=3000)
But it's also important that, starting from the second week, you'll receive 500 gold more each day, i.e., you'll be able to buy twice as much army as without the Prefecture.
In reply to Er@ser
User Avatar
18 years ago
Auto-translated
Er@ser;131399
I'd rather buy one fewer hero and build a prefecture. I'm still not sure if a hero starting with level 4 (i.e., without an army) will pay for itself in 5 days.
Okay, here's another argument: by buying a second hero (or another hero with an army), we get 1000-1500 units. So, he doesn't have much left to earn.

Added 2 minutes later
to Kor
A week is too long....

Added 2 minutes later
to Eroser
stop... if we're talking about the fourth hero... then there can't be a definitive answer... of course, on the first day, with two heroes, I'll already understand what kind of map it is.
User Avatar
18 years ago
Auto-translated
It makes the most sense to dig up a hero with a money-making specialty; this is a good way to earn extra money, and besides (if it's the first or second hero you buy), they come with an army. If the tavern is on the left side, the creatures can be used to clear out neutral creatures or add strength to the royal army; if it's on the right side, then it's logical to use them as cannon fodder (mostly)... That's how it is.
User Avatar
18 years ago
Auto-translated
I don't entirely agree with you. On the first day, you might find resources, which can create a false impression that there will be plenty of everything later on. You buy a lot of heroes and rush to collect everything, but then... suddenly, there's almost no free stuff, and you realize you don't have enough money, and the heroes aren't paying for themselves. This is if you haven't played on this map before. But if the map is familiar, then your comments are absolutely correct.

Added after 58 seconds
all the above 2 gamer-kirill
User Avatar
18 years ago
Auto-translated
to Eraser
Prudence is certainly a good thing, and yes, I have sometimes regretted buying an extra hero (4th or 5th) precisely in such cases. But there have also been times when these heroes paid for themselves. It's a matter of play style; some people like to take risks, while others prefer to play it safe.))
P.S. Of course, I'm talking about an unexplored map.
User Avatar
18 years ago
Auto-translated
2 gamer-kirill I also prefer taking risks, but in this case, the advantages gained if the hero pays off are much smaller than the problems that arise if it doesn't work out.
In reply to Er@ser
User Avatar
18 years ago
Auto-translated
I recently noticed a peculiar thing about playing as Gurnisson. Let's say he has birds and a ballista in his army. We attack monsters (cargi-harpies). The birds wait, the harpies fly closer, and then we fly the birds to a corner of the map. The cargi-harpies stand next to the ballista – and, lo and behold, they can't attack it. This makes it very easy to shoot down harpies (I haven't noticed this with other monsters) with the ballista.
User Avatar
18 years ago
Auto-translated
Confirmed. It works with any hero when there are 3 or fewer units of Gargoyles. I discovered it a couple of months ago and was amazed.

Statistics

Welcome our newest member: recijeb