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Posts from [HMM V TOURNAMENT] "Ghostbusters"

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18 years ago
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In honor of my birthday, I am opening an offline tournament for Heroes 5. Everyone is welcome to participate.

Tournament Rules and Description.

1.The goal of the game is to collect as many ghosts as possible within 28 days. Ghosts can be of any type, i.e., specters, phantoms, or spirits. The result will be evaluated based on the number of ghosts the starting hero has; that is, all ghosts must be with the hero who was chosen at the start. In the event of an equal number of ghosts (which is unlikely, but still), the accumulated points will be taken into account. Good luck to everyone!

2.To participate in the tournament, you must register on the HeroesWorld forum and leave an application in this thread!

3.The tournament will be held on the Russian version of Heroes 5 from 1C, version 3.0. The save was generated on the Russian version 3.0.

4.Difficulty - Hero. Starting faction - Necropolis. Starting hero - Vlad.

5.You cannot recruit monsters on the map, except for level 3 Necropolis creatures; do not even try to use diplomacy!

6.The hero Kaspar is prohibited.
7.In the final save, only one hero must remain on the map; that is, dismiss all the others.

8.To make the save appear in Heroes, place it in the folder My Documents\My Games\Heroes of Might and Magic V\Profiles\Your profile\Saves\

9.Discussion of the tournament on the forum is strictly prohibited until the end of the tournament!

Preparing the final saves:

1.Players must play strictly on the provided save. Restarting the game is prohibited.

2.The player must make intermediate saves at the end of each turn.

3.If the saves sent by the player cannot be opened by the current version of Heroes V (currently version 3.0), their result will not be counted.

Restrictions on save progression:

1.It is forbidden to hack or use any programs (other than Heroes) to edit saves.

2.It is forbidden to use any cheats or bugs. If you have doubts about a particular technique, consult with the judge; otherwise, you will use it at your own risk.

3.If a player suspects that their opponent has violated the rules, they have the right to request the opponent's save files and explanations for them, up to a description of the tactics of a specific battle. A copy of the request is sent to the judge. If the judge does not find satisfactory explanations, the player will be declared a "cheater" and expelled from the tournament and the forum. If a satisfactory description of the gameplay is provided, but the necessary saves are missing, the player will be given a loss with a warning about being excluded from the forum.

4.The final save file must reflect the tournament and the player's nickname, for example, Hunters-Nickname.sav or, as in my case, Hunters-Warmonger.sav Name the save both in the game and in the file itself!

The email address for sending the final saves is warmong(at)mail.ru

The tournament starts on July 28 (Monday) and ends on August 18 (Monday) at 12:00 PM; that is, the save will not be accepted before July 28!
Working map and save: (by ogo-i)



Alternative link


Official Tournament!

TOURNAMENT for HMM V: "Ghost Hunters"
Number
Participant
1
Krosh
2
Zehir2008
3
Leolopus
4
Uranist
5
T@mar@
6
Dracon Mallasa
7
Kitsune
8
Rafsan208
9
Makara2008
10
NEREWAR
11
LordViRuS
12
Arengar
13
Vampirchik
14
wolf64
15
Lord Vampire
16
WisTrit
17
asassin
18
kj1313
19
vesta
20
MisterM
21
Andrey44 44
22
Doraemon
23
Necromancher
24
KiriK
25
SEM 56
26
mozl
27
dim013
28
# ORIgiNAL #
29
Benedictor
30
Alexxxok
31
Tieru
In reply to Lord Vampire
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18 years ago
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For now, I will write the first half of my walkthrough description. I hope that my result will be no lower than the middle of the table. After all, a walkthrough as a Necromancer differs greatly from other races.

Walkthrough of the "Ghostbusters" tournament WOLF64

Main thoughts on the walkthrough.
1. The amount of undead raised depends on the Necromancy skill and the amount of Dark Energy (DE).
Most neutrals on the map, after being killed, can be raised as ghosts or phantoms after the battle. Rare exceptions are elementals, angels, and dragons.
Therefore, you should not clear everyone in a row on the map, but try during the walkthrough to leave enough neutrals for each week from which ghosts can be raised.
2. When raising undead, preference should be given to ghosts rather than phantoms or spirits. Since a ghost costs 9 DE points, while phantoms and spirits cost 13 DE.
3. Maximum Dark Energy = 200 + Hero Bonus + Building Bonus.
Hero_Bonus: each hero contributes to the total DE resource depending on their level. Their mastery in the "Necromancy" skill serves as a multiplier for the size of their contribution.
Building_Bonus: The city building "Bone Pillar" provides a contribution equal to 150 DE points; the Grail building "Tomb of the Forgotten" also provides 150 DE points (already built at the start of the game).
Tomb of the Forgotten is already built, so the Bone Pillar must be built on week 1 – as it will provide a bonus starting from week 2.
4. The main hero, Vlad, must be leveled up to the maximum on week 1, and he must learn the Mentorship skill. Buy another 5 Necromancer heroes, who should not fight anyone, and on the 7th day, Vlad will raise their levels by several (thanks to Mentorship).
Furthermore, it is necessary that all auxiliary heroes obtain the Expert Necromancy skill.
The main hero will do this on the 7th, 14th, and 21st days – increasing the experience of secondary heroes.
5. Near the city, behind the garrison, cave hydras, together with fire elementals, guard a necessary artifact – the Necromancer's Amulet. It reduces the cost of raising undead by 10%. Therefore, until we get it, it is better not to raise ghosts after battles. This is because raising ghosts with the amulet costs less, specifically 8 DE, and phantoms – 11 DE.
6. On week 1, you must capture the dragon utopia (inside are 9 green and 6 twilight dragons). After defeating them, they give artifacts – the turban and chainmail of enlightenment (set art – gives +45% experience) and the dwarf king's helmet (+4 to knowledge). Also, great spells – summon phoenix and subjugation.
7. On week 2, you must defeat the phoenixes guarding the Amulet of Mastery.
And collect all 4 necromancer artifacts – the Embrace of Death: Necromancer's Amulet, Cloak of Deadly Death, Staff of the Underworld, and Ring of Sinners. When all 4 arts are collected, the cost of raising undead is reduced by 25%, plus the Necromancer's Amulet reduces it by another 10%. Then, raising ghosts will cost only 6 DE points, and phantoms and spirits – 8 DE.
The Amulet of Mastery gives Perfect Necromancy and also increases the amount of DE (it should be worn on the 14th and 21st days).
8. To get the key to the green tent (behind the green border guard are 133 spirits who always join), the Amulet of Mastery is required. But we need it before the 22nd day to get a lot of DE. Therefore, do not go to the key-bearer before the 4th week!
9. In the east of the map is a prison guarded by Lava Dragons. In the prison is a hero – Ibba, who knows all spells and has an army of 125 bears.
Therefore, it would be good to free her on week 2 and have the main hero learn a bunch of spells. Thus, there is no need to build the magic guild above level 2 in the city.
10. 125 bears can be converted into ghosts in the city. But the number of ghosts received depends on the Necromancy skill and the main hero's experience. Therefore, the later the conversion of bears is performed, the better (the greater the number of ghosts will be). On the 27-28th day, the main hero will have maximum experience.
Additionally, by the 4th week, the main hero must use the mentor to destroy two unnecessary skills – magic attraction and mentorship. And instead, learn new ones – keeper of secrets and lord of the dead. The latter skill – lord of the dead – increases the necromancy skill by 5%. This will also affect the increase in the number of ghosts when converting the bears.
11. The Path of War skill is absolutely necessary. Since the map author came up with special zones,
and even with scripts, in some cases, a hero can lose up to 99% of their movement. For example, if they stop at the garrison, the hero's turn ends. Special zones are mines. Therefore, in some cases, when a hero runs to a neutral or
enemy, after the battle, the hero's turn (movement) may be reset to zero. But with the help of Path of War, a few steps remain – and you can still move the hero (for example, jump into the city using a portal).
12. Extra ghosts are also given by the Inhabited Mines skill. If you capture mines on weeks 1 and 2, 5 ghosts will settle in them. And if you capture them on weeks 3 and 4 – then 10 ghosts. Therefore, I captured the mines no earlier than the 15th day. There are 13 mines on the map, which is 130 extra ghosts. The main hero performed the capture of the mines, as all of them, except for two near the city, were inhabited by undead and earth elementals. This is extra experience, which will be taken into account when converting bears into ghosts.
By the way, I also leveled up the IM skill for secondary heroes, so that any of them could capture the 2 mines near the city (wood and ore).
13. In battles with wolves, you must wait until each squad howls (summons its clone), and only after that kill all the wolves. It turns out that we kill twice as many wolves as at the beginning of the battle. Accordingly, twice as much experience and more phantoms can be raised!
In reply to Lord Vampire
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18 years ago
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Lord Vampire;191420
Basically, I explored almost the entire map by day 6 and reached level 20. On day 7, I had 850 resources.

I had 795 resources on day 8.
Lord Vampire;191420
Then I killed Deleb and started collecting the artifact pieces. I assembled it in the beginning of the 3rd week, so I only had cheap ghosts available for the last two weeks.

Same here.
Lord Vampire;191420
Then I went to fight the Phoenixes, got the key right away, and collected the secondary ghosts.

I fought the Phoenixes in the first week, right after taking Utopia.
Lord Vampire;191420
I fought the Orc with the Phoenix and the Hive. It wasn't difficult. In the end, I was almost level 26.

The Phoenix also made the Orc a pain. I reached exactly the level needed to get 125 bears, which is 26 (250000).
Lord Vampire;191420
I didn't capture all the mines and didn't get 10 ghosts from each. The rest was done quickly. In total, I made 2 attempts. In the first, I collected 538 ghosts. In the second, the last one, which is what I sent you... well, 698 miserable ghosts.

I didn't know about the mines, I didn't know about the cheap ghosts :mad: But after I collected the artifact, I replayed... a little. But the mines...
In reply to Kamikaze
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18 years ago
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I messed up a bit with the dark energy –
on day 8 – 697
day 15 – 1178
day 22 – 1431

Quote – Fenor was defeated in the first week, immediately after taking Utopia. Did you also manage to get the Necromancer's amulet in the first week?
How many days did it take to travel from Utopia to Fenor?
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18 years ago
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to Wolf64
Please explain... how did you gather so much energy :eek:
Yeah, if anyone didn't screw up their energy... it certainly wasn't you!

and I have a couple more questions :)
1. Why Leadership?
2. Why did everyone take the key, if there is Ibba with Dimension Door, and besides, magic guilds could be built in the town?
How many days did you spend on the way from utopia to the phoenixes?
I took utopia on the fifth day, and pinned down the phoenixes on the seventh.

It turns out I didn't even know about the Lord of the Dead... what a huge number of loopholes! Oh, by the way, I forgot about mentoring again, I confess. In short, 1000 spirits are apparently made on this map without any trouble... I'll go play some HoMM1.
PS Need to brush up on the basics (© Dirty Player)
In reply to Kamikaze
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18 years ago
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I haven't finished writing the walkthrough yet, but here's something:

BRIEFLY - at the end of the 1st week, we have: the main hero Vlad – level 17 and 5 supporting Necromancer heroes (all level 9). All 6 heroes have expert Necromancy skills. And the next day, we will have 697 gold.

At the end of the 2nd week, we have: the main hero Vlad – level 23 and 6 supporting Necromancer heroes (all level 15). And the next day, we will have 1178 gold.

At the end of the 3rd week, we have: the main hero Vlad – level 26 and 6 Necromancers, level 18. And the next day, we will have 1431 gold.
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18 years ago
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to Wolf64
here are my meager stats for the Tower of Experience:
1 - 351
8 - 795 (Vlad level 17, Zoltan level 17)
15 - 997
22 - 1024
All of this without mentoring... how I struggled transferring artifacts and units to my heroes, and it was all so simple!

By the way, has anyone used the Astrologer's Tower?
After all, you could have gotten a much better week ;)
In reply to Kamikaze
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18 years ago
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Kamikaze;191428
1. Why Leadership?
2. Why did everyone take the key if there was Ibba with Damage Dealer, and you could also build magic guilds in the city?
I hope it's clear about Leadership – it's for populating mines with specters.
And I messed up with Ibba. I had the idea to jump over the tent for 133 spirits, but I forgot about it while playing.
And about 1000, I don't know, I asked about this number at the beginning of the discussion for a reason; I got a smaller number.

Added 2 minutes later
Kamikaze;191431
Yes, by the way, has anyone used the Tower of the Astrologer?
After all, you could get a nicer week ;)
I tried it as an experiment to make a week of sprites and nymphs, but their number still didn't increase (those that were already on the map).

It's hard to discuss the Tournaments when you don't know if your save made it to Warlord, or not. Otherwise, it might turn out that I'm out of the running, and I'm just wasting my time here....
In reply to Kamikaze
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18 years ago
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Kamikaze;191431

Yes, by the way, has anyone used the Astrologer's Tower?
After all, you could get a more pleasant week for yourself ;)
Yes, I tried it, but it didn't get any easier. I wonder if Warmonger will show up today?
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18 years ago
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to wolf64
Everything will be fine, don't worry.

1. Regarding leadership... now it's clear, I didn't know which skill belonged to the Mine.
2. And I managed to get a week's worth of Hydras on the fourth week ;), which is how I overtook Lord. I generated five groups of eight Hydras.
3. And my modest, now obviously, result is 704 spirits.
In reply to Kamikaze
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18 years ago
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Kamikaze;191438
Everything will be alright, don't worry.

1. Regarding leadership... now it's clear, I didn't know which skill belonged to the Mine.
2. And I managed to get a week of Hydras on the fourth week ;), thanks to which I overtook Lord.
3. And my modest, now obviously, result is 704 spirits.
Well, my modest result is Vlad, level 27, with the following stats (16, 16, 24, 21). 327387 experience.
Final army: 377 Ghouls, 404 Ghosts, and 133 Spirits = 914 units (206345 points).

Added 4 minutes later
I didn't get at least 3 Ghouls (122, instead of 125 from the Bears).
In reply to wolf64
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18 years ago
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wolf64;191439
Well, my modest result is: Vlad, level 27, with stats (16, 16, 24, 21). 327387 experience points.
Final army: 377 Spectres, 404 Ghosts, and 133 Spirits = 914 units (206345 points).
Yes, my result is much more modest – 543! But I just spent a long time leveling up the Mentorship skill; it just wouldn't drop. Overall, I hope to perform better in the next tournament!
In reply to wolf64
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18 years ago
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Let's laugh together, :( I got 189 pieces:smile05: :smile05:

Added 2 minutes later
And that's even though I didn't remove a single hero.:( :smile05: :smile05:
In reply to Risk
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18 years ago
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# ORIgiNAL #;191443
Let's laugh together, :( I got 189:smile05: :smile05:
But there are more than 300 free ghosts - 54 ghosts join (2 times 27), 133 spirits are also added, and another up to 125 - from the bears.
Did you lose all this free stuff in battles???
In reply to wolf64
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18 years ago
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wolf64;191432
I hope the leadership mechanic is clear – it’s for populating mines with ghosts.

It’s not very clear. I thought it depended on the week. Weeks 1 and 2 give 5 ghosts, weeks 3 and 4 give 10 ghosts. Isn’t that right?
2. And I managed to get a week of Hydras on the fourth week, thanks to which I overtook Lord.

How was that possible? Using the astrologer’s tower? I didn’t figure out how to use it.
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18 years ago
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Has anyone tried implementing the plan with Delebs? (I read it on all4heroes.net)
6. We reduce the first enemy hero (Deleb) to 1 unit (my Deleb has 2 succubi left) and pay them off. We leave a hero with an army in the castle, and use hero decoys to force the enemy to capture our mines (lumber mill and mine), and then populate them with ghosts the next day. And so on, every day - you can even manage to make Deleb occupy both mines, but I only managed to do that very rarely.
Sorry, I made a mistake.

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