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How to play online?
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Read more details here: here
В. Уэйтс©
Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.

временно ушел с форума, переодически заглядываю. кому нужен пишите в скайп ewgeniy1985. в аське 384385000 очень редко.
In reply to GhostЬ
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GhostЬ;195039
And one more thing: teach the basics of logistics!
Brother, logistics is a crucial skill for the main (and not only) hero on most maps. Logistics is quite simple: there are heroes who specialize in logistics. These are the castle hero with black dragons, Gunnar, the elven castle hero, Kirr, and the barbarian castle hero, Dessa. The higher their level, the faster they move. The logistics skill itself, like others, has three levels of development: basic, advanced, and expert. If you are offered basic logistics, brother, then in 90% of cases you should take it. The higher the level of logistics, the farther the hero will move. If we are talking about logistics in a broader sense, as optimizing the hero's movement on the map, then it makes sense to say a few more words about the basics. 1. The hero's movement range depends on the terrain the hero is walking on. I won't go into details right now. If you want the terrain to not matter, take and max out the "Pathfinder" skill. 2. There are some artifacts that increase the movement range. Boots, for example. 3. There is a building called a stable. It can be built in the castle of angels, but sometimes it can also be found on the map. If you enter this building, your hero will move farther until the end of the current week! (And also, brother, if you have unupgraded cavalry (level 6 from the knights' castle), they will upgrade them for free there!) 4. The basic movement range is determined before your turn. And it depends, among other things, on the speed of your slowest unit. Therefore, good players often use a technique called "speed up." They leave only creatures (they also call them "units") with a speed of 11 or higher with the main hero at the end of the turn. And at the beginning of the turn, they take them again. This way, the hero moves much farther. As you probably already guessed, the maximum range does not increase after the speed of creatures reaches 11, that is, whether you have a speed of 15 or 11 for your creatures, it's all the same.

Орден Фениксахаризматический :) лидер
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Does anyone know where I can find the Chronicles of Heroes?
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I've attached a file, but I'm not sure if it's exactly what you're looking for...
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В. Уэйтс©
Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.

временно ушел с форума, переодически заглядываю. кому нужен пишите в скайп ewgeniy1985. в аське 384385000 очень редко.
In reply to Qwerty
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Qwerty;195632
Brother, logistics is the most important skill for the main (and not only) hero on most maps...
Thanks, brother, for the help. But I already know all of this. (well, except for point 4, which I haven't used). I thought there might be some other tricks. Anyway, thanks for the information. And what are slow roads? Are they depicted on the map as dirt roads?:) Tell me about restarts. In what cases are they used? And when are they essential?
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GhostЬ;195727
Thank you, brother, for the help. But it turns out I already know all this. (well, except I haven't used item 4) I thought there were some other tricks here. Still, thanks for the info. And slow roads — what are those? Are they depicted on the map as dirt roads?:) Tell me about restarts. In what cases is it taken? And when is it mandatory?
More details on item 4.
3 examples, from simple to complex.
1. You arrive with a hero at a Castle, to restore mana, as experienced players say "to spend the night". In the army: Titans, upgraded Nagas, Gargoyles, upgraded Gremlins. You are sure that no one will attack the Castle on the turn change. You move everyone except the Titans (they have the highest speed among this group) to the Castle garrison and press the end turn button. When your turn starts, you take everyone back and continue moving.
2. Moving with two heroes (usually one scouts, collects resources and such, while the other fights). Before the turn change, IF YOU ARE SURE NO ONE WILL ATTACK YOU (!!!!!) you designate the hero who needs to advance further the next day and give all his troops except the fastest ones to the second hero.
3. A technique used in Heroes 2 by vbn and me (Van Cunningham - Season 7 of 2007) as far as I remember: on the turn change, an enemy hero attacked you. After several rounds of battle and waits, the following situation arose: you have, say, 1 unupgraded Golem, 51 upgraded Gremlins, Gargoyles, unupgraded Nagas. Only your turns are left, everything happens after the wait. And you DELIBERATELY attack the enemy's last stack with the Golem so that the Golem dies. Then you kill it. The point of sacrificing the Golem is so that "in the morning" (the moment your turn begins) your hero moves further (the Golem has a speed of 3, while the upgraded Gremlins have 5!!).

Restart (experienced players sometimes say "rest") — this is a concept from online play. Like "the cards are dealt" — that is, you start — you see what and how. Bron without Basilisks, Gunnisson without the Ballista, and other such "pleasures" — a reason to consider a restart. A large number of shooter guards with a poor respawn (without caches, crypts, and other "goodies") — that is also a reason to "ponder the eternal."
As for mandatory restarts — that depends on the specific rules of a specific tournament ...

Орден Фениксахаризматический :) лидер
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1. You arrived at the castle as a hero to restore mana, as experienced players say, to "spend the night." Your army consists of titans, upgraded nagas, gargoyles, and upgraded gremlins. Are you sure that no one will attack the castle during the turn?
In this case, you can spend the night even if the opponent is nearby, and arrange your units as you like before the battle. If attacked, the hero will retreat to the garrison, where all the troops are stationed. Just don't forget to remove the hero from the garrison in such cases if he is there!
В. Уэйтс©
Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.

временно ушел с форума, переодически заглядываю. кому нужен пишите в скайп ewgeniy1985. в аське 384385000 очень редко.
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Guys, help me, where should I put the campaign files (.h3c)? :(
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Davs
Guys, help me, where should I put the campaign files (.h3c)? :(
In the same place as regular maps. For example:
D:/games/Heroes3/maps
But for them to work, you need to launch them through the campaign.
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you need to place these files in the maps folder and, in Heroes, go to New - Campaign - Other and select the one you want.
В. Уэйтс©
Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.

временно ушел с форума, переодически заглядываю. кому нужен пишите в скайп ewgeniy1985. в аське 384385000 очень редко.
In reply to ewgeniy
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I see people asking about logistics here, so does that mean general tactical questions are also welcome? Here's my question about the first day of the game (1.1.1): you start with a hero and two others in the tavern, each with some troops, but often one of them is "not from your faction." I'd like to know from experienced players if they use these "foreign" armies and, if so, how. After all, when you transfer them to your main hero, at the very least, morale suffers, not to mention the movement penalties, and you can't really accomplish much with that army on its own... (I'm still learning, and if I do use such troops, it's mainly as cover for archers, as "cannon fodder," to absorb enemy attacks, etc. - is that correct? Also, I just remembered: if someone from the conference is playing as the third faction, and the battle takes place on grass, I give all my "losers" the butterflies to speed things up). And also, if anyone knows, please tell me what's up with this bug I have, where Shakti and similar heroes never arrive with three stacks (I even tried restarting the game specifically to play as Shakti and see if it would work - it's always 2 and 2, sometimes even just 1, and getting 3 stacks at once is like something out of a fantasy novel:confused:).
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
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2 KostyaN
The army of the third hero is used exactly as you described.
Specific cases:
1. When playing as Necropolis, transferring the army of the third hero into skeletons;
2. On grass: using the fastest units of the third hero to quickly move and equip secondary heroes;
3. Using meat shields (including covering archers) and removing retaliation;
4. Morale when troops of two alignments are together (provided there are no undead) - neutral;
5. Units from the army of the third hero for "leading neutral creatures" under a ballista or ranged units (Gurnisson starts, a swamp creature with snakes comes as the third hero).

But in general, different situations can occur... It depends on who the third hero is, what resources are available, and what secondary skills they have...

I don't know the answer regarding Shakti and Valeska. I don't have any patches, and I've seen Shakti with three stacks. I don't remember about Valeska, though...

Орден Фениксахаризматический :) лидер
In reply to Qwerty
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The second hero is also used because, for the reason stated by Qwerty:
Qwerty
4. Morale among troops of two alignments (assuming no undead) is neutral;
For example, it wouldn't hurt to take 40 gremlins or troglodytes into the army, just as cannon fodder, and 5 cyclops can provide good support. And if Shakti comes with 100 troglodytes on the right, you can level him up too! But on the other hand, for example, a Straker with 4 zombies is useless! But if the hero has +350 gold, you should buy something no matter what!
You need to be a little more careful when playing as Swamp, Tower, and Stronghold, because enemy troops give a movement penalty!
In reply to Dirty_Player
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Good evening, everyone! Could you please tell me how to check if a player is being fair, for example, when using the Dimension Door spell, are they only using it once, or are they using it four times? I'm not even talking about other things (I don't even know what they're called, when a player is cheating). And my second question is about the rules, which are presented as the main rules on this website: can you use the City Portal as many times as you want in one day, or not? And in general, do players who play here online usually follow these forum rules, or are the rules that are not displayed here more common in practice? Thank you in advance for your answer.

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