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Posts from Tips and tricks for playing Heroes 3.

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Cast a fire shield on the griffins... They already retaliate against everything...
Sub specie aeternitatis.

Под знаком вечности.

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To be honest, I didn't know many of the tricks you mentioned, which is strange, considering I've been playing for a long time. Here's one I remember: how to deliver a week's worth of troops to a hero who is several days away from the castle. You create a chain of heroes from the main hero (who needs to receive the army) to the castle, so that the distance between each hero in the chain is exactly one day. Then, one hero from the castle takes, say, a week's worth of troops, runs to the next hero in the chain, the second runs and gives it to the third, and so on. As a result, the main hero receives the army from the castle in one day. Of course, it takes a long time to set up, but it helped me once, and it helped a lot. Another one I remember is how, in tactical mode before a battle, playing as the Stronghold, you can use cyclops to bombard the walls. You start selecting units in a second loop, reach the cyclops, and throw it at the wall again and again. To be honest, I didn't use this, but I read about it. It's quite amusing.
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I remember a funny trick about how to deliver a week's worth of troops to a hero located several days away from the Castle. You take a chain of heroes, starting from the main hero (who needs to receive the army) and extending to the Castle, so that the distance between each hero in the chain is exactly one day's travel. One hero, who is in the Castle, takes, say, a week's worth of troops, runs to the next hero in the chain, the second runs and gives it to the third, and so on. As a result, the main hero receives the army from the Castle in one day. Of course, it takes a long time to set up such a chain, but it helped me once, and it helped me a lot.
Everyone who plays online uses this trick... and not only online. Even in offline tournaments, this trick is common. The one who builds the chain faster, more efficiently, simpler, and more reliably in an online match is already halfway to victory. Sometimes, the time is measured by how quickly the army is transferred from the former location of the hero (who was defeated and turned into a Castle) to the Castle itself, which is located on the other side of the map... !!!!!
играю на уровне AI !!:smile32: ;)
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What can I say, it's fun. You look, you have no army, just some scraps. You look the next day – and you have your normal army. It's fun. Although, I haven't been able to do it again since then. It somehow didn't work with the computer.
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Thank you very much, I'll keep that in mind! It boosted everyone's morale! Well, it didn't work for everyone; my fighting spirit has waned.
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Once, the enemy was approaching my castle, and I had very few troops, about twice as weak as the enemy army. I tried to defend, but it was no use. It was also the day before a holiday, so the next day I would get reinforcements.
I hired six heroes and placed them in front of the castle, blocking the enemy's path. It's one thing to move along a road, and another to attack (even if it costs a turn). After a few attempts, the enemy didn't even reach the city gates!
The next day, I bought reinforcements and easily defeated them.
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I don't know what to call it, a feature or a bug. Most likely, it's a bug. So, my brother and I were playing on the same computer in a cooperative mode (Hot Seat) against the AI. My hero was in the castle, in the garrison. My brother's hero entered my castle and stayed there – either he didn't have enough moves left or he needed to replenish his mana. It was my turn. My brother's hero blocked the exit, and I needed to move. I entered the castle and simply pressed the spacebar. Our heroes switched places. My hero ran off to do his thing, and it was my brother's turn. He exited the castle with his hero, did his thing, and skipped his turn. And here's the catch: my turn started, and – lo and behold! His hero ended up in my ranks. I played a turn with him too. We thought he had simply switched owners, but that wasn't the case. My brother played, and it turned out that the hero was also with him. The hero was, in effect, owned by two players at the same time. We caused quite a bit of chaos with him.
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Maybe someone could share some interesting battle tactics? For example, try defeating 14 Wolf Riders (140 HP) with one Swordsman (35 HP) and a level 1 hero with no magic! It's quite possible, for instance, on tile 5-42-0. By the way, has anyone noticed that on different maps, the battlefields in the same tiles are identical?

За всем следят машины благодати и любви.
In reply to GhostЬ
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GhostЬ;194138
I don't know what to call it – a feature or a bug....
I also played Hot Seat mode with my brother a lot and noticed other quirks...
...if I can “forcibly exchange” any of my stacks for an allied hero’s stack between heroes, then I cannot exchange my stack in an ally’s Castle for the garrisoned units, but I can simply drop them into the garrison,
but I can only get them back after leaving the Castle, so that the allied hero takes them out and hands them over…
There was a bug with duplicates more than once, but the duplicate hero was always controlled by the computer and one of the human players, and sometimes they moved around the map normally until the game produced an error. Once, I accidentally bought one of the main computer-controlled heroes in a Castle, and he disappeared, but on my turn, I gained control of the computer-controlled hero... and it was very funny - when the computer ran in one direction on its turn, and then I ran in the opposite direction or somewhere else on my turn...

to WhiteLizard

interesting fact - didn't know that.
by the way, regarding 14 wolves – I suspect there are 2 groups of 7, and the terrain is such that you can run through a "one-cell" passage and fight at the same time against only one group of wolves, while the others will bypass the area until their turn comes.... but I think this might not be enough... morale or maneuvers with an attack after “waiting” are needed…. and in general, when there is no magic, there is a ballista or a tent... for example, Christian (Knight - specialist in ballistas) or Rion (Priest - specialist in tents) will defeat these wolves even in open areas without any tricks - by retreating to a corner and defending (defense)... naturally, these are level 1 heroes without magic or additional skills or parameters…

P.S. If you have puzzles related to this topic, or if you really want to find out more opinions from players about how to win such a battle, write it in the specially created thread ... I think forum members will appreciate it... unless you don’t want to
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invisible;196408
Here I see Pasha is attacking: a swarm of Archons :eek: :eek:, hordes of archers, etc. I thought, "This is it," so I retreated to my main hero and waited for the attack. There turned out to be 11 Archons, almost 200 creatures, over 100 archers, and almost a hundred griffins. I was planning to either use Expert Berserk or immediately summon elementals, and then Armageddon, but Pasha had so much meat that I might not even survive until the end of the next round. From his side, he used Mass Slow; I huddled near the unicorns (plus I had Expert Resist), and I cast Armageddon for 2200. All 12 of my horses and 20 pegasuses that were standing near them survived. Pasha only had 2 Archons left, one of which was finished off by a horse. He surrendered.
And, actually, the question is:
invisible;196408
Pasha had a black orb... So why did my resist work?! I know it behaves differently, but remind me, please, for this old man with a girl's memory))

I hope no one will be offended that I answer in this thread! So, here's the explanation! :)

There are 8 possible situations!

1. A hero with an orb and resist attacks
A) The attacker casts Armageddon
B) The defender casts Armageddon
2. A hero with an orb and resist defends
A) The attacker casts Armageddon
B) The defender casts Armageddon
3. A hero with resist is attacked by a hero with an orb
A) The attacker casts Armageddon
B) The defender casts Armageddon
4. A hero with an orb is attacked by a hero with resist
A) The attacker casts Armageddon
B) The defender casts Armageddon

In this case, situations 3B and 4A are special! In these cases, the resist will work perfectly, and in all other cases, it will not work!

Conclusion: The one who doesn't have an orb but has resist can safely use Armageddon on their opponent!

An example from my experience! On my turn, a fool with an orb attacked the enemy's Clan hero; he killed the fool and took the orb. I attacked with Ash, a hero with a few efreets and 30+ magic power! Armageddon and victory! Even his Golden Dragons didn't survive! Heh-heh-heh-heh :)

For verification, here are some quick saves! :)
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2Invisible i Nagan4
invisible;196408
By the way, a question for those who know: Pasha had a black ball... So why did my resistance work?! I know it behaves differently, but remind me, please, for an old man with a poor memory.


Nagan4
The black ball removes magic resistance, for example, from black dragons. This means that any creature can be hit with magic. After that, the "resistance" skill comes into play, when any creature, whether it's a black dragon or a peasant, can resist...

A slightly confusing situation:

Physmagic, page 49: * - The Sphere of Vulnerability completely neutralizes the effect of the secondary skill "Magic Resistance" in all its forms - all artifacts that increase resistance do not work, and neither does Thorgrim's specialization (Magic Resistance).

2. Armageddon. If this spell is cast by the artifact's carrier, it affects everyone. If it is cast by the opponent, it affects all enemies, and only those of your own troops that it would have affected even without the Sphere.

So, it turns out that the unicorn aura worked, but not the secondary resistance skill, or how?

PS: I wonder what the esteemed Ambersoler would say...
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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if resistance triggered during a battle with the black orb, then the conclusion is clear: this resistance from unicorns cannot be combined with any other resistance; all other resistances are overridden.
РП (Реальное папство!)
*Автосейвы не беру и не даю.

Скачать WT (Чат, античит, одновременный ход) http://www.heroeswt.net/download.php

Награда Лучшему игроку сезона Осень 2009 за Оплот
In reply to Lider1
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Leader1;196630

P.S. I wonder what the esteemed Ambersoler would say...
There are two concepts: "Magic Resistance" and "Magic Immunity."

Magic Resistance is a skill that is probabilistic in nature. Some units have it initially, and a hero can also develop it to a greater or lesser extent. However, it does not have a 100% guarantee (except in the case where the units are controlled by a high-level Thorgrim).

Magic Immunity is an inherent property of a unit with a 100% probability of deflecting a particular type of magic. Immunity cannot be developed; it either exists or it doesn't.

The Sphere of Vulnerability should negate Magic Resistance. However, its relationship with Immunity is ambiguous – sometimes it negates it, and sometimes it doesn't... That's how it seems to work. And this is a programming flaw, as far as I understand the situation. I will verify the details provided by Dirty and correct the corresponding article in the reference guide if necessary. Thank you for the information; the Sphere of Vulnerability is the most complex and ambiguous artifact in the game, and it requires special attention.

The question about Unicorns remains open...
Сначала было слово...
FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

In reply to AmberSoler
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AmberSoler;196824
Immunity cannot be developed; you either have it or you don't.
Looks like you haven't played World of Gods :p
AmberSoler;196824
The question about Unicorns remains open...
In my opinion, if creatures are near the Unicorn (more precisely, within 3 hexes behind it, correct me if I'm wrong), they receive a simple +5% bonus to their resistance skill, similar to a necklace that grants resistance! I think that's how it works, but I could be wrong...
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I think I noticed an interesting point while playing Heroes, maybe someone has already discussed it, I don't know...

Basically, here it is: a player starting at the bottom of the map gets a greater logistical advantage than the one starting at the top!
In Heroes, you can approach most objects from below or from the side, but not from above -> the player at the bottom doesn't have to go around objects, and this saves a bit of mana - you can gladly use this, for example, when choosing a map for an online game! (there's a tournament going on right now ;) )
Do you think this could be useful?

За всем следят машины благодати и любви.

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