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In reply to Wicc
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17 years ago
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Wicc
This is statistics.

At one time, I deliberately researched this issue – it turned out that the number of key objects (roads, hiding places, caches, hives) for red is approximately 50% more than for blue. Among other pairs, I looked at Castle-Barbarian; the difference, as statistics were accumulated, fluctuated from 0 to 20% (if I remember correctly).

When I posted these calculations on the forum, I was told that this was a well-known fact, that the grass is greener for blue than usual.

Why this is the case – I don't know. I only looked at replays.

Maybe it's an experimental error :)

I am currently studying statistics using games from the World season of Autumn 2008 as an example. The data is not yet fully ready, but by colors: 55%/45% - wins. I also want to create statistics by Castle and by parent factions (I won't do it by starting heroes – sorry:smile32:, it turns out to be too laborious...). I think that a sample of 500+ games should show objective results.
In reply to Dirty_Player
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17 years ago
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Dirty_Player
He is right. If a hero doesn't have Wisdom, they will definitely be offered it on levels 6, 12, and 18, if there are available skill slots. Otherwise, they might be offered it at any time, even on the third level, or the 15th...
I maintain that if a hero is offered Wisdom on the 5th level and refuses it, there is a high probability that it won't be offered on the 6th level. There have been instances of this.
In reply to Wicc
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17 years ago
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Wicc
I claim that if a hero is offered wisdom at level 5 and declines it, there is a high probability that it won't be offered at level 6. There have been precedents.
This is the truth!!! I tested it on several heroes.
Apparently, it's the same as when magic is offered at level 2 or 3; it's not guaranteed to be offered at level 4!
In reply to Dirty_Player
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17 years ago
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1. Regarding color, I haven't felt yet that Blue has fewer high-tier structures.

2. I've encountered (this is not a secret, I think) that when a Hero chooses Red Dungeon, there is roughly a 70% chance of spawning on the surface rather than underground.

3. Recalling the early practice sessions, I can say that I often didn't break through to unfamiliar Treasure Zones, and didn't use the "View" ability under Expert Air Magic for:

- locating the enemy's Castle and Heroes, wanting to find and kill the opponent;

- searching for richer Treasure Zones (where various goodies, Dragon Utopias, Pandora's Boxes, and artifacts are located).

4. In percentage terms, "Treasure Zones" on the surface are mostly located in "Swamp," "Sand," and "Snow," where having "non-native" creatures for that terrain in the army penalizes the Hero's movement range by up to 200%, which is why you shouldn't give up the "Pathfinding" skill to reduce those "penalties."
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17 years ago
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*it seems the maximum is up to 175%
In reply to Lider1
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17 years ago
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Lider1
*I think the maximum is up to 175%

Thank you for the correction!

Yes, I exaggerated a bit; the maximum penalty on the Swamp is 175%.
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17 years ago
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I'm curious, why is the starting hero chosen randomly when playing as Conflux? And honestly, I'm completely clueless about how to play with this town. Although many people consider it strong... What makes it so strong (considering the building restrictions)? And I'm also interested in knowing the best way to start playing as Conflux: should I focus on upgrading air or water elementals, or should I try to build 1-6 in the Castle or 1-7 in the Fortress? Once, I tried playing as Conflux and attempted to build 1-6 in the Castle, and as a result, by the end of the second week, I had 1-5 in the Castle, a Moner of level 4 with one fire elemental, around 300 gold, and +500 in the town...
In reply to Дубровин Павел
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17 years ago
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Dubrovin Pavel
Thank you for the correction!

Yes, I exaggerated a bit; the Swamp has the highest penalty of all penalty locations – 175%.
Not 175%, but 75%.
I wonder, why is the starting hero chosen randomly when playing as Conflux? And, to be honest, I absolutely don't know how to play with this city. Although many people consider it strong... What makes it so special (considering the building restrictions)? And I'm curious, what's the best way to start playing as it: improve air or water units, or try to build 1-6 in the Stronghold (Castle) or 1-7 in the Fortress (Stronghold)? Once, I tried to play as it and tried to build 1-6 in the Stronghold, and as a result, by the end of the second week, I had 1-5 in the Stronghold, Moner at level 4 with one fire unit, about 300 gold, and +500 in the city...
Conflux is a specific city, and you need some experience to play with it. I spent a long time learning not to lose the butterflies, which simply dominate the entire first week. BUT: if you gain skill, it becomes a very strong Castle, even with all the restrictions. A very tough level 2 unit (the most powerful and tough among all, and also fast), and, moreover, there are usually air units available in the Conflux, which gives you a powerful stack of 121, which, together with Bles, allows you to break through air-heavy stacks as an offensive stack. In addition, playing as Conflux guarantees you 1 turn, which is very important, I would even say a VERY important point! Most of the units are immune to one or another type of magic. Armageddon... I don't think I need to describe what it's capable of when playing as Conflux. In a game with Scorp, I turned around a losing situation thanks to Armageddon. Furthermore, this race has many strong heroes (mostly mages, but what mages!). Moner and Grindan – no comments, Ciel, Labett, Brissa, Luna. Therefore, starting with a random hero for Conflux, there is a very high chance (almost 100%) that at least one of them will be available to you.
In reply to Hermit
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17 years ago
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Hermit
I wonder, why is the starting hero chosen randomly when playing as Conflux? And, to be honest, I absolutely don't know how to play with this town. Although many people consider it to be strong... What's so special about it (taking into account the building restrictions)? And I'm curious, what's the best way to start playing with it: improve air or water creatures, or try to build 1-6 in the Stronghold (Castle) or 1-7 in the Fortress (Stronghold)? Once, I tried to play with it and tried to build 1-6 in the Stronghold, and as a result, by the end of the second week, I had 1-5 in the Stronghold, Moner at level 4 with one fire creature, about 300 gold, and +500 in the town...
Conflux is a hell of a lottery, which the rules have made even better. They can give you an excellent hero like Moner or Grishka, or they might not. If the resource spawn is rich, then you don't need to think much – just build birds and by level 121, you'll be doing great. A lot also depends on whether the 2nd level is built from the start. And if the resource spawn is poor, then just give up. IMHO
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17 years ago
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By the way, Pasha, you made a good point...
Often, when generating a map, a good layout appears, and surprisingly, it's favorable in terms of color. And this applies not only to herbs but also when playing as Fortress or Castle. Also, when playing as Dungeon, the percentage probability of a better layout favors red, and moreover, this layout appears on the surface, not in the dungeon!!!

Also, the ratio of money-generating buildings!!!
For example, in 85% of cases, when playing as Dungeon in Metro mode, 1-2 dwarven mines appear. And if it's on the surface, then 1-2 medusa lairs!!!
It's not clear why, but the ratio of resource-generating buildings also favors red!!!
In reply to invisible
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17 years ago
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The Conflict is far from a simple Castle. At a minimum, you need to be able to play with three to five different heroes (with a random hero selection), including Moon, Ciel, heroes with tactical skills, and regular mages, plus Moner. And you also need to know various tricks, such as the fact that Psionics deal half damage to undead, so you don't get stuck on vampires, for example, by chance.
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17 years ago
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What makes Conflux interesting is the abundance of options. If Moner didn't spawn from the start, but air elementals are built — we take a mage, upgrade the air elementals, a few sprites as backup, and calmly go wherever we want. If air elementals are not built — we assess the situation; it's very important to evaluate not only your own respawn for available resources, but also the possible number of paths to neighboring respawns to find money there. If there is no exact information, we play it safe with an upgrade of air elementals and Phoenixes and place them on the second week.
PS: Regarding the hellish lottery, I partially agree, but portal statistics over many years show that 75-80% (or even more) of the time Conflux wins :smile32:
PPS: For Conflux, having Bless is VERY important because the damage spread is very large. A Storm with 2 damage and a Storm with 8 damage are two different units. Therefore, if Water is offered, take it without hesitation and boost it! Mass Bless is the most effective for this town
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17 years ago
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Yes, that's right. The Dungeon is very sensitive to curses and blessings. Trogolodites deal 1-3 damage, harpies deal 1-4 damage, and minotaurs deal 12-20 damage... And the Conflux is even more sensitive – fairies deal 1-3 damage, air elementals deal 2-8 damage, water elementals deal 3-7 damage, and psychic creatures deal 15-25 damage... They can perform well, or they might not... I wouldn't trade the sacred amulet for the necklace of divine grace, especially if I knew that the opponent's hero was an expert in fire magic. And if I had to choose between earth magic and water magic, I wouldn't know what to take...
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17 years ago
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Flax has a somewhat atypical starting battle tactic.

Air should be upgraded in about 10% of cases—when the situation is very difficult, with many tough medium-slow contact units, etc. Usually, battles are fought with non-upgraded air.

The peculiarity of Flax's starting army is that combat power is spread across 3 slots: pixies, air, and water. In TE they are roughly equal in strength; in SoD the water stack is weaker since it comes less frequently with heroes.

Typical formation against contact units: 1p-1p-1p-1p-water-air-pixies. If the contact units are slow, single pixies use wait to absorb the retaliation while other slots wipe them out. If the striking power of air and pixies is insufficient, retaliation is absorbed until the wait, after which water can also be used to attack.

If the contact units are fast, a combat formation is set on the very first turn: pixies in the bottom left corner, air to their right, water above them, all surrounded by a layer of single pixies.

Against shooters, the formation is usually 1p-air-1p-1p-water-air-1p. That is, the air is split in half. One air slot can be replaced with fire. However, it's better to put fire in the 3rd slot and keep the air split. Though this depends on the strength of the shooters. In the first round, pixies fly forward immediately; in 90% of cases, shooters hit them specifically. Then, using wait, the elementals reach and block them in the 2nd round.

Formation for crypts: 1p-air-1p-water-1p-1p-pixies. The tactic is simple—since both air and pixies are faster than all other stacks, they wipe them out one by one, with water helping as needed.

With the appearance of fens, the shooter problem becomes irrelevant, and overall problems decrease sharply. You just need to make sure the fens don't burn their own units, especially in Dragon Utopia.

The hero, by the way, isn't particularly relevant. Grinya is a cheat, yes, but other elementalists are also good; the main thing is to have a shooter in the guild from the start. That is, you fight with the hero, spend mana—then give the troops to someone else who has mana, while this one either goes home/to the well, or on scouting/resource gathering.

Monya starts becoming useful around the 2nd week when a decent amount of power has accumulated. On the 1st week, his breakthrough strength is significantly inferior to that of the elementalists.
In reply to Wicc
17 years ago
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Wicc
Monya starts to become effective around week 2, when he has accumulated a decent amount of power. In the first week, he noticeably lags behind elementalists in terms of raw power.

Everything is clear about the mages. But what is so special about Monya?

Statistics

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