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In reply to scorp
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#332
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The Captain is right about the last step. Such a phenomenon indeed exists. I need to check the save.

Regarding the hero with 1300mp, I believe this contradicts the concepts of heroes (at least for SoD certainly!). It's possible that in the case you described, Alex bought a previously dismissed hero (perhaps not even by him) or a killed computer-controlled one, because when buying a dismissed hero, it is assumed he was without monsters, and in TE a hero without monsters has 1300mp, rather than 2000mp as in SoD.
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#333
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I took a look at the save file – there are 111 of them, and the hero couldn't have escaped and been ransomed.

Here are some possible explanations:
1. Scorpion might have gotten confused and thought that Mephala had dwarves – this can happen when you restart and get mixed up about which heroes have which creatures, especially if Mephala appeared in a previous restart.
2. There might have been several battles, and they could all have been attacks from a diagonal direction – in that case, the movement points would be calculated as 100 instead of 141... although that seems unlikely.
3. And finally, as I mentioned before, he's tricky – it doesn't depend on the roads, but on the terrain, and it seems to depend on the battle.

There was a task from Anton a long time ago – the map was cleverly designed. You exit the subway and have to attack the guards – if you attack along the road, you won't reach the next point with one step, but if you attack through the rough terrain, you will.
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
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#334
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I would like to say a few more words about the Stronghold. For my level of play in Shades of Darkness, it's a weak castle. Maybe the wolves are strong and fast for Tyraxor, but to get improved wolves, you also need to improve the goblins... And besides, they are not really designed to withstand even weak attacks; they are fragile, with health like warriors of the first level, and neutral creatures can also cast spells. As I see it, the entire Stronghold relies on the Roc. Also, in terms of ranged attacks, it is definitely the worst city in the early stages, because the Orcs have 2-5 damage, like the Lizards, and they cannot hit multiple creatures at once like the Magogs, and their attack rate is lower. And the Cyclops... they still need to be built...



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Всё не так плохо как Вы думаете. Всё намного хуже!
In reply to Hermit
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#335
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Hermit

I would like to say a few more words about the Stronghold. For my level of play in SoD, it is a weak Castle. Perhaps the wolves are strong and fast for Tyraxor, but to get improved wolves, you also need to improve the goblins... And besides, they are really not designed to withstand even weak attacks; they are fragile, their health is like that of first-level warriors, and neutral creatures can also put up a fight. It seems to me that this entire Stronghold is held together by the Roc. Also, in terms of ranged units, it is definitely the worst city in the early stages, because the Orcs deal 2-5 damage, like the Lizards, and they cannot hit multiple creatures at once like the Magogs, and their numbers are smaller. And the Cyclops... they still need to be built...



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There are also very serious advantages. Gurnis with 3 movement points runs quickly and easily breaks through ranged blocks that are difficult for some other Castles (for example, 30-40 Lizards can be defeated without a feast, more than that requires a feast). Few Castles can boast the ability to break through 20-30 snipers without losses on day 112, for example. Bears, as a rule, are quite easily recruited in the first week (and wolves may not even be needed; goblins are a feast, I build Orcs and Ogres quite rarely, and Cyclops almost never). In general, I honestly really like this Castle; it makes me want to play with it
In reply to Hermit
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#336
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Hermit

Wolves may be strong and fast for Tyraxor, but to get improved wolves, you also need to improve the goblins...



Actually, a strong dog stack is a thing in The Succession Wars. That's why people start with Tyraxor with three wolf stacks, which can be upgraded to level 111 without upgrading the goblins.

And in Horn of the Abyss, people usually pick either Crag, or Gormak, and some take Dess.


(P.S. I don't know how to play Fortress and I don't like them anyway.)
In reply to Captain
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#338
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Captain
I looked at the save file – it shows 111, so the hero couldn't have been a runaway or bought one.

Possible scenarios:
1. Scorp might have gotten confused and thought Mephala had dwarves – this can happen when you restart and mix up which heroes have which creatures, especially if Mephala was in the previous restart.
...

:) , I agree, it's funny!
Just to clarify for Captain – the save file doesn't have turn time, which means I was playing (practicing) alone. And I mentioned at the beginning of my post that it's time for me to retire if Mephala violates all the laws of physics in Heroes! ;-)

It just happened; I didn't generate it specifically. You can see the remaining movement points in the green column – I checked, and it's calculated that there are no dwarves. The save file is attached.
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#339
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I have a question that's not exactly about the game itself, but about the connection. :)
I didn't know where to post about this issue.
Games I create aren't being detected at all.
I don't know what the problem is, but it's definitely not Hamachi, as the same thing happened through GameRanger.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария
In reply to kcfgogbfalgfl
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#340
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I wonder, are there any Heroes players who, when playing as Castle, don't upgrade Archers in the first week, even when they appear un-upgraded, in order to transition to Knights in the Castle? I'm curious about their opinion: is it possible to transition to Knights in the Castle without upgrading Archers, while playing the 2sm4d(3) build? I'm interested in the percentage probability. I really want to transition to Knights in the Castle, but I haven't tried playing with un-upgraded Archers for this purpose yet. :smile32:
С истиной где-то рядом...





Лето 2010.
In reply to Дубровин Павел
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#341
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I’ll share my non-authoritative opinion :)
I rarely play Castle, and not very well, but until recently I almost always managed to get cavalry in Castle with archers not upgraded in week 1, day 1 without a grade. However: the peak/mama are less developed, less territory is scouted, and as a rule, on day 2, week 1 there is little money to buy back troops. Plus the archers need to be upgraded, and they might be far away — it’s not always convenient to bring them back to the Castle.
So for myself I concluded — it’s better to have cavalry in Citadel with upgraded archers and a normal troop buyback on day 2, week 1. Though it all depends on the situation, of course. Sometimes there are cases where I still don’t upgrade.
And if there’s an insane amount of money, it makes sense to think about angels at least in the Fort
Just think about it, nothing more. I never had that insane amount of money in the first week. If I did — still, at most cavalry in the Castle with buying back all cavalry and archers on day 2, week 1. Angels in the first week, in my opinion, don’t justify themselves — someone already wrote that, and I agree.
In reply to Дубровин Павел
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#342
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Pavel Dubrovin
I wonder if there are any Heroes players who, playing as Castle, do not upgrade the Archers in the first week when they come un-upgraded, in order to reach the Cavaliers in Castle?

I'm curious about their opinion — is it possible to reach Cavaliers in Castle with un-upgraded Archers, playing on the 2sm4d(3) template?

I'm interested in the probability percentage.

I really want to reach Cavaliers in Castle, but I haven't tried playing with un-upgraded Archers for this yet.:smile32:
Firstly, with Archers built from the start, Cavaliers in Castle are buildable BUT — let's consider the pros and cons of this matter.
Pros — at the start of the week, you additionally have access to: 1 Cavalier, 3 Swordsmen, 4 Archers, 7 Pikemen. IMHO an extra Cavalier is certainly not superfluous, BUT how much does it cost?
- Cons
HOW MUCH DOES IT COST? :confused: 5000 for Castle + these troops, totaling around 8000. + most likely in the first week, with un-upgraded Archers, you'll earn less gold and experience, and have fewer chances to capture needed objects. In general, on a respawn that isn't insanely rich in free gold, a significant loss of tempo in the first week and a half is guaranteed. And if you have tons of gold, then it makes sense to think about Angels, at least in the Fort.
Conclusion — Cavaliers in Castle in practically all cases when the Archers are not built from the start lead to an unjustified loss of tempo; in short, it's not worth it IMHO=.
In reply to Wlk777
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#343
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If you try to use knights in the castle, without archers, then the starting hero should not be Valesk, because without archers, the main striking force will still be spearmen. Also, to maintain momentum, there should be some hiding places. You can not build archers at all, and on day 114, bring in knights, which, with an external stable, will already be dominant! But this is very difficult and, in most cases, not worth it, as I have become convinced recently (I used to enjoy playing this way).
In short, there should be serious reasons for not upgrading archers (or ignoring them altogether), which will allow you not to worry about the economy.
P.S.: Try playing against the computer, just up to day 117, 10 times, and see what happens, how many times out of 10 you will be able to implement your plan. Then all your questions will disappear.
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#344
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2 Pavel Dubrovin. Pash, regarding the horses in the Castle and the upgrade of the Archers. I recently played with Blackpoint and did exactly that. There were 30 Archers, though (with a hidden stash). I reasoned that if the scouts discover that the blockade cannot be broken, I will immediately upgrade. Plus, there's a good respawn point on the grass. In general, sometimes this is an option.
Играю в Tactician's corner на СОД и ТЕ
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#345
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A somewhat similar dilemma exists in the second Heroes game. Usually, players do the following: if there's an external stable within 1-2 moves of the castle, they focus on building cavalry. The rest is straightforward: depending on what and who needs to be defeated, Turis would probably benefit more from cavalry in the Hive, while Valeska would benefit more from archers when dealing with foot soldiers.

Орден Фениксахаризматический :) лидер
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#346
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I always try to find a Necromancer and recruit him to my Castle.
There are usually many low-level monsters on the grass, and it's quite easy to gather up to 200 skeletons in the first week. Then, there's no need to upgrade the Archers much. But this is only possible if there's a Necromancer in the tavern...
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
In reply to Captain
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#347
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I agree, even on Jebus, building Angels in a Castle doesn't seem very worthwhile, let alone Knights. If it were a 5th-level unit, then it might be worth considering for the sake of 2 units, but here, 1 Champion and 2 Crusaders isn't enough. And breaking through with Rogues is twice as difficult without upgrading the Archers (because there's no ranged attack). But if you only play with the main hero, then you can definitely manage without the upgrade.