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What was that, Watson? Twice in a row, the generator produced something like this: In the first drawing, both liches and unicorns are guarding the gold mine; in the second, it's completely unclear what the dragons are guarding.
If this happened twice in a row, you should check the template file. Perhaps someone was messing around with the template and now there are two "GO" entries in it?
Wicc
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Show me the saves.
In general, you can find an explanation – a Guardian of Order consisting of several units, spread out along the border of the spawn areas, is not uncommon.
SEM_56
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Yes, it’s most likely a bug. It’s a 2-GO (Gold Order) map, and there should be a path through the rough terrain, but there isn’t. With these map generation settings, I usually agree with my opponent to regenerate the map, regardless of the faction choices. Because who knows what else might be wrong, and when the map is opened, the bugs continue to manifest as unclear guard positions or impassable paths.
What was that, Watson? Twice in a row, the map generator produced something like this: In the first map, both the Liches and Unicorns are guarding the passage; in the second, it's completely unclear what's guarding the passage.
1. It's hard to say for sure because the view isn't clear enough, but it looks like the Unicorns are positioned too far to the left. Based on the structure, they should be positioned further to the right and higher up, meaning Valya is currently already on the opponent's starting area. If you look at the entire map and count the exits from each player's starting area, you can probably say more precisely. In general, guarding the passage between zones with the same type of terrain, especially when positioned at an intersection, often creates problems with orientation. 2. This isn't such a rare bug. It seems the road from the teleport behind the snipers should lead to the Blue Castle, but the generator drew it to the Red Castle and placed the guarding unit on it. Sometimes it happens in other ways, for example, the only road from the castle leads to the guarding unit, but upon inspecting the starting area, you discover another road connecting two secondary areas and passing through the starting area in transit, i.e., without entering the starting castle.
Added 10 minutes later Correction to my point 1. The Unicorns should be positioned further to the right and lower, then: - Red has 4 connections: to the opponent through the guarding unit, to the Conflux through the Ice Elementals along the road (they don't let the awkwardly positioned unique units pass), to the Rampart along the road, and to the Inferno across the wilderness; - Blue also has 4 connections: to the opponent, to the Inferno, to the Swamp, and to the Conflux across the wilderness on the left side of the map through the Ogres and Lizards.
P.S. I'm mixing up left and right today, I've corrected it in two places.
During the 1st week, you can usually capture a level 7 resource node for any castle. The main thing is to scout it early and understand what's needed to capture it.
Capturing a Phoenix nest is easy. The main force there is mages: build a level 2 magic building or learn Bolt/Lightning and send a mage with six sprites into the nest – the result of this battle: minus 2-3 phoenixes. And then, finish it off with regular troops without losing any elementals. Or you can send another mage in there – the result: the nest is captured with a loss of only 10 sprites :) The main thing to know is that after the battle, the number of guards in the nest does not increase back to the original amount!
Captain
build a level 2 magic building
And if air units haven't been built at the start? Then you won't be able to build birds in the castle.
However, minus two rogues and a guild (2) = 6000. 2 birds at level 117 and 2 at level 121 = 4 birds. But 4 birds in a Fortress = 10000. :)
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
But what if you don't build air units at the start? Then you won't be able to place birds in the castle.
However, minus two rogues and a guild (2) = 6000. 2 birds on level 117 and 2 on level 121 = 4 birds. But 4 birds in a Fortress = 10000. :)
not minus two rogues, but one. Then the guild (2) is built in the secondary building, or you can learn it from Alamar, in Sanctuaries, find Dimera... many options...
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
Lider1
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The Guild in the secondary market is definitely an option, I agree. But I don't understand what Alamar has to do with it; are you going to use him to resurrect your heroes?
In general, the resurrection point needs to be very profitable in order to build Phoenixes and buy them from the stash...
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
Avern
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Alamar? Perhaps you meant Alagar, Dimer, and Aislin – a total of 3 heroes. I don't think Solmir against Phoenixes will be very effective (there will only be one attack). Moreover, for Dimer and Aislin, you still need a hero with the "Scholar" expertise to pass the spell to the second hero. But if you have magic, such as "Bolt" or "Lightning," this option is very suitable. You need to build six levels in the Conflux, buy everything, and manage to bring it to the Phoenixes' lair. But if you don't have any magic, you need to know the purely brute-force capture strategy.
The guild in the secondary market is certainly an option, I won't argue with that. But I don't understand what Alamar has to do with it; are you going to use him to resurrect heroes?
And in general, the respawn point needs to be very profitable in order to build Phoenixes and buy them from the stash...
I made a typo with Alagar :) but everyone understood anyway.
And about the money - if you get a quick stash of Phoenixes this way, wouldn't you agree that a lot of money will come in later? ;) One Phoenix can clear an entire respawn point on the 2nd front.
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
bRitvo4kA
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That's all good, but there's a catch: the guards at the entrance to the dungeon, level 7 (let's say a horde of monks or a group of cyclops), can sometimes be tougher than the dungeon's own army.
A single Phoenix can clear out an entire respawn on the 2nd front.
A Phoenix is far from an Angel ;) It's interesting how you'd even take a Dwarf Cottage for 10 or 15 with 1 Phoenix, an Imp Cottage for 40 or 60, or a mini Medusa Hut :confused: What armies can a Phoenix beat? Even a pre-maximum Crypt will be a problem Hordes of level 1 monsters (Gnolls, Marauders, Centaurs, Halberdiers or Pikemen, Battle Skeletons) and so on. Shooters of level 2 and above, a horde of Zombies will be a problem.
Captain
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Anything is possible; the main thing is to avoid such obstacles: like breaking through a crowd of monks or a group of cyclops, or taking a dwarven stronghold with a phoenix. I've done this many times and witnessed others doing it, so I'm not the only clever one. Think about how to break through a crowd of monks on level 1, for example. And taking level 1 strongholds with a phoenix is child's play.
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
It would be interesting, excluding: 1. Necropolis 2. Conflux
which Castle players prefer to play, from best to worst.
I suggest that all Heroes players who can answer, and as truthfully as possible, so as to somewhat reveal their specialization to their "colleagues". :) My choice at the moment:
1. Rampart (the most resilient); 2. Dungeon (the most dependent on the presence of Cons and high-level creatures); 3.4. Castle (the most stable); 4.3. Fortress (the most unpredictable); 5. Stronghold (I play it the least); 6. Tower (I play it very little); 7. Inferno (I don't play it at all).