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#162
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Kash
Thanks a lot, Dirty.
Damn, it's a pity I can't watch it like this with my internet connection; it would be easier for me to download it... =)

Downloading it is not difficult. Find the video on YouTube. Go here and get a direct download link http://savefrom.net. And also, if you put in a little effort, you can patch your browser there so that direct links appear immediately on YouTube/Rutube/Vkontakte.
#163
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Damn. DJKISS took me for a ride, and I relaxed. Kash gave me a dose of reality. :-( I'll have to study the theory...
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#164
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PREDATOR_RUSSIAN
Damn. DJKISS carried me, and I relaxed. Kash gave me a good beating. :-( I'll study the game mechanics...

You're right, you need to study the game mechanics, try to get the most out of every in-game situation, practice, and watch replays of your opponents, and work on all aspects. :)
С истиной где-то рядом...





Лето 2010.
#165
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Hey, can I play with a friend using an IP address? What do I need for that, and how do I do it? Also, I've heard about something called Hamachi. Can you please tell me more?
#167
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As a beginner, please explain the following: 1. In the first few days of week 1, what should I do: 1.1) Transfer units from one hero to another, including in a chain, to clear as much territory as possible (killing all more or less killable monsters) to earn money and resources? Should I also take crypts, etc., with different heroes? As a result, by the end of the week, you have a lot of money and resources, but none of the heroes are particularly leveled up. OR 1.2) Fight monsters only with the main hero, even if it's slower, so that experience from clearing accumulates only with one main hero. As a result, by the end of the week, the hero is more or less leveled up, but there is less money and resources. What is better, and what are the nuances? 2. It is necessary to arrange units correctly when clearing crypts, goblin camps, dwarf mines, etc. I understand this. Please tell me in what order the units will be placed when clearing crypts, etc. (or provide a relevant link): Stacks: 1 2 3 4 5 6 7. In a crypt, they will be arranged like this: a b c d e f g Which letter corresponds to which number? Will the same arrangement be used when clearing goblin camps, dwarf mines, etc.? What happens if there are fewer than 7 stacks, or if there are no single units? How does the arrangement of units in battle change? If we average and take an army of (A) Archers, (U1) Spearman, (U2) Spearman, (M) Minor units as a template for clearing crypts, goblin camps, dwarf mines, etc., in what order should the units be arranged? (Which number will each unit have?) 3. On what day, on average, can you start clearing crypts, goblin camps, dwarf mines, etc.? For example, you can clear even the most difficult crypts from the first days. But what about the others? How can you learn to UNDERSTAND when you can clear something without losses, and when it is still too early? (Otherwise, you either start to fall behind your opponent in terms of development if you hesitate, or you lose all your units if you overestimate your strength...) Added 12 minutes later 4. General game strategy (am I right?): On the first day, build several heroes and scout with them to determine in which direction it is more profitable for the main hero to move. Week 2 and later - try to take a secondary town. (By the way, is it better to take it with the main hero or not, because then you will have to move the main hero in the opposite direction...?) Week 3-7: build units in the main town. In the secondary town, if there is a shortage of money, focus on generating income, or don't build anything except the Tavern, Town Hall, and Market. If there is a severe shortage of money, don't even build these, so that there are funds to buy an increase on week 8.... This is more or less clear. The question is about the second and third weeks. (Am I right?) Week 8 - buy an increase and give it to the main hero. He has the following alternatives: a) clear his own territory and the territory of the secondary town. b) if there is a road to another secondary town, go there. c) go to the treasure. I recently tried option C.... I gave an easy victory to my opponent because I lost in a battle with monsters. On the other hand, if you stay in your territory for a long time, your opponent starts to gain an advantage in terms of development. And development, as I understand it, is more important than the number of units the main hero has. Question 5. If you start playing as a hero who doesn't have a spellbook, when is it best to buy it? Question 6. What should you try to do in the second and third weeks? What should you strive for?
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#168
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I may not be as knowledgeable, and I don't have that much gaming experience:smile43:, but still, let me try to answer:)
1) What should you do in the first days of week 1:
1.1) Transfer units from one hero to another, including in a chain, to clear out as much territory as possible (kill all more or less killable monsters), to earn money and resources? Should you take even crypts, etc., with different heroes?

As a result, by the end of the week, you have a lot of money and resources, but none of your heroes are particularly leveled up.

OR

1.2) You fight monsters only with your main hero, never mind if it's slower, but the experience from clearing is accumulated only for one Main hero.

As a result, by the end of the week, your hero is more or less leveled up, but there is less money and fewer resources.

What is better and what are the nuances?
In general, you can do it differently, but if you mean an online game according to the rules, then it is played on expert difficulty, so the most reliable way here is to level up the only "main" hero so that he gains more experience;). To make him move faster, you need to boost him - give the army to a weaker hero, leaving only the fastest creature, then the daily turn increases. Well, you can naturally use the weak heroes while the main hero rests. Don't distract the main hero with collecting resources, etc.; focus mainly on battles and roads...)
2. It is necessary to correctly arrange units when breaking into crypts, goblin camps, gnome burrows, etc. I understand this. Tell me in what sequence the units will be arranged when breaking into crypts, etc. (or provide a corresponding link):

Stacks: 1 2 3 4 5 6 7. In the crypt they will stand like this:

a b
c d e
f g

Which letter corresponds to which number? Will the same arrangement apply when raiding mines, gnome burrows, etc.?

What happens if there are not 7 stacks, but fewer, and there are no single units? How does the arrangement of units change in battle?

If we average it out and take for a template the clearing of crypts, gnome burrows, mines, nagas, etc., the army order from (S)hooters, (1U)nits, (2U)nits, (M)inions, in what order should you place the units? (What number will each have?)

It's very simple: 1-a, 2-b, 3-c, ... 7-g, in order. If there are less than seven stacks, then also according to the numbering starting from the first. You need to put shooters in the first row; usually №5 is behind them... however, it is better not to go into some places without support;)
/forum/section/105/
However, everything is described here.
3. On which day can you start raiding crypts, goblin camps, gnome burrows, mines, nagas, etc.? For example, you can raid crypts even at maximum level from the first days. But what about the others? How do you learn to UNDERSTAND when you can break into something without losses, and when it is still too early? (Otherwise, either you start losing pace against your opponent if you hesitate - or you lose all your units if you overestimate your strength...)
As much as you can handle. With a miner, for example, you can easily take hives and cans on the first try. Maybe it’s not worth taking Dragon Utopia, although that's not certain:D

4). General game strategy (am I right?):
On the first day, we build several heroes and scout with them to determine in which direction it is more profitable for the Main hero to move.

Week 2 and later - try to take a secondary town. (By the way, who is better to take it with - the main hero or not, because then you will have to move the main hero back...?)

Weeks 1-7: We build units in the city. In the secondary town, if there is bad luck with money, we go into making money, or we don't build anything at all except the Tavern, Town Hall, and Market. If there is very little money, we don't even build these, so that there are funds to buy an increase on week 8....
Yes, take the secondary town with the main hero; in his home castle, build Citadels and max out the level. You also need to eat treasures:smile36:
Question about weeks 2 and 3. (Am I right?)
There are many alternatives;)
What should you try to do in weeks 2 and 3? What should you strive for?
You need to devour everyone and finally start playing blackjack and whoring in your castle! :smile08:

За всем следят машины благодати и любви.
#169
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WhiteLizard

Thank you for the answers.

Question 7.
When you enter a hero, there are options for how to position units in battle: usually (spaced one cell apart) or unusually (all bunched together). When and for what is this option used? Does it work when breaking through Dwarven strongholds, Medusa lairs, Vaults, Hives, Crypts? If it works, should it be used? If so, what are the nuances?

Added 5 minutes later
Question 8.

"Dad's stuff." There are noobs, there are average players, and there are pros. What is the main difference between them? What do some not do, and what do others do? And please share interesting "dad's stuff," i.e., things that average players and noobs don't even know.
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#171
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to PREDATOR_RUSSIAN: General advice – play more, with experience, everything will come naturally, both standard actions and your own unique strategies. I'll try to answer point by point, where Lizard didn't answer or I don't quite agree. 1. It varies. If the starting army is decent, even weak units can easily defend against crypts and other minor threats, and there's not much experience to be gained there. And it's not always necessary to take secondary heroes to the crypt; they should be where they can gain more experience, I think. Pillars, gnomes, zombies, golems – these are easy experience sources in the first week. But it largely depends on the situation. If I have 17-19 archers and my second hero is a Necromancer, I'm unlikely to send anyone other than Valkyries to the crypt in the first week, unless I really need a good fighter. In general, tempo is the most important thing in most cases. 2. Lizard correctly stated the numbering; there are variations in the arrangement. Here's how I take crypts: Rampart – this is the typical arrangement: 1 Kent – Elves 1 Kent – Kents – 1 Kent 1 Kent – 1 Kent For the Tower, it's different: 1 Gargoyle – 1 Gargoyle 1 Gargoyle – Gremlyns – Golems 1 Gargoyle – 1 Gargoyle For "canned" resources (assuming this refers to a resource node): 1 Kent – 1 Kent Kents – Unique units – Dryads Grands – 1 Kent And there are other options; read more "Tactics" and reports. 3. Play more :) 4. After a few games, you'll have a pretty good understanding of the game. So, you'll figure it out over time – when to invest in money, when to invest in troops. Your main idea – to buy as many troops as possible on day 121 – I like it. You're also right about the importance of upgrading. *A little off-topic for the readers:* *Yura and I replayed one of our games.* *In the first version, he came to me and died; we agreed that I would come to him. He's Kirre, he has 3 Ramparts. I'm Nellka, I have 2 Castles. In general, we ran around, and the final battle was postponed for a week. He destroyed my resource income (2 Archs, 4 Knights, and a couple of Archers; he had no more money), so in the final battle, Kirre had a significant advantage in troops, and a slight advantage in stats.* *But since his Knights only killed 2 of my units, and those units retaliated and killed 7... After shields and leather armor, the 6 Archs have about 70 defense... In general, almost all of my army survived, and the armor saved the day.* 5. As soon as there's an opportunity. 6. What to do – kill the opponent and win =). 7. "Usually" – I have no idea what this option of grouping units together is for. 8. Read the reports =). to WhiteLizard – you're hilarious as always. Thanks for the medal; everyone who saw it was shocked =)
#172
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Kash

General answer - play more, with experience, everything will come, both standard actions and some of your own. I'll try to answer point by point, where Lizard didn't answer or I don't quite agree.

Thank you very much! If you want to practice with me, I'm ready to play in the evenings!

Added 51 minutes later
Kash

A little off-topic for the readers:
Yura and I replayed one of our games.
In the first version, he came to me and died; we agreed that I would come to him. He's playing as the Rampart, he has 3 castles. I'm playing as the Necropolis, 2 castles. In general, we played for a while, and the final battle was postponed for a week. He destroyed my growth (2 archers, 4 knights, and a couple of shooters; I didn't have more money), so in the final battle, the Rampart had a significant advantage in units and slightly better stats.
But since his knights only killed 2 of my units, and those retaliated, killing 7... With shield and stone skin, 6 archers have about 70 defense... In general, almost all of my army survived again, and the armor saved the day.


I'll continue with the off-topic, but it's very useful off-topic for beginners. Why? Because a beginner can't understand how, with an advantage in stats (!), in units (!!! - he was developing from three cities!!!), in money, and in everything else, it's possible to lose???

It just doesn't fit in their head; the beginner prepares a bag... Like I did.

Honestly, I still understand that defeat like this: I didn't know how powerful mass shield and mass stone skin are in final battles. I didn't use these spells at all in single-player, and neither did all my friends who I played with. We thought that casting a chain lightning or something like that was cool - something that immediately destroys a good part of the army. At worst - blind.

In Multiplayer, as I realized a little earlier, mass haste and mass slow are the most effective. And after the game with Vitya, mass shield and mass stone skin are even better... What's the point of casting mass haste on yourself if his defense is so high that you hit all your stacks against one stack of his Archangels, and you can't destroy them for several turns???

In general, question 9 has legitimately arisen.

Which magic spells are the most effective in Multiplayer, and in what cases is it more advantageous to use them?
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#173
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To be honest, I still think that the reason for that defeat was that I didn't understand how powerful mass Shield and mass Stone Skin are in the final battles.
It all came down to Nellki's specialization :) I created more Stone Skin and Shield spells out of fear, but it helped, of course. Kirr didn't have any armor at all. There were also other mistakes - for example, there was no need to attack the Necromancers and Liches with all the stacks; you saw that I was resurrecting them, and I had more mana. The Wyvern blinded them first, and then lost in the same turn... :) Actually, I think I already said that in ICQ. Don't be afraid to think in the final stages; I never rush anyone, although sometimes I do ask, "Are you thinking, or is it just lagging?" because that can happen too.

Added 8 minutes later
Oh yes, I didn't answer =)
Spells almost always work, except maybe "Misfortune" :D
Blind and Forgetfulness are also good. Once, I managed to win by teleporting a group of elemental magic creatures to the enemy's Castle and then immediately attacking five stacks at once :) I love such unconventional tactics; they are memorable.
And they need to be used in appropriate situations
#174
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Kash

It was all because of Nelka Stone-skin's specialization (and I cast more shields out of fear), but it helped, of course. Kirr had no armor at all. Plus, there were mistakes—for example, there was no need to hit necro-horses and liches with full stacks; you saw that I was resurrecting them, and I had more mana... First I blinded the Wyverns, and in that same turn, I blew it...

Nelka's specialization - ? That doesn't mean anything to me yet... I even ask opponents which hero they usually play for a particular Castle, just so I don't totally mess up... :-)

What do you mean Kirr had no armor at all? Do you mean various shield artifacts? If so, then I told you—in my treasury there was only one Dragon Utopia and that was behind the tent guardian, meaning—no other options.... If it's not an artifact you mean—then what?

If you have archangels and you can resurrect anyone with them, then what should I do? Hit the archangels first? After about 2-3 turns, I tried to break them completely, but by that time all your stone-skins and shields had done such a thing that I couldn't take down even one archangel with all my stacks.... That was a real bummer...

Anyway, another point (2) came up, now there are two:
(1) The number of units the Main Hero has is not as important as their stats.
(2) The Main Hero's stats are not as important as the right magic.

Point (2).... I'm completely raw on it. I don't even know how to properly ask questions about this point....
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#175
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I've settled in here =)
What is Nelka's specialization?
Nella and Tazar are Armor specialists (blacksmiths); by level 20, their armor is like a tank's. That's why she is often chosen when playing as the Tower, and he for the Swamp. I couldn't find any other candidates for the main roles; besides, Nella got 111 in log, which is a pretty good option. If there were Dessa, for example, I would have bet on speed and most likely taken the Dragon Utopia in "your" treasury, of which, by the way, there were 3
What do you mean, Kir didn't have any armor at all?
Kirr didn't have the "Armor" skill; for me, it is second only to logistics.
As for the other questions—I'll say it again: play, watch how others play, and come up with something yourself. I can't just tell you right away how to win. I don't know how myself :)
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#176
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Below the hero's picture, there's a window showing the hero's specialization. Some have a specific creature, like Alkin with Gorgons, or Moner with Psi-elements. Others have a spell, like Ciel with Magic Arrow. And for others, it's a skill or ability. For example, Kiry is taken because her specialization is logistics, which makes the hero move faster, and her starting skill is, accordingly, logistics. Nila's specialization is armor, meaning defense. With each level, the native defense of her troops increases. Kiry didn't have armor, which means that either she wasn't given the defense skill when leveling up, or she didn't take it, which means it's much easier to kill her troops in battle. As for what's more important, parameters or magic, many will probably answer that it depends on the situation.
ну это вообще всем аргамездец!© Kash
без авто:smile20:
Человек - игрушка Бога. Этому - то и надо следовать. Надо жить играя.
Платон.
#177
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Okay. Thanks for the advice. I'll practice.

Added 1 hour 12 minutes ago
Kash, is your idea still valid (to arrange a battle between a father and a newbie on a map where the newbie has 2 Cartographers and the newbie can see all of the father's moves)? That would be cool... I'm ready to play as the newbie. Now I just need to find a willing father...
ICQ: PREDATOR_RUSSIAN