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Posts from General gameplay tactics and its features.

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#136
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2 brovach: No, she couldn't. Not in Heroes of Might and Magic, nor anywhere else... Maybe I just got confused? Could I have been mistaken? :)
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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#137
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Just got around to checking it out in the game. Turns out, I take back everything I said. =)
Sometimes glitches happen! I was completely sure about it all this time.
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#138
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Let's talk in more detail about building a town during the first week, considering, for example, that we are playing with another player on a Medium-sized map (with a Dungeon). How would you defend yourself then? I usually start by building a Town Hall (if it hasn't been built yet), then I build creatures up to level 4, then a Citadel, and if resources allow, a Castle. This is my usual plan for the first week. Of course, sometimes it's different, especially when I play as Fortress or Castle. In those cases, I like to upgrade archers on the very first day – it makes it easier to explore and fight in the early game, because a double shot is very effective, and upgraded Gremlins are essential at the beginning. But lately, I've either gotten tired of this first-week building tactic, or it's become less satisfying. Maybe someone can suggest or advise something better, and I'll try to put your advice into practice.
In reply to Рыцарь света
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#139
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Knight of Light; 142595
But lately, I've either grown tired of this early-game building strategy, or it's become less satisfying. Maybe someone can suggest or advise something better, and I'll try to put your advice into practice.
Why isn't it working for you? Does it seem too slow?
A lot has been written about castle development. If it's a 160-day game, there are generally two development options for the first week. The first is to build Knights in the castle. The second is to build Angels without a castle. (These aren't my ideas; I play at 200% speed, and the timing always varies.)
I also prefer to upgrade Archers and go on the offensive.
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#140
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With improved archers, it's much easier, especially if you have a blessing.
So, the tactics are clear. A friend of mine plays differently. He builds up to cavalry in the Rampart during the first week, and then only builds the Castle, etc. If there are enough resources, you can try this tactic, but if not, you have no choice but to follow the first approach.
#141
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Hey, I'm curious about how you build your castles. Do you start by immediately building the Capitol, or do you manage to build some units before that? And do you do it the same way in all castles?
In reply to Looking
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#142
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Generally, strong players either don't build Capitols at all, or they do so only after building all the unit dwellings (or at least the key ones). Moreover, the game often ends before the Magistrate is built. They get their money from treasure chambers: crypts, dwarven mines, medusa lairs, naga banks, etc.
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
In reply to КостяN
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#143
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on the 2sm4d template, during the first week, it's sometimes worth building 1000 (a prefecture) if the pace allows, both in the main city and definitely in your secondary city (you need to judge this based on the amount of money you have). Otherwise, building up your army/magic is a higher priority. Lately, I haven't been setting the goal of building as many units as possible to speed up the pace; instead, I'm focusing on building a strong attack force, and a guild of mages will be a good addition to your main city. In the second week, if your financial situation allows, you can build 2000 housing; if the game is clearly going to be a long one, you can even build a capitol, but never at the expense of your army. Regarding other templates: on Jebus, building up your economy is strictly prohibited due to the huge amount of resources available on the map. on 8mm6, the computer will build everything for you. but on poorer templates like Panic or Balance, you'll probably have to focus on building up your economy in weeks 2-3, because there are very few buildings, and the defenses are stronger than on the CM template.

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
In reply to LeBron
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#144
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In my opinion, the "balance" in this game suggests that hitting the Great Owl (GO) second is a good strategy, as the priority is to reach the Treasure (Treasure). The economy isn't as bad as people say.
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#145
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On Balance and Panic, there are plenty of neutral towns/villages that provide the desired income. In games played by good players, a thousand gold is often invested (when there is extra building speed), while a municipality and a capitol are rarely built, and only if there is so much money that there is nowhere to put it except to build more income-generating structures.
#146
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Hello! I've known the game "Heroes 3" for a long time, but I don't think I've ever played it at a high level. So, I want to ask a few questions: 1) What's the best way to start building any castle? (Personally, I start by building the "Town Hall," and then continue in the same vein until I reach the "Capitol." Basically, I focus on building up the castle's economy. Or, I build archers or other units first, so that I can gain experience and money later.) 2) No matter how hard I try to play well, the computer on a high level always seems to be ahead. How does it develop so quickly? P.S. I'm playing as the "Bastion" faction with the hero Ivor.
In reply to Lakt
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#147
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What map are you playing on? If it's a large one, then why Ivore? Kirr would be better. In the first week, you should only build troops and buy them whenever possible, immediately throwing them into battle, while using heroes on the map to collect money and resources. If you're playing on 200% difficulty, there's nothing surprising about the computer outpacing you in building; after all, it has both money and resources from day one. You need to take advantage of that ;) And in general, read the Tactics section: /forum/section/105/
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#148
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Here's an interesting point: do strong players only use "folders" to capture Necropolises, Dungeons, Serpent Towers, and Naga Temples, or do they also use units, even if there's a risk of losses?
In reply to Valdemar85
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#149
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Valdemar85
Here's an interesting point: do strong players only take Necropolises, Dungeon, Serpent Pits, and Naga Temples with their main hero ("the folder"), or do they also use weaker heroes ("scouts"), even if there's a risk of losses?
No... it's not necessarily with the main hero. Weak structures like Necropolises are usually taken by scouts in 90% of cases.
In general, it all depends on the army, the situation, the level of the scout, the established strategies, and the need for money and resources at a specific point in the game. Sometimes, even at the cost of significant losses, it's necessary to obtain a particular resource or gold for development. In such cases, taking a weak structure with a weaker hero can be more than justified.
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes:
Лидер клана "Из многих единое"

Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
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#150
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Perhaps it’s worth distinguishing between a chain and a combat unit. A chain is a sequentially arranged group of heroes that connects a town and heroes operating on the front lines. They act like an umbilical cord through which troops are transferred. A combat unit consists of two or more heroes clearing out a respawn point. One of them is the leader (the main hero), and the others are followers (less experienced heroes). Different types of objectives should be assigned: dungeons, respawn guards, resource nodes, and anything more complex – these are for the leader; simple monsters, crypts, small resource nodes, and anything easier – these are for the followers. The army should be transferred quickly from the leader to the followers and back for the best possible clearing of the respawn point. At the same time, heroes from the chain may sometimes join the battle, while heroes from the combat unit should be able to quickly form a chain when needed. In other words, the game should be evaluated dynamically. For example, a guard that a follower cannot defeat in the first week may become easily defeatable for them in the second week.

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