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#1067
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I ran a few tests with 8mm6 to see how quickly it can find an opponent (for restarting a game upon meeting or for a rush strategy). As a result, it turned into an exercise in pattern recognition. The scheme is simple: start as Pikedram, use the first turn to place a scouting unit, then enter a cheat code for Archons and infinite movement. You can only move Pikedram; you cannot buy other heroes. The task is to find the blue player as quickly as possible. When you capture a Castle, check how many movement points Pikedram has left (initially 1,000,000). The second stage is a control comparison: buy another hero in the Castle, enter a cheat code for infinite movement, and head to the blue player's Castle along the shortest route. At the end, measure how many movement points are left. Repeat N times and observe the search efficiency. I only ran along fast roads, and I calculated the distance to the opponent's Castle in days of travel with a 4x speed boost (1560 movement points). Results (days of blind search - days of ideal search - loss coefficient): 1) 8.1 - 7.0 - +15% 2) 3.9 - 2.7 - +47% 3) 5.3 - 4.7 - +14% 4) 7.9 - 6.0 - +31% 5) 5.5 - 4.1 - +34% 6) 6.5 - 5.5 - +19% 7) 10.7 - 5.6 - +93% 8) 10.7 - 4.8 - +124% (heavily bugged map) 9) 9.1 - 4.8 - +91% 10) 8.4 - 5.5 - +53% The percentage increases are high because the search costs also include the loss of movement points for picking up objects along the road. This is approximately 10-15%. That is, results from +10 to +20% represent runs that are almost along the shortest path. The sample size is small, but preliminary conclusions can already be drawn. 1. The shortest distance to the opponent is, on average, 5 days along fast roads. 2. A correct search results in approximately +40% more time spent compared to an ideal search. There is a large variation here, and the main points are: a) A fork leading to your own Castle or to the center. This adds approximately +20% to the losses. b) A fork between the blue and green players. This is especially unpleasant if they are of the same territory type. This also adds approximately +20%. c) A fork between the central villages; if you make a mistake here, you can end up with a +50-60% increase. If all the forks are passed correctly (or are absent), the path to the opponent is almost the shortest - +10-20%. However, in real games, it is slightly easier because by days 3-4, the AI opponents are also moving around, and the opponent may appear closer to the center, which significantly simplifies the elimination of incorrect directions. I highly recommend this exercise as a training tool for 8mm6. When the average numbers start to match the ones indicated, there will be no particular problems with orientation in real games.
In reply to Тяжелый случай
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#1068
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A tricky situation
I just discovered something interesting: if a unit in battle can reach an enemy monster, but there's an obstacle in the way of the intended attack, clicking on the theoretically attackable monster causes the unit to skip its turn. This skip isn't a defense or even a wait, and it doesn't appear in the information bar.

Conclusion: you need to click more carefully. Old news :)))
Dirty_Player
Tolyan has already calculated the coefficients. The result is 3.4. Let's assume that's correct.
That means 500 rubles against 1700 :)

Well, that's not so bad. But in general, everyone seems to be getting greedy for money. Already, about 5 people have offered, some even from $1000 and up.
In reply to KobRa_RR
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#1069
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KobRa_RR
Well, that's not so bad. But in general, everyone seems to be getting greedy for money. Already, about 5 people have offered, some even offering $1000 or more.

But for me, the thrill is more important. I'll offer to increase my bet from $5 to $100 (for example) over 2 weeks on PokerStars (poker).

Are there any takers?
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#1070
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I tested taking the Medusa Lair on the Bog map during the first week. It consistently works to take the Medusa Lair on day 8 with a group stack, fully protecting against morale and Medusa abilities. Hero: Westan or Tazar, level 5, no magic, army: 2 Sylphs, 4 Basilisks, 9 Flies, 40 Gnolls, and 20-25 group Lizards. Losses: 4 Basilisks, 9 Flies, 10-24 Gnolls (but more often 10). Instead of Basilisks, you can use a tanky unit from another castle (Golems, Gnomes). I wanted to post a description on the forum, but opinions differed: some say it's a normal trade, others say it's not worth it. What do you think? Off-topic, of course, but the whole conversation about bets and odds is quite frivolous. Everyone knows a way to consistently make money on bets and wagers, but gambling and mathematical talent are secondary here. Please don't be too offended if I've upset anyone (I have a habit of doing that :().
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#1071
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Avern
I wanted to post a description on the forum, but opinions differed: some say it's a fair trade, others say it's not worth it.
What do you think?
It depends on whether this trade will help you place Hydras on the first turn. If so, then this move is more than justified.
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#1072
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That's why you only take the Factory for this strategy. And in general, taking the Factory on the first day is a very difficult choice, and it only makes sense to do so early on if you're going for the Swamp faction (to build Hydras).
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#1073
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Avern
That's the only reason to pick Medusa as your starting hero. And in general, picking Medusa as your first hero is a very difficult choice, and it only makes sense to do so early on if you're aiming for the Swamp (to build Hydras).
:cool: I once picked Castle Valley as my starting town, when I already had 2 champions. It was on difficulty level 6, just to have something to buy on day 121. There weren't any major problems on the grassland.
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#1074
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scorp
I value the thrill more, so I suggest increasing the stakes from $5 to $100 (for example) over 2 weeks on PokerStars (poker).

Anyone interested in taking the bet?

Agreed, we'll do it on my account. We're betting $50.
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#1075
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How can you tell the difference between a Medusa on level 6 and a Medusa on level 8? By the way, during testing, I was horrified by how often the morale of the Medusa drops and its ability activates.
to PReDS, can you tell me what the setup was for Castle and the upgrade path for Vali?
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#1076
Pro meduzniki. Zdes kogda-to davno hotel vilozhit opisanie, no potom zabil na eto.

/topic/at/275160/

bolshie meduzniki berutsa za mnogie zamki, no nuzhna armiya horoshaya i raskachka. napr Shakti 140 troglov, eksp. offens, hast. Ivor/Kirra s moshnoy i drugie.
Земля нуля.
Все в ней нулево и кукольно.
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#1077
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Please share the layout; don't keep us in suspense. Then we'll figure out who needs to study it.
In reply to Avern
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#1078
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Avern
How can you tell a Medusa on level 6 from a Medusa on level 8? By the way, during testing, I was horrified by how often morale dropped on the Medusa and its ability triggered.
to PReDS, can you tell me what the setup was for Castle and the upgrade path for Vali?
It was a while ago, roughly: 1 champ, 4 swords, 1 poke, arbs, pokes, 1 champ, 1 poke or 2 champs, 4 swords, 1 poke, arbs, pokes, 1 poke, 1 poke. And Vali was probably at least level 5 - it was the end of the week, and 2 secondary skills had been upgraded. There's no way to tell the difference - just like with 4 Medusas, if you don't have a Guardian, the chance of getting a decent number is twice as high (if the 30%, 30%, 30%, 10% row still applies for Medusas). I tried because the Dungeon was 3 days away, with a nest of cats, and I needed to hurry - but it didn't help anyway.
In reply to Oelm
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#1079
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Oelm
About the Medusa faction. A long time ago, I wanted to write a description, but then I forgot about it.

/topic/at/275160/

Large medusas are taken for many castles, but you need a good army and development. For example, Shakti with 140 troglodytes, offensive expertise, haste. Ivor/Kirra with powerful items, etc.


Very informative post. You read it, and everything immediately becomes clear.


I can also describe how to take Dragon Utopia in the second week:

So, you need to level up your hero to levels 8-12, get 3-4-5 good reserves, take hives if they appear, preferably have a book with mass spell/skin spell, and scrape together some gold from secondary sources.

In general, I'm too LAZY to elaborate. But actually, it's all so simple!
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
#1080
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I tested Tazyk on level 2-6 with experience-boosting armor, 23 Lizardmen, instead of 8 Gnomes.
I didn't find a guaranteed or even a consistently reliable way to achieve the stated losses – Tazyk kills Medusas too slowly, and often the situation arises where everyone turns to stone except the Lizardmen.
Overall, I would be interested in learning about the author's solution.:confused:
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#1081
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Medium_HP
I tested the Tazyk with 2-6, with expert armor, 23 green lizards, instead of 8 gnomes.
I didn't find a guaranteed or even stable option that would ensure the stated losses – the Tazyk kills medusas too slowly, and often all but the lizards are petrified.
In general, I would be interested to see the author's solution.:confused:
I don't know, with expert armor, you can try the tactic of focusing all your units on stacks 3 and 4, leaving stack 1, 2, and 5 to be targeted. Then, defend and wait until they spend their 4 shots under the Broken Arrow spell – they won't do much damage, so: lizards in stack 1, gnolls in stack 3, vipers in stack 4, basilisks in stack 6; 2, 5, and 7 can be single units of flies, for example.

P.S. I'm on duty at work, I generated it, and the Tazyk has the parameters 1-6-1-2, expert armor, basic ranged attack, advanced logistics, i.e., the attack penalty is compensated by the presence of ranged attack. Losses – 2 basilisks, single units of flies, and gnolls. The morale of the medusas during the ranged attack is not dangerous, and even desirable – they will not rush forward with 3 stacks at once, but in a scattered manner. If one of the side stacks loses morale in the first round, that means a couple of lizards will be lost.

I tested it with maximum settings, and I think the losses are acceptable: I lost basilisks, gnolls, single units of flies, and 4 archers. I let my units' morale pass through the "wait" option, allowing the medusas to attack my units without the shield bonus. The medusas' morale was acceptable, without birds in the first round; the morale of stack 5 of medusas helped during the ranged attack – it rushed forward first and quickly died without the support of the other stacks.