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5.0 (2 ratings)
In reply to КостяN
16 years ago
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KostyaN
Damn... And I always thought that not all neutral units in SoD have a replenishment each week...:confused: Noobism knows no bounds:D! (I mean, my statement :) )

But not all of them actually replenish. If the unit is very small. I once found 4 Archons in a treasure chest in Pandora. And they didn't grow. Apparently, the replenishment of 0.4 Archons per week was rounded up according to the rules of mathematics each week).
In reply to Тяжелый случай
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16 years ago
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A difficult case
But not all units grow. If the unit is very small, it might not grow. I once encountered 4 Archdevils in a treasure chest in Pandora. They didn't grow. Apparently, the growth of 0.4 Archdevils per week was rounded up according to the rules of mathematics.
Even small units grow, just not every week. The principle is unknown; it might be random, or it might be a cumulative effect. Try generating a Guardian of Order from Crystal or Rust Dragons: it's unlikely that their numbers will increase in the second week, but they will definitely increase by the 4th or 5th week.
In fixed battles, neutrals may not grow at all if the corresponding option is set in the unit's properties.
In reply to PReDS
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16 years ago
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Why are we discussing beating up neutral creatures...?

Here's a save file before the final battle. What's the optimal strategy for both sides, and who will win with proper battle management?

The game is played on TE-Light.
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16 years ago
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The growth rate is 10% per week. Rounding is done downwards, but the decimal fractions are not discarded; instead, they accumulate.
In reply to Oelm
16 years ago
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Oelm
Wicc, I think the swamp creatures will win.
I suggest we test it out.
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16 years ago
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it would be a 100% win for Red, but even without that, the -16 to defense is difficult to overcome. I rate the Swamp creature's chances of winning at 85%, leaving 5% for luck and 10% for unforeseen circumstances. Blue's tactic is simple: use the speed advantage. I studied it for about 7 minutes, so I might be wrong.
In reply to KobRa_RR
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16 years ago
vse taki sinie pobezdayut, za schet magii b skorosti +1. Esli b mani normalno bilo u bolotnih
to vigral bi za nih.
In reply to Wicc
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16 years ago
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Wicc
Why are we discussing beating up neutral creatures...?

Here's a save before the final battle. What's the optimal strategy for both sides, and who will win with proper battle management?

Playing on TE-Light.

Attacked in a quick battle upon the first load – the victory goes to the Swamp creature, but that's because it's a quick battle.

If the blue side casts Haste after any magic from the red side, I'm betting on the blue side winning.
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16 years ago
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I've come to the conclusion that the main irritating factor in the game is the long lack of contact with the opponent. After all, in the CM (Competitive Mode), for the first week (which is a very long time in reality), you basically play a single-player game. And if both opponents go to manage their resources in the second week, it becomes even more boring. I suggest considering the development of a template and rules that would allow for early contact while maintaining balance between the factions. This would increase the spectacle and intensity of the games.
In reply to Avern
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16 years ago
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8mm6 isn't for slow roads. But if both opponents are actively avoiding contact, then the problem isn't with the build order. Play Town!
In reply to Oelm
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16 years ago
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If there is frequent early contact, the player with the better starting position will usually win.
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16 years ago
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The whole point is to choose a template/rules in such a way that the first contact doesn't immediately turn into a full-blown battle. But a game with constant probing of the opponent is very interesting (war of attrition, breaking chains, diverting growth, etc.).
In reply to Avern
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16 years ago
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Avern
I've come to the conclusion that the main irritating factor in the game is the long lack of contact with the opponent. After all, in the SM, for the first week (and in reality, this is a very long time), you basically play a single-player game. And if both opponents go to take care of the resources in the second week, it becomes even more boring. I suggest considering the development of a template and rules that would allow for early contact and maintain balance between the factions. This will increase the spectacle and intensity of the games.

Play with the fixes. Play SM without RE when Rampart meets Dungeon :)
Play with Vik's template (cube-like)

PS. Here, I'm playing 8mm6 with Matrosov in the Bay Cup, and there are constant battles of weaklings, chain breaks, and other tests of resilience. True, the time is not so early, only 241 :))
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16 years ago
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ERM allows for making quite intricate templates... for example, organized on the principle of "my territory – your territory – center", where the center can be reached either through one-way portals or by breaking through ГО. To the enemy, respectively, only through ГО. Thus, scout heroes or even might heroes can jump into the center as early as the 1st week, but losing them won't mean giving up the game, especially if it wasn't a pure loss but a more or less even trade.

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