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Posts from 16th offline tournament “The Great Miner” on the map “Knotwork”.

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16 years ago
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There are three mines on the starting location, so we need to find seven more outside of it, preferably without any guards, to complete the task. Note that the alchemical laboratories are not guarded and are located near the teleporters. That leaves us with four more mines. Through trial and error, I found that two gem mines can be taken without a fight near the teleporter exits in the rough passage: one is guarded by nomads, and the other by ogres. That leaves one more. I decided to go for the crystal mine, which is guarded by nomads.

I don't know if this was the intention of the game master, but it's likely. You can learn Storm on the starting location in Sanctuary, and there's a hint in the tavern in the form of a sorcerer with dwarves. However, you won't be able to use this spell extensively due to the inconvenient location of the hut.

On the first day, I couldn't gather enough money for a second hero. Sandro takes 1000 gold from the gargoyle, defeats some peasants, and gets another 600 from the bonfire.

The rough passage showed that you need to have four heroes on the second day and eight on the third, so the priority is to collect gold from the chests. On this day, I buy a sorcerer who leaves two dwarves in the Castle for two "Dwarf Storm" operations and clears the way to the centaurs (the distance to the teleporters is the same, but Sandro ran to the left, so we should clear the way to the centaurs). The plan is to get two more heroes, so with the money Sandro collected, I buy Arya, who defeats the thieves, takes 2000 gold, and an artifact +2. This warlock is tasked with taking the mine guarded by the spearmen. Another warlock is sent to the teleporter.

On the third day, we absolutely need 10 heroes, otherwise, nothing will work. Therefore, Sandro, Troyan, and Barok spend the whole day searching for the best routes to collect funds (because they have another, more important task: capturing the mines). Barok paints the first mercury mine. So, we have 10100 in the treasury. This means that we can buy the heroes planned for the third day. They all move their army to the Castle and head to the teleporter, except for Whisper, who, together with Arya, learns "Storm" and prepares for a secret operation.

On the fourth day, eight heroes capture eight mines, collecting gold for the ninth hero along the way. We have 3000 in the treasury. We buy the ninth hero, Agar, who paints the last, stone mine, which Sandro left on the first day.

Added 2 hours 36 minutes ago
I would like to raise the issue of allowing visits to graveyards and demon caves, even if there are no artifacts there. I suggest holding a poll. I'm in favor: it will increase the number of possible options due to the additional gold from these locations, and there will be something to fight if such an object is nearby.
In reply to AlexSpl
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16 years ago
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AlexSpl

I don't know if this was the Game Master's intention, but it probably was. You can learn Storm at the Sanctuary respawn point, and there's a hint in the tavern in the form of a sorceress with gnomes. ...
On this day, you buy a sorceress who leaves two gnomes in the Castle for two "Gnome Storm" operations, aka "Storm Gnome."

That happened :), it's a pity not everyone took advantage of it :(
AlexSpl

Added 2 hours 36 minutes ago
[/U]I would like to raise the issue of allowing visits to graveyards and demon caves, even if there is no artifact there. I suggest holding a poll. I am in favor: it will increase the number of possible options due to additional gold from the specified objects, and there will also be something to fight against if such an object is nearby.

I'm in! :smile01:

P.S. I will also try to suggest a game with an open map (it was suggested by Romanuel at one time), just for an experiment. Who's in?

Sincerely, VDV_forever
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16 years ago
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I'd also like to suggest a game variant with an open map.
Very interesting idea. It's perfect for a single game. You can immediately see where the AI opponents are going. The only drawback is that you can't see who has explored how much of the map. This adds an extra headache for the game master when checking.
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16 years ago
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AlexSpl
Very interesting idea. It's perfect for a single game. You can immediately see where the AI players went. The only drawback is that it's not clear who has explored how much of the map. This creates an additional headache for the organizer when checking.

Indeed, a significant drawback, especially considering the lack of time :(

So, what type of tournament should we start with?:confused:

Best regards, VDV_forever
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16 years ago
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You know better. I think it would be a good idea for an art collection challenge. For example, collect as many Fizzbins as possible in 7 days. You could call it "Sanitarians of Heroic Lands" )))
16 years ago
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Thanks to AlexSpl for the saves. :smile20: And I didn't know that there could be passages among the obstacles; thanks for the lesson! :smile12:

I'm in favor of any tournaments and allowing visits to cemeteries and demon caves.
16 years ago
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I've wanted to organize a tournament for speedrunning ghost collection for a long time, i.e., for example, collecting 1,000 ghosts in the shortest possible time.
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16 years ago
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What's the point of an open map? It seems like the AI starts behaving differently on it. Gathering ghosts is also a whole story in itself; I attacked a group of ghosts with a bunch of peasants, archers, goblins, and ghosts, and collected an astronomical amount. Then, it's practically a bug in the game that they don't reproduce correctly in the rematch. You can collect normal monsters, elementals, or even dragons, for example, in 2-3 weeks.
And in the miners' tournament, I thought that genies were the best, and of course, it turned out to be incredibly long.
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16 years ago
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My dwarves never stood a chance against the Storm faction... Is it just a coincidence?
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16 years ago
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My Dwarves have never stood a chance against Storm... Is it just a coincidence?
Definitely. Dwarves + Storm or Armageddon is a well-known combination, well described by VDV_forever in the Handbook. The question is, is the chance of survival really 25%? While playing in a tournament, I started to doubt it. Dwarves survived only once out of 10-15 attempts. However, I carefully rechecked everything and made sure that indeed, Dwarves can deflect mass spells in 25% of cases. And the streak of bad luck, when Dwarves stubbornly don't want to survive, is just a quirk of the still not fully understood random number generator.

Added 2 hours 56 minutes ago
I will quote the Handbook:
A Dwarf has the best life points, defense, and attack stats at level 2. Only speed is lacking, which limits their use. Dwarves are the only Sorceress units that have low speed. Magic resistance is a unique ability; with a 25% chance (see section 7.3), they can "deflect" any magic directed against them, including combat magic used by the hero under whose command they stand. The best use is to protect Druids and Elves. One of the common tactics with Dwarves is to eliminate a large number of enemy monsters, having the combat spells "Storm" or "Armageddon" in your arsenal.
In reply to AlexSpl
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16 years ago
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The forum has been glitching lately… :(

Thank you all for the wishes and suggestions; I will open the next tournament in a few days. ;)

P.S. AlexSpl, please confirm receipt of the email from March 16, 2010, regarding the bug. If you haven't received it, I will resend it.:smile01:

Sincerely, VDV_forever
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16 years ago
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AlexSpl, please confirm that you received the email from March 16, 2010, regarding the bug.
I just received the email. I will review it.

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