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Try playing with the Samurai. You won't even need to look for him; he'll show up on the second week and take care of things:D :D :D
Actually, yes, it's easier to reach your opponent on the second week in Heroes of Might and Magic 6 if you have a perfect understanding of the map layout. Usually, the distance between capitals is 3-4 days' travel, and guards fall even on the first week, and rarer ones on the second. And resources/Hive locations are distributed unevenly, just like in Heroes of Might and Magic 3.
Added after 4 minutes FireToSky
Stop rambling; if you don't engage in nonsense, encounters happen in the center by the 2nd or 3rd week. But if someone isn't in the center at that time and is wandering around somewhere, it's their own problem – they risk missing out on valuable resources:smile15:
You're the one rambling. Read the game reports; games in Heroes of Might and Magic 6 rarely end before the 4th week, and usually, they last until the second month. And "center" is more of a concept from Jebus. In general, this is just my personal opinion; create a template with at least 100 branching paths to the opponent and a size 20 times larger than the XL map, and be happy =)
Added after 2 minutes Lider1
And the labyrinth ceases to be a labyrinth.
It still remains a labyrinth. Gathering the pieces of the puzzle is easier and faster with skill and experience, but you also need to have an aptitude for this activity, which I don't have.
You're the one delusional, read the reports; it is extremely rare for MM6 games to end before the 4th week, and usually they end in the second month. Also, "center" is a concept more suited for Jebus Cross. And overall, this is just my personal opinion—come up with a template with even 100 forks leading to the opponent and a size 20 times larger than HL and be happy =)
Well yeah, if you play like you do (something like "ran around who knows where, it was 1 Dimension Door to the opponent's Castle, but I kept running around who knows where") :) Then of course 1 month is only the beginning))
Well yeah, if you play like you do (something like "ran around who-knows-where, 1 DD to the opponent' same castle, but I kept running around who-knows-where") :) Then of course 1 month is only the beginning))
But I rarely play MM6. And the fact that the path is 1 DD (well and about 3 thousand MP) was discovered after a hero with exp. scouting approached one of the edges of the respawn.
So, where is the anarchy for XL+U that was announced back in winter?
The draft has been ready for a long time. I just don't know where to put it; there's no social demand for it. Lider1
You know, Vic, even though he's a rare blabbermouth (I won't say who, or he'll get offended), when he talks about something, he always writes clearly. You can't take that away from him.
:D
Actually, I almost always write clearly; it's just that this is more noticeable in the Heroes-related topics because we're all experts here and can appreciate our own and others' creativity (or lack thereof). In topics far removed from Heroes, the range of qualifications among people is much wider, so it's not always possible to independently build a system of premises and a set of consequences to the theses, which is why some of them may seem like blabbering.
In matters far removed from Heroes, the range of qualifications among people is much wider, so it is not always possible to independently develop a system of arguments and a set of conclusions to support the theses, which is why some of them may seem like nonsense.
:smile07: :smile04: my blond brain couldn't grasp this phrase:smile32:
I'm also annoyed when it's 10 times harder to find your opponent than to kill them, and on XL+U maps, as I understand it, this is a common thing — if you want, you can run until you're blue in the face. In that case, expert Town Portal, when your opponent doesn't have it, is practically a guaranteed win.
For me, it has almost never been a problem, having 8 or more heroes, the ability to rebuild the guild, and level a scout hero to expert Town Portal and Dimension Door
For me it was almost never a problem, having 8 or more heroes, the ability to rebuild the guild, level up a scout hero to expert Town Portal and Dimension Door
We don't need to look far for an example. Your last game in FB3 ;)
In the last four playable generations of 8mm6a, starting from 2500, there were: 2 rematches, 1 loss at 122, and 1 match at 125, I think. Yes, Fire, I found you.
The draft has been ready for a long time. I just don't know where to put it, there's no social demand for it.
Is it possible to remove the maps with 3 castles from the rotation? It looks a bit strange. Today, it appeared 3 times in a row, so we decided to skip it :D
Is it possible to remove the maps with 3 castles from the pool? It looks a bit strange. Today, it happened 3 times in a row, so we decided on a quick match :D
No matter what you do, you'll still end up deciding on a quick match:( I, for example, really regret that I didn't manage to play a random map with 3 castles at the start in this chaos.
Is it possible to remove the maps with 3 castles from there? It looks kind of silly. Today, it happened 3 times in a row, so we decided to play a standard map :D
We were talking about Anarchy for XL+U, which exists about 70% in my head and 30% on my computer.
If we are talking about Anarchy for L+U, which is played in Безпредел, then the main idea was to break the usual patterns of the game - the further away from the well-trodden paths, the better. If this idea causes rejection, then it is indeed better to play a standard map.
The templates there are indeed sometimes very strange. In particular, the templates with 3 starting castles. This is not a bug, it's a feature.
Lider1Statistics
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I was reading an article by Tourist the other day, kindly provided by Cap on Google, about the value of http://heroes.ag.ru/h3/rmg/value/. I was interested in the question: does anyone know the exact number of monsters that appear in Pandora's Boxes? (a complete list). For example, if it's peasants, then 330, if it's lizards, then 60, if it's Gogs, then 45, if it's Magogs, then 30, and so on.
*by the way, I noticed a mistake; it says that stables cannot be generated in the same zone, but I often had two stables in a row =)*
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
FireToSkyStatistics
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Is there any information about how many monsters should guard what?
No matter what you do, you'll end up deciding on the faction anyway. For example, I really regret that I didn't manage to play a generated game with 3 starting castles in the current chaos.