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#2090
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Dirty_Player
Multidefeat

it's time to seriously introduce this restriction into the rules. vbn and I discussed this a long time ago, but I don't know why it wasn't implemented. The point is this: if a creature has Ground Strike, it can only be used to destroy one unit (which is how the fact of having Ground Strike is established).
What if it's 30 skeletons at a Castle, left there specifically to be destroyed? In my opinion, this rule only makes sense in relation to Ground Strike. Let everything else be destroyed...
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#2091
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Dirty_Player
Multidefeat

It's time to seriously introduce this restriction into the rules. vbn and I discussed this a long time ago, but I don't know why it wasn't implemented. The point is this: if a creature has Guard, it can only be targeted once (which is when the fact of having Guard is established).

I'm against it.
If in life, a bourgeois millionaire can bribe any guard, right? The same applies here. You bribe with 1 hero, bribe the leaders, and they go off to get drunk. The next ones get promoted, level up, and take their place. And so on until the money runs out or until you get all the guards drunk.

I also don't see the point in banning the Ballista; for those who don't like long battles, there are chess clocks. And you can always warn your opponent that the battle will be long.

I believe that the rules imply - selling artifacts at inflated prices, leaving heroes without an army (SoD), destroying castle walls with Cyclops on the tactical map, etc., and most importantly - using TE settings in SoD (I played with someone, and they gave Goshe not 20-30 skeletons, but 10-20...).

PS. Does anyone know why Bron sometimes comes with Goblins + 2 stacks of Vasas, and sometimes with Goblins + Vasas + Flies? Which option is correct?
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#2092
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1. For banning multi-defeat. This is practically cheating. 2. Kluka-Bron with two stacks of wasps doesn't show up; try something easier.
Всем удачи ! И Морали !
In reply to Wlk777
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#2093
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Wlk777
2 Kluka-Bron with two stacks of wasps doesn't show up, try something easier =)
As they say, dreaming doesn't hurt :) Thank you.
In reply to Kluka
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#2094
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1. Against banning multiple defeats. In my 100+ games in the SoD, I saw the need to use it only twice. It's a straw for a drowning man, not a game-changer. More likely, it's used out of desperation. 2. For banning official ArtMoney, of course. This is already the case. You can't leave a hero with nothing, but I think it's okay to take a unit and dismiss it. You can do this in WoG, which is now the standard for mods. And, of course, a ban on viewing heroes! That's my opinion.
destroying castle walls with cyclops in tactics mode
what is this?
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In reply to Oelm
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#2095
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Oelm
what is this?

One of the bugs that was fixed in version 3.2. It's not relevant anymore, of course.
For some reason, it reminded me of something.
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#2096
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Definitely against selling artifacts at inflated prices!!!

Against viewing enemy heroes (this is for those who love Soda, or rather, the classics, and know how to scroll through an enemy hero like your own, view their army, scroll through their spellbook, and so on. And win by doing that :smile38:).

And, of course, running around with heroes and no troops, covering 2000 movement points – that's too much. I also think this should be officially banned.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
#2097
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Yeah... sorry, but was I wasting my time creating an anti-multidebuff for the Warlock? It works fine now, although there were some bugs at the beginning...
Well, the SoD (Stronghold of the Damned) is what it is...

Spending a night with an empty hero for the Warlock isn't a problem either – you get a legitimate 1300 mana points and can run around... it's better to leave at least one unit with a speed of 4, and that's already better, and I won't even mention the possibility of losing such a hero in an attack, even without a chance in battle...

The ability to break down walls with Cyclops in tactical mode (Cyclops can shoot at walls in the tactical phase of the battle, destroying the entire city; this is an oversight by the developers of Heroes 3) is an obvious fact against a human player, but against the AI, everyone doesn't care, especially when you already have Cyclops, the AI usually doesn't pose a problem.

There are also bugs: using navigation mana points on land (whether it's manipulating the Admiral's Hat or escaping from the sea).

Taking good items from an ally (if the game is with allies, but this is rare).

Raising additional undead from summoned creatures in battle (elementals, clones, demons). To do this, you need an enemy Necromancer hero and you need to drain his "summoners" (usually with area-of-effect magic). He will get undead, and after escaping from him and attacking a second time, you can use this extra undead for experience/your own undead.

The "dismiss and re-hire" trick can be used (although it's very unlikely in online games) to have a more developed hero when dismissing/killing him; then, when you re-hire him, he will have 2000 mana points
Инфа о разных моих проектах, по большей части геройских, тут http://phomm.narod.ru
In reply to pHOMM
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#2098
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pHOMM
Yeah... sorry, but was I wasting my time creating an anti-multidebuff for the Warlock? It works fine now, although there were some bugs at the beginning.
Have they fixed the issue of increasing the number of neutral creatures when fleeing? Someone recently complained that after checking the Guardian Angel spell, their number increased from 3 to 4...
There are still bugs: using navigation maps on land (whether it's manipulating the Admiral's Hat or fleeing from the sea).
Yes, this is very annoying on fixed maps (there's almost always sea).
Raising additional undead from summoned creatures (elementals, clones, demons). To do this, you need an enemy Necromancer hero and drain his "summoners" (usually with area-of-effect magic). He will receive undead, and after fleeing from him and attacking him a second time, you can use this extra undead for experience/your own undead.
What a bug... it's a feature!
You can "boost" a hero by dismissing him; it's possible (though very unlikely in online games) to have a more developed hero when dismissing/killing him. Then, when you hire him again, he will have 2000 mana points.
You can consider this a "proof." It's similar to digging up a developed or artifact-equipped companion hero in the tavern.
In reply to Wicc
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#2099
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The topic of multi-defeat has already been discussed here (I think those messages were deleted; I can't find them). And the main question concerns the situation when troops with GS are stationed near a stable, double mana, well, etc. After all, it's absurd to forbid dying against them. Other examples are possible as well. I'm also not sure there's such a good reason to thin out the ГО. After all, if you can't kill the ГО, is there any point in engaging the opponent? This mostly concerns the ГО when the upgraded troops in it are difficult to kill — giants with GS, dragons with GS, maybe efreet. And in general, there might not even be GS — it's not like it's placed on demand) — that is, just a loss of the hero.
raising additional undead from summoned creatures in battle (elementals, clones, demons), for which you need an enemy necromancer hero and, by losing the "summoned" units to him (usually with your area-of-effect magic), he will get undead, and after fleeing from him and attacking a second time, this extra undead can be used for experience/your own undead

I apologize, but what relevance does this have to online at all? Like, attacking a computer with a leveled-up mage, summoning 1000 elementals, dying(!), then attacking with Galthran and leveling up on 300 free skeletons? Or maybe assemble Cloak of the Undead King, lose it to the computer, repeat the maneuver
and level up on 300 liches??.)
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#2100
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Allowing the splitting of Grand Order (GO) units for 10,000 resources is ridiculous. Excuses about using a large number of skeleton units to break through a castle defense are just that – excuses. Selling artifacts at inflated prices, as done by 2Lider1 and others, has long been prohibited.
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In reply to Wlk777
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#2101
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Wlk777
2 Lider1 and others – selling artifacts at inflated prices has long been prohibited.

Show me in the current rules /topic/3515/ where it says that?

Not in millions of voting threads, but specifically in the rules.

That's why some people say that there is nothing about it in the rules, so I sell them anyway :mad:
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
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#2102
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Leader1
Show me in the current rules at /topic/3515/ where it says that?

Not in millions of voting topics, but specifically in the rules.

That's why some people say that there is nothing about it in the rules, so I am selling it :mad:
Yeah, I was wrong :) It’s strange why they hold votes then. In general, we don’t follow the rules very well; it’s not efficient and irresponsible :(
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In reply to Wlk777
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#2103
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Wlk777
Allowing for 10,000 to halve the Guardian Angel – that’s absurd. Excuses about using a lot of skeletons to break up the formation near the castle are just excuses.
Heh, here comes the main expert on tactics and strategy in Heroes :)

For your information – thinning out the Guardian Angel by sacrificing weak units on it is almost always a losing move; maybe in 1 game out of 20 it makes sense, and even then, I’m not sure. But leaving various weak units to break up the formation near the main castle, secondary castles, and sometimes other key objects (stable, fountain) is actually a very good move.
In reply to Wicc
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#2104
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Exactly. A multi-defeat can happen, for example, if you're on a strategically important path and suddenly get blocked by a group of pits (20+). You rush in recklessly and, oops, there's a Guardian Spirit. -2 heroes, you're behind in tempo, but at least the block is broken. In a good scenario, it's unlikely to be worthwhile.
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