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Posts from Late-game Town Enhancement.

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In reply to KillAndAction
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15 years ago
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KillAndAction
Against Orcs, I would level up a Battle Mage, specifically with summoning skills, because with the Dungeon faction, you still need to find good creatures to summon, while the Orc will take the Chaos enchantment in 80% of cases.
If you're playing in the late game and have a spellbook, there shouldn't be any problems; you can always accumulate everything you need by the finale.
In reply to KillAndAction
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15 years ago
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KillAndAction
Besides summoning, take Attack (Mass Acceleration), Defense (Damage Prevention, Resistance), Education (Magic Attraction), and Spellcasting (Mana Restoration, Arcane Knowledge, Fluctuating Mana).
I can't say for sure about the Orc yet – I need to think about it. But Logistics definitely needs to be developed for a long game. On large maps, you can't get anywhere without Logistics. Therefore, you'll have to give up something.

Added 36 minutes later
I can't say anything about how effective this build is, as I've never played to such high levels, but more or less against the Orc:


But! Only if the Necromancer has a Golden Horseshoe or other artifacts that increase luck. Luck is very important for the Necromancer. Since the damage is high, doubling it will be very useful. And defense is definitely needed against the Orc, otherwise the Necromancer won't last long. And also, hope that the Guild of Mages will drop a Celestial Shield or a Phoenix.

But this build has a significant drawback – big problems with neutral creatures. Therefore, I suggest option #2, which eliminates the problems with defending mines at the beginning.

In reply to Igor111
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15 years ago
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Igor111
However, such a build has a significant drawback – major problems with neutral creatures. Therefore, I suggest option #2, which eliminates the problems with capturing mines early on.
I don't even understand what problems you're talking about regarding clearing neutral creatures and capturing mines. In the first week, we buy 3-4 secondary heroes and fight with what we have + upgrade Furies. In the second week, we should already have a Hydra upgrade, provided that the main building for Hydras was built in the first week. And if there are Cave Hydras, then there should be no problems at all with clearing neutral creatures and capturing mines...
I also don't understand why you would level up a lucky Sorcerer against a Chaos Elemental. Yes, if you plan to use trickery in the third week, then it will definitely be useful. But you need to be able to level up Chaos and Lucky so quickly. And Luck is unlikely to help in dealing double magic damage.
I repeat: there is no point in leveling up a Rogue without any skills.
And in the end, you can even do without a Rogue (if you're lucky), finding yellow and green boots (in which case, you don't even need a stable :D).
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15 years ago
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KillAndAction

If you buy three or four heroes in the first week, how will you be able to build up your castle properly?
I play with two heroes, and even then, I have to take all the chests for gold in the early stages, rather than for experience.

And I didn't say that you need to take a Lucky Wizard against a Chaos Elemental. The Chaos Elemental reduces Chaos so much that even with a Lucky Wizard, the damage will be negligible.
I suggest simply taking Chaos to easily defeat neutral creatures.

Well, you won't find Boots of Swiftness under every bush. And the game, as you say, "in the late game" probably implies a large map. If you don't have Logistics, you will fall far behind in development compared to your opponent.
I always take Logistics specifically for the increased movement range. Sometimes I add the ability to traverse terrain without penalty or increased swimming speed to it.
In reply to Igor111
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15 years ago
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Igor111



However, this build has a significant drawback – major problems with neutral creatures. Therefore, I suggest option #2, which eliminates the problems with defending mines at the beginning.

Without spellcasting and with only two magic skills, it's not realistic.
In reply to Igor111
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15 years ago
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Igor111
KillAndAction

If you buy three or four heroes in the first week, how will you be able to build your Castle properly?
I play with two heroes, and even then, I have to take all the chests for gold in the early game, rather than for experience.

And I didn't say that you need to take a Lucky Sorcerer against a Chaos Silencer. The Chaos Silencer silences Chaos so much that even with a Lucky Sorcerer, the damage will be negligible.
I'm just suggesting taking Chaos to easily defeat neutral creatures.

Well, you won't find Boots under every bush. And if the game, as you say, is "late game" oriented, it probably has a large map. If you don't have Logistics, you will fall far behind in development compared to your opponent.
I always take Logistics for the increased movement range. Sometimes I add to it the ability to traverse terrain without penalty or the ability to swim in the sea.
First of all, you should never take chests for experience.
Secondly, in the first week of building, what you have in the starting area is quite enough.
Thirdly, in the second week, you break into neighboring zones and defeat Tombs, Gargoyle Nests, Dwarf Mines, Elemental Temples, and so on with the same Hydras.
Regarding the Boots, I wrote that it's if you're lucky. This set boosts the hero very well, so you don't even need Logistics. At night, wear yellow boots, and during the day, wear green boots, and run wherever you want without Logistics.
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15 years ago
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Logistics, in my opinion, is a useful thing, but I would give up on Chaos. Against an Orc, I would develop Darkness (if there is a spellbook, but it seems to be on many templates), Mind Lord, and Leadership: Empathy (mentoring in the education branch will be less helpful here, as the biggest bonus from it is to level up secondary Chaos units in order to defeat the enemy even before the final battle, but you can't really defeat an Orc that way). A Sharp Mind would also be useful. And Attack, but I don't think Ranged Attack is needed: there aren't really any ranged units.

Added 1 minute ago
KillAndAction
Regarding the boots, I wrote that it's if you're lucky. This set develops the hero very well, so even Logistics isn't needed. At night, we put on yellow boots, during the day green boots, and run wherever we want without Logistics...
Yeah, that's right. And he might also put on boots. Or worse: he will have both Logistics and boots, and we will have neither, and we will simply be worn down. No, luck is a fickle thing.
14 years ago
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I tested the Tier 5 units in the late game. As the tests showed, they can defeat almost everyone except Orcs. Orcs only fall if they are built with a pure Rage build, and against them, a Kifrah with Vengeance, Defense, Luck, and Summoning can be effective, but a well-developed Orc will defeat her as well. However, against the rest of the factions, they perform well. In the late game, either play with a Kifrah or a Sanitar with Rage of Elements, Defense, and the Rune Power set. In my opinion, the only reliable tactic in the late game against Orcs (as well as against any faction, whether in a rush or in the late game) is to build Rage of Elements, gather Rune Power, and inflict wounds on them. Even with a Chaos Shield and Rage, the Orc will lose many units. After a couple of such attacks, they can be finished off. There are replays against Orcs, made in the map editor, if anyone is interested, you can watch them.
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14 years ago
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I won't hesitate to ask, did you test it against the AI? Or did you involve anyone else in the testing process?
14 years ago
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I played against myself in multiplayer mode.
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14 years ago
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To Mirror: I don't understand something. You're saying that it's possible to defeat an Orc, but I watched a replay, and the Orc easily defeats Kifru. How can this be explained?
14 years ago
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Read my message with the replays more carefully.
In reply to Mirror
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14 years ago
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Mirror
I tested the Tier 5 units in the late game. And as the tests showed, they can defeat almost everyone except Orcs. Orcs only fall if they are built with a pure Rage build, and against them, a Kifrah with Vengeance, Defense, Luck, and Summoning skills can be effective, but a well-developed Orc can defeat her as well. But against the rest of the factions, they perform well. In the late game, either play with a Kifrah or a Sanitar with Rage of Elements, Defense, and the Rune Power set. In my opinion, the only correct tactic in the late game against Orcs (as well as against any faction, whether in a rush or in the late game) is to develop Rage of Elements, gather Rune Power, and inflict wounds on them. Even with a Chaos Shield and Rage, the Orcs will lose many units. After a couple of such attacks, they can be finished off. There are replays against Orcs, made in the map editor, if anyone is interested, take a look.
All of this is nonsense. You would be better off playing against other opponents instead of playing against yourself; you would learn a lot. In your replays, even the growth rates are different. The Necromancer has a small growth rate, but you have more Minotaurs than Centaurs :D, even though Centaurs are level 2 and their growth rate with the castle is 28, while Minotaurs are only 12, or did the Orc lose more than half of them when upgrading with neutrals? If you divide 280 Minotaurs by their growth rate of 12, you get 23 weeks, which is 644 Centaurs (28*23). With your powerful league, try to kill at least one Centaur with a Hag! :D, I don't even know how you calculated the growth rates. If you compare them to Dragons and Cyclops, then 7 weeks have passed, which means 98 Harpies, 70 Beasts, 84 Minotaurs, 56 Riders, 42 Hydras, 28 Nightblades, and 14 Dragons. I also don't understand how in the first battle, the Hydras with Luck dealt 913 damage to the Paladins, and the Elemental Strike dealt 4562. Where does such a crazy multiplier come from, 10 times more without Luck? If we take into account Absolute Unstoppable Magic + an altar in the castle + a special ability + the Rune Power set, we calculate: (40% + 10% altar in the castle) * 2 * 2 = 200%, with Luck 400%. But where does 1000% come from? Or did you have 10 castles with 10% altars? :)
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10 years ago
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For several years now, I've been trying to figure out how to defeat an Orc army using Dark Elves. The problem is that Summoning and Chaos spells become significantly weaker in the late game, and the power of magic doesn't increase as much as the strength of the troops. So, the question is, how do you defeat an Orc if the game is very drawn out, and you don't have access to powerful Dark Elf spells other than Berserk (which you can borrow from the Necromancer faction)?
In reply to Teodor
10 years ago
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Teodor
For several years now, I've been trying to figure out how to defeat an army of Dark Elves. The problem is that summoning and chaos magic become significantly weaker in the late game, and the power of magic doesn't increase as much as the troops' strength. So, the question is, how do you defeat an Orc when the game is very drawn out, and you don't have any high-level Dark magic spells other than Berserk (which you can borrow from the Heroes)?
High-level Dark magic can be found in utopias, treasuries, and other castles. But even so, Dark Elves lose in the late game against everyone else, assuming players have the same skill level. The main problem with Dark Elves is their low survivability.

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