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Well, in mini-N on comp/traps, it can sometimes be smoother and more rewarding than in mid. On smc, there are various options, like a rush by assembling a strike stack with available power-ups, mages, dig-ins in traps, breaking GO. It's less linear here than Jebus Cross.
1 rush through secondary skills 2 rush through ГО, works especially well if you sit in the Castle against the opponent on 127 3 Power stack. After capturing secondary zones on the first week, and after preliminary scouting, you take the most important things on the second week: hives, Griffin Conservatories. And then head into the treasure zone. Often how early this push happens depends on Expert Earth magic. And logistics, of course.
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
Vik once said that for every game he plays against a human, he plays four games against the AI. I don't understand why training in single-player mode is considered bad.
Of course, it won't replace human play – there's really no point in playing against a computer beyond around 127 in most games... And before that point, the game doesn't differ much whether you're playing against a computer or a human. Of course, with self-imposed restrictions on saves, etc.... Oelm
There are no standards, it's not like the GTO (Ready for Labor and Defense). There are "guidelines," but they are somewhat arbitrary.
That's why I titled the thread "standards" in quotation marks; the word "guidelines" is probably more appropriate.
I kindly ask anyone who can to analyze the save file to see if there was a better way to approach the situation. I lost and can't understand what I did wrong.
WT, game against Sup, I'm blue with a +3700 Castle against his red Necropolis.
http://zalil.ru/32577919
P.S. You don't need to look at the battle losses, I'm only interested in the tactical moments.
Took a quick look. Well, what can I say... There's some game technique, like building chains, for example, but the understanding of the game... It feels like it's been stolen. Where you need to play aggressively, there are delays; where you need to develop the economy, there are credits. Essentially: a list of actions, like an uncaptured, but scouted, nagabank, an uncaptured Inferno secondary town (and where are you supposed to build magic?), Mephala starts with a conservatory instead of a stable, there's no Wisdom, but they took TACTICS worthy of the AI. On map 121, three conservatories were taken quickly, but then, for a day or two, the game is skipped. What's the point? I played from map 122 to 124 and finished with 35K; here, it's 9K. And what's the strength of the Castle? It feels like you're playing it for the first time and trying to play it like Rampart.
Apologies if I'm being blunt.
I chickened out from taking the maximum with a scout hero... although yeah, probably with 6 angels and 6 attack it was worth it
of an uncaptured Inferno secondary hero
well, it takes a lot of time to get there, the chains were needed for other purposes is there any solution? simply sending just a part of the army won't be enough there, almost 100 frenzied gogs are guarding it. and if I send [a hero] then that means 4 heroes fall out of the chains.
Meph starts with the Griffin Conservatory instead of the stable
accepted
then a day if not two of skipping the main hero
well, I was in a hurry to the center... should I have sent Meph to the Griffin Conservatory on the Inferno respawn and sent the scout hero to the center to capture the village?
I get the feeling that you're playing him for the first time, and trying to play like Rampart.
No, if only because rampart has level 5 Mage Guild and, I think, one of the highest probabilities for Dimension Door. And the main difference: have you often seen gold dragons built for rampart? But for castle, Archangels are the main hope in the late stages. You didn't take Inferno, there's nowhere to build a Mage Guild — it's absolutely unclear why you put angels on second.
1. The Naga Bank is easily killed — you position your Wyverns -5 angels -1. Nagas crawl after the angel, full stacks cut down — Naga attack 9 and offense more than enough... I think even with morale on it's doable.
2. About Magogs, yes indeed, you can guess — 1 angel kills even 100 of them with a zero scout hero. If you come on an angel on the first turn, since experience is disabled, that's enough to capture and kill the computer.
3. The chain on 121 is clearly pointless — you take 6 angels by sacrificing everything else, is it worth it? It's much more profitable to take 1 Mephala after the stables on 121 (or even 122), the rest on 122, after the stables, break through Mephala into the center on the same turn, and net 1.5 - 2 days total compared to what it was.
4. Personally, I think Castle with stable rebuilding is complete garbage, even worse than Tower, which is unanimously considered the weakest faction on 8mm6. (Though there are other opinions.) On 117 there's 10K, that would have been enough to build and buy an angel — it would have already paid for itself. 8 angels is quite enough to take a utopia early.
5. As for the rest, I probably won't write it. I'll describe the difference between Castle and Rampart in more detail (as I currently see the game). The factions are quite similar on SMKE, while on XL the tactics differ hugely. I don't understand where people see twinning. Castle — that's Archers and +400 MP primarily from stables, but a failure in Mage Guild, unprofitable to build out, because there's no such necessary 5th level. Generally, my vision of playing these two factions is completely opposite. Rampart is strong with its meat, fat stacks, so you should play it on average by not losing singles, preserving stacks as much as possible, building the Mage Guild second if possible to get early Dimension Door, an excellent combination with the Inferno faction in terms of overall meat growth, and the hero matches — Mephala (you can also play Kirra, Ivor, Jenova... but those have different priorities). 7th level creatures are too vulnerable to Implosion, which kills a significant portion of investment in the faction, so they're usually not built on XL+U.
With Castle it's a different situation — since it's often profitable to make early Archers, the tempo is justified, sacrificing insignificant levels — 3-4-5 for example, without excess of course. If the goal is achieved, it pays for all losses. So the game is planned accordingly. On the second week it's very profitable to build, if not to the Capitol, then at least to the City Hall, so as not to fall behind on 13+ when Castle gains its main strength. Accordingly, it's important to solve the problem with 5th-level magic, otherwise you can end up in a blockade where other factions overtake you. In principle, it's profitable to build the game with an emphasis on aggression.
You clearly explained everything, well done. But it wouldn't hurt to include some statistics from your own experience, in addition to the theory. What percentage of Angel buildings are completed in the first week on HL+ templates? How often were you able to place Archons in the second week? And I'd like to read a report about a real game on SOD, where Cyclops and Medusas are easily defeated by fakes and the Moon.
He explained everything clearly, well done. But it wouldn't hurt to include some statistics from his own experience, in addition to the theory. What percentage of Angel builds are completed in the first week on HL+ templates? How often was he able to place the second Archmage? And I'd like to read a report about a real game on SoD, where Cyclops and Medusas are easily defeated by fakes and the Moon.
I also read it without seeing the saves and thought he was talking about Jebus.
Well, the klaka immediately pounced. I'm answering the klakers. I played as Castle online relatively little because I prefer to overpay for stronger towns. Here's what happened over the last six months:
1. An unfinished game with Napalm, 8mm6a - a very poor random seed, I only built Swordsmen at the Citadel and the Stables, Valya took a level 3 Griffin Conservatory on 121 using oil and upgraded Marksmen from an external dwelling. I wasn't planning to build Cavaliers anyway.
2. A game with AlexTheGreat, 6lm10a. The respawn was normal, but I quickly moved toward the computers, built Cavaliers because otherwise they would have pushed me out of my zones. On 117 I built the Castle, full buyout. Archers would have been ready on 127 after 4 or 5 explored Dragon Utopias, but the game ended two days earlier.
3. A game against Pavkur, 8mm6a, found a Cavalier dwelling, added Turka to the starting Valessa, there was a native Treasury with Cavalier dwellings in the center, invested in them.
4. A game against OUTLAW_HW. 8xm12a - built Angels, on 121 there were 8 of them, bought out all except 1 feather, the opponent came to rush me with a week 1 army and didn't give me time to build up. Saves...
There was also an interesting game as Inferno against Andre, template 8mm6a, there was a native Castle town. 127 - 135 Angels and upgrade.