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Posts from Heroes-4 "Deep forest" off-line Tournaments!

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Happy New Year 2007 to all you monsters!

Attention!
I invite everyone who wishes to take part in an OFF-LINE TOURNAMENT
For the game «Heroes of Might and Magic IV» played on the map «Deep forest»
The tournament starts today (01.01.2007). The goal of the tournament is to capture all cities.

Tournament Rules:
1. The game is played ONLY on the version Heroes of Might and Magic IV: Winds of War.
2. Using cheat codes during the final Walkthrough of a save is prohibited.
3. Restarting or any other modification of the starting save is prohibited.
4. Entering a boat without losing a turn (using the spacebar) is prohibited.
5. The use of "completely Dead external dwellings" on the battlefield is prohibited.
(I will explain in more detail what this is for those who don't understand: I consider a "Dead external dwelling" to be
a COMPLETELY closed area, for example with rocks or logs, which contains
a small island for a unit, such as a fairy, harpy, vampire, etc.
That is, a place that cannot be entered by land by a unit of the smallest
size (3x3) and can only be accessed by air—a kind of natural fortress. Having such an external dwelling, one fairy could beat a hundred Black Dragons and win an impossible battle; to avoid such situations, I prohibit "Dead external dwellings" in this tournament.)
6. EVERYTHING ELSE IS PERMITTED.
(Full use of grave technologies including raising the corpse of a hero
using the spacebar, leveling up the corpse on crystals, wheels, and establishments,
acceleration, splitting armies for transport through gaps, an unlimited number
of heroes on the map beyond eight, and so on.

A "not dead external dwelling," or more accurately a semi-open one, is permitted in this tournament.
By a semi-open external dwelling, I mean a place where a unit or Hero can
enter on foot, while the attacking monsters, regardless of their size, must be able to reach the Hero or unit to strike them (the point of a semi-open external dwelling is to limit the number of monsters attacking you simultaneously). Besides, it's not right for a Hero to hide in an external dwelling while the enemies are wasting themselves on whatever. Our Heroes fight with open visors.


In this tournament, results are evaluated with priority given to time—i.e., the faster, the better. Then come points and gold.

Official end date of the tournament 25.02.2007. UPDATED
Winning saves can, of course, be sent earlier—that is, at any time—but
no later than the official deadline.

Requirements for the final save:
1. The final save should require only one action from me for victory (pressing the auto-battle button if victory in the game is achieved by winning a battle, or pressing the end turn button if victory is achieved by passing the turn).
2. The save should be named with your nickname and the number of days spent on the
Walkthrough, for example: (ZveroBoy18, where ZveroBoy is the player's nick and 18 is the number of days); it is also highly desirable to compress the save with WinRar before sending.
3. I ask all participants to make and keep saves at the end of each game day and after every ambiguous battle (1 hero against 100 angels, 1 fairy against 300 monsters ...)

Please send winning saves here: ZvereBoy@mail.ru

The final list of results will be posted on March 3-4. Also,
the winner will be required to provide a day-by-day description of the Walkthrough.
It would also be good if the monsters who decide to take part in
this tournament notified me by email in a couple of lines or left
a message in this forum thread, so that I can publish an approximate
list of participants to further fire the imagination of our esteemed audience.


Well, that's all; download the starting save and good luck in the game!



If you have any questions, write them here, I will answer.

Answering questions:
Generally, "external dwellings" are essentially an unfixed game bug and introduce a severe imbalance into the combat system, which is why I want to hold the tournament in more natural combat conditions—let's see what comes of it. Using a forbidden external dwelling, for example, one could easily wipe out the Nomads hanging around the "Mercenary Camp" on the first day by hiring a Necromancer with the Poison spell, and at the same time take out Tigers and wolves in the "Wooded Glen" by poisoning the monsters and hiding in an external dwelling that neither nomads nor tigers can enter because they are larger than the Hero. So try dealing with the monsters face to face without an external dwelling; there is a lot of pleasure in that too.

I also forgot to announce immediately that it IS PERMITTED to discuss the possibilities of completing this save in real time—that is, right during the tournament you can express your thoughts on strategy and tactics development in this forum thread. For example, if someone wishes, they can describe their actions for, say, the first game day (Something like: Sandro leveled up to 6, Level 2 Death Magic studied, Leprechauns and Fairies wiped out, Golden Armor obtained,
18 gold coins accumulated, and so on). Why is all this needed?
Usually, on Hero resources, discussing current tournaments is forbidden. To me,
it always seemed that playing alone is a bit boring, which is why I want
participants to exchange their thoughts; this is useful for sparking interest in
Heroes-4 among beginning players and, accordingly, for attracting them to the game.



















Final table of current player results for the Deep_forest Tournament as of 06.03.2007
NICK DAYS POINTS GOLD RANK IN TOURNAMENT
0 ZveroBoy 10 1717 59746 Tournament Host
1 IronAxe 13 1735 105055 1
2 Psixxx 27 - - 2
3 OptiMAL 53 1332 57694 3
4 Sage 153 - - 4
5 Спай - - - -
6 AlexeyPank - - - -
7 AndersonAD - - - -
8 Alex R - - - -
9 CJLaB9IHUH - - - -
10 - - - - -
11 - - - - -
12 - - - - -
Congratulations to the Tournament winner IronAxe on the VICTORY!!!
Attention all players! As of 26.02.2007, I am granting this Tournament indefinite status, which means that if a player is found who can improve the winner's result, their name will be entered into this table and the result will be updated. Saves can be sent at any time to my email address. Thanks to everyone who spent their time playing in my tournament. Sincerely, ZveroBoy.
In reply to Спай
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#16
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Spai;59938
Yeah, it didn't go very well: I defeated the Leprechauns, took the dungeon on the 2nd day, and on the same day, for some reason, I attacked the skeletons with dogs (1 unit), but there are 2 more, and I just can't be bothered... although, I understand that skeletons won't hinder taking out the Nomads... building Vampires costs too much, and there's much less lying around in the dungeon and on the ground. It's a pity that there's no fatigue in the city... or maybe I should have built Ghosts? But that's extra money - the Undead Converter costs a lot...+ then the actual Necropolis... And I doubt Ghosts would help much...
And I don't want to spend more than 10, or at most two weeks [in-game] on this map.

Glad to see you, Spai,:) you're right, you need to take out the Leprechauns on the first day, but there are options: you can simply defeat them, or you can defeat them and extract a huge amount of mana for Sandro, losing a few turns, but mana is valuable on this map.
The dungeon is a matter of preference; you can take it on the first day, or the second, or even the third. Personally, I prefer the second day; you really need money and wood.
And I think you're overdoing it with the Nomads. Skeletons can be useful, but no more than 6 units, but they can easily be replaced by Imps in the same number.
With all this, you can easily handle it in two and a half days. The most difficult part comes next: the Medusas. It would be interesting to hear players' opinions on how to deal with them.
And all this fuss is, of course, only to build Vampires!

Buckle down, I know you can show a good result.
Maybe Under will join the fray soon; honestly, I would like that.:smile07:
In reply to ZveroBoy
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#17
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ZveroBoy;59940
Glad to see you, Spy,:) you're right, the Leprechauns need to be eliminated on the first day. There are options, though: you can simply eliminate them, or you can eliminate them while extracting a huge amount of mana for Sandro. This will cost you a few turns, but mana is valuable on this map.
As for the Outlaws, it's a matter of preference; you can eliminate them on the first day, or on the second, or even on the third. Personally, I prefer the second day. You really need the gold, and of course, the wood.
But I think you're overdoing it with the Nomads. Skeletons can be useful, but no more than 6 of them. They can easily be replaced by the same number of Imps.
With this whole group, you can easily deal with them in two and a half days. The real challenge comes next: the Medusas. I'm interested to hear what other players think about how to deal with them.
And all this is, of course, just to build up the Vampires!

Come on, I know you can achieve good results.
Maybe Under will join the fray soon; honestly, I'd like that.:smile07:


Well, I also see an option to break through the Nomads using the Vampire Touch ability of the hero, but there are so many of them, although...
Fear Aura + Vampire Touch + armor... but won't the hero be killed?
In principle, if you huddle in a corner so that only 2 Nomad units (or even one) attack, then it is quite possible to defeat them...

Okay, I'll try it :)
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#18
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ZveroBoy;59930
Congratulations, Sage, on your first result, even if it's not the best. The main thing is that you have one, especially since, as I understand, you're not very good at playing Heroes of Might and Magic IV yet.
You understood correctly.

Added 1 minute later
ZveroBoy;59930
Here's a hint for the Shipyard on your island; you can definitely reach it using the "drop and drag" method. There's a gap that a dropped unit can pass through, and then it simply drags the rest over.
Thank you for the hint. I just don't know the specific techniques for Heroes of Might and Magic IV yet.
Твой дом там, где твоё сердце.
Все люди - братья, но в каждом из нас спит волк.
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#19
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ZveroBoy;59940
Glad to see you, Spy,:) you're right, the Leprechauns need to be taken out on the first day. There are options, though: you can simply destroy them, or you can destroy them while also extracting a lot of mana for Sandro, although you'll lose a few turns in the process, but mana is valuable on this map.
I don't want to waste days because of mana. I destroyed the Leprechauns with a Hero and one Imp, after first building Magic level 2.
Another option is to eliminate them on the first day with a Hero + 6 Imps.
But in that case, my Hero died, the Imp survived, and he took a step towards the Fortress. Overall, I didn't like that the buff didn't come through and I lost a step :)
So, by the end of the first day, I have armor in the Fortress, the lumber mill is mine, and I've killed about 36 skeletons. I don't like it again, but I haven't figured out how to do it any other way yet :)
Beast - so, is this going to be a training tournament with the new rules? I'm not against it. Let's find out the limits of this map :) Maybe Aiden can help? But only with the new rules, without hiding with the Portal. That would be unusual :)

And one more thing. When I said that an open hiding spot is forbidden, I didn't express myself accurately. An open hiding spot where a large monster can't get in should probably be allowed if there are no large monsters on the enemy side in the battle. That is, it would be like the situation you described. Let's say a Hero is being attacked by only one unit of Fairies :) or two. But I don't want to bother too much with selecting the field. If I select it, maybe I can avoid losing skeletons?
In reply to IronAxe
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#20
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IronAxe;59978
I don't want to waste days because of mana. I cleared out the Leprechauns with a Hero and one Imp, after first building level 2 magic.
There's also an option to eliminate them on the first day with a Hero + 6 Imps.
But in that case, my Hero died, the Imp survived, and he advanced a step towards the Fortress. Overall, I didn't like that the upgrade didn't come through and I lost a step. :)
So, by the end of the first day, I have armor in the Fortress, the lumber mill is mine, and I've killed about 36 skeletons. I don't like it again, but I haven't figured out how to do it any better yet. :)
Beast - so, is this going to be a training tournament with new rules? I'm not against it. Let's figure out the limits of this map. Maybe Aiden can help? But only with the new rules, without hiding with portals. That would be unusual. :)

And one more thing. When I said that an open hiding spot is forbidden, I didn't express myself accurately. An open hiding spot where a large monster can't get in should probably be allowed if there are no large monsters on the enemy side in the battle. That is, it would be exactly the situation you described. Let's say a Hero is attacked by only one unit of Fairies, or two. But I don't want to bother too much with selecting the field. If I select it, I might be able to avoid losing skeletons?


Iron, here's how you can clear out the Leprechauns (this is probably the optimal solution):
1) Build a level 2 Tower in the city.
2) The Hero learns the "Drain Life" spell.
3) The Hero attacks the Leprechauns alone.
Round 1: casts "Drain Life" (one Leprechaun dies).
Round 2: raises a skeleton from that Leprechaun.
Then, wait for the Leprechauns to come within range of the skeleton. Attack with the skeleton, and take the counterattack. Then, the Hero immediately attacks the Leprechauns, poisoning them. In the next round, get the Hero's morale up (so that he has time to run away from the Leprechauns). And then, run around some large obstacle.

I think I've explained it clearly.
By the way, on day 1, I also took wood and armor, but when I took the lumber mill, I lost all the skeletons that were in the city (25 of them, I think), and some Imps. I don't know what to do next, I guess I'll take the mines on the second day, return to the city, wait for the level 4 Tower to be built. I'll learn the Aura of Fear and Vampire Touch, and then I'll go after the Nomads.
In reply to Спай
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#21
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Spike;59983
Iron, you can take down Leprechauns like this (this is most likely the optimal solution):
1) Build a level 2 Tower of Death in the town.
2) The hero learns the Drain Life spell.
3) The hero attacks the Leprechauns alone.
Round 1: Cast Drain Life (one Leprechaun dies).
Round 2: Raise a skeleton from that Leprechaun.
Then, wait for the Leprechauns to come within the skeleton's range. Attack with the skeleton, and take the counterattack. Then, the hero immediately attacks the Leprechauns, inflicting damage. In the next round, get the hero's morale up (so that he has time to run away from the Leprechauns). And then, just run around some sufficiently large obstacle.
I think I've explained it clearly.
It seems this isn't the optimal option. I attacked with Hero + Imp (the Imp drains mana from the Leprechauns), but I couldn't take any more because I needed to run away from more than two groups of Leprechauns. I used magic to drain the Leprechauns' life, and the Hero can withstand a couple of hits from the Leprechauns. I infected one group each, and ran around. I cast Sadness on both groups beforehand, so I wouldn't have to bother with morale and loading/saving – I'm sick of that, and what's the point of all the different magic in Heroes if not to use it? :)
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#22
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IronAxe;59988
It seems this isn't the most optimal option. I attacked with a Hero + Imp (the Imp drains mana from the Leprechauns), but I couldn't take on more because I needed to escape from more than two Leprechaun units. I used magic to drain the Leprechauns' health, and the Hero can withstand a couple of hits from them. I infected one unit each and kept running. I cast 'Despair' on both units beforehand to avoid having to deal with morale and load/save games – I'm tired of that, and what's the point of all the different magic in Heroes if not to be used? :)


Not bad... so, this way, you save a bit more mana? I hadn't considered this option because escaping from two Leprechaun units... well, it's inconvenient... and besides, your health will be almost at zero, so you'll need to return to the town, otherwise you won't be able to defeat the Fae.
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#23
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Spy;59989
Not bad... so that way you save a bit more mana? I didn't consider this option because running away from two squads of leprechauns is... well, inconvenient... plus your health will be almost at zero, and you'll have to return to the town, otherwise you can't break through the fairies.
And trying to run away from 4 squads is just game over :) But on the other hand, 6 imps drain mana very well. Yeah, I really don't want to take health from 1-2 squads of leprechauns because it's not worth it. I took a step back toward the Fortress, you're right. But nevertheless, by using shortcuts, you can actually capture the altar on the first turn, wipe out the fairies, paint the sawmill, and get the armor using exactly this kind of normal tactic without heavy load/saves. Pity about the 36 skeletons. I didn't lose any imps. Maybe it's worth optimizing the battlefield with the fairies? :)
Spy, what did you take for the buff? :) I took health; I think it will come in handy :)
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#24
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IronAxe;59991
Running away from 4 units is a death sentence. But on the other hand, 6 Imps drain mana very well. Yes, taking health from 1-2 units of Lepers is not a good idea because it's not efficient. I took a step back to the Fortress; you're right. But nevertheless, using shortcuts, you can take the Altar on the first turn, eliminate the Fairies, upgrade the Sawmill, and get armor using this normal tactic without heavy save-loading. It's a pity about the 36 skeletons. I didn't lose any Imps. Maybe I should try to clear the battlefield of Fairies? :)
By the way, what did you choose for the upgrade? :) I chose health; I think it will be useful.


What do you mean by "on the upgrade"? Did you choose Death Magic for the level-up? You need level 4... or are you talking about something else?
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#25
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Spike;59992
What do you mean by "pumping up"? I took Death Magic at level up, which requires level 4... or are you talking about something else?
What's there at level 4 – I've kind of forgotten? :) Need to check. Also, I'd like some health to break through the Grove, and with armor too :)
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#26
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IronAxe;59993
What’s on level 4? I forgot. :) Need to check. Health is also needed to break through the dungeon, especially with armor. :)


It’s easy to take the dungeon with armor. Cast “Life Drain” three times and “Mass Curse” once – and that’s it! :) And anyway, you’ll have to go back to the town to restore mana and learn level 4 spells.
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#27
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Spike;59995
Yes, it's easy to take the dungeon with a Knight. Cast "Life Drain" three times and "Mass Curse" once - and that's it :) And anyway, you have to go back to the town to restore mana and learn level 4 spells.
I'll think about it, maybe I should build Vampire Lairs earlier?
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#28
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IronAxe;60000
I'll think about it, maybe I should build Vampire Castles earlier?

I've already considered that. There's no money. :( The Grove is useless. So, I need to break through the Nomads... but even with 2 Vampire Castles, I can't do it; I need a Vampire Touch spell.

And I need to think about the Medusas - maybe I should make them so they don't shoot, but instead move forward and engage in melee combat?...........
I think it's possible to do that somehow...
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#29
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Spy;60002
I was already thinking about that. There's no money here. :( The grove is useless. So, we need to break through the nomads... but even with 2 vampires, you can't beat them; you need a vampire with the "touch" ability.
And we need to think about the medusas – maybe we can make them not shoot, but instead move forward and engage in melee combat?
I think it's possible to do that somehow...
So, we need to try. Maybe we shouldn't go through the nomads, but instead go through the skeletons to the Orcish treasure – there are 4500 gold there, I think. The problem is that we need to break through two large groups of skeletons instead of the nomads, or am I wrong? And for that, we need to avoid losing troops on the fairies by going there without armor; otherwise, the second turn is just spent on the grove. What if, on the first turn, we attack the lepers, take the armor, and head to the fortress? And on the second turn, we try to defeat the fairies (already having armor) and the grove, if possible – we need to try it. :) And on the third turn, with the whole army (skeletons + imps), we try to go through the skeletons and their spawning points to the Orcish treasure. :)
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#30
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IronAxe;60015
Well, you should try going through the skeletons to the Orcish treasure – there are 4500 gold there, I think. The thing is, you have to defeat two large groups of skeletons instead of the nomads, or am I wrong? And for that, you need to avoid losing troops on the fairies by going there without armor; otherwise, the second turn is spent only on the marsh, I think. What if you attack the lepers on the first turn, take the armor, and head to the fortress? And on the second turn, try to defeat the fairies (already having armor) and the marsh, if possible – you need to try it :) And on the third turn, with the whole group of troops (skeletons + imps), try to go through the skeletons and their spawning points to the Orcish treasure :)


And are the Orcish ruins guarded by anyone other than skeletons?
I defeated one group of skeletons with 3 dogs, but I got tired of it after that.

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