a good style is to answer questions with questions.
Posts from Creation by an unrecognized genius.
Lol, the guy answered two questions well, and then phrases about prematurely awarding the Champion of Champions title started appearing. It's a shame Dirty quickly revealed all his cards; it was still possible to have an interesting conversation with him:rolleyes:
But now, everything seems clear about this guy.
Conclusion: don't use simple passwords :D
Recalling the principle underlying the open license — any bug will be found if enough eyes are looking at it.
Let me explain the entire game step by step:
111, preparing to break through the block. An obvious move. Waiting for birds from 112.
112, breaking through the air units, and obviously the gargoyles, as they are blocking a part of the spawn, I see a consul, a stable, and a dwelling.
Since we're going down this road... maybe we should post save packs with additional info: passwords, who generated them, when there were "interruptions," etc.?
Passwords:
red: angel
blue: ololo300501
Is this a block? Where is the block? How can you be so sure that gargoyles block part of the spawn area? :confused: As Sauron's scouting shows, the path leads upwards. The fact that Brissa discovered something also suggests that the entire spawn area is above. The direction Gretchen aimed could have immediately led to a dead end after 2 steps. As the exploration shows, most of the spawn area is above the castle, but there's nothing there, while there is something below.
How did I know that most of the spawn area is above? Behind the troglodytes, you can see a passage to the lower part of the spawn area, with a GO on the left and a second one on the right. Behind the gargoyles, you can definitely see a passage to the spawn area. What's wrong? Why are you trying to twist everything and accuse me of something that isn't there? I honestly don't understand. There must be a reason...
Again, answer my question: why did I play so irrationally, considering I was using a map hack?
Guys, the problem is that you have issues with logical thinking...
In many games, in the early days, your main hero runs into the fog of war without any scouting and finds the most valuable thing available on the entire respawn, while ignoring all other directions. So we want to figure out what logical signs allow you to determine this so unerringly. Everyone wants to find external dwellings or valuable Pandora's Boxes on the respawn, right?
In this game, even before breaking through the gargoyles, I had already seen the Griffin Conservatory and the stables — I wasn't running into the fog of war.
In the vast majority of games, I choose the direction for my main hero solely based on what has been scouted.
Sometimes, I emphasize, sometimes, I have to run into the fog of war, especially when playing as the Barbarians, because:
1. There is little gold on the respawn, but you need a lot of it, so you have few heroes.
2. The combat potential of a hero without external dwellings and a purchased bear is, let's say, not great.
Again, answer my question: why did I play so irrationally, considering I was using a map hack?
How did I know that most of the spawns were at the top?
I see rational play precisely when the map is explored, and irrational play when the map is unexplored. No matter how you look at it, sending the main hero with the entire army through rough terrain when the main directions haven't been scouted is irrational. This is obvious to many. Hence the questions arise. Of course, this is Heroes, and you can always say: "I just decided to go and found it," but when this happens more and more often, suspicions arise.
So Brissa went — she sees no path upward. Saurog went — he sees a path upward along the road. Doesn't it follow from this that the respawn is above? Yes, there is a path downward, BUT how important is that path to justify going against air elementals (which could have a grail-stacked unit) and grail-buffed gargoyles? A situation could easily arise (grail stack, gargoyle morale) where losses would amount to a couple dozen goblins, only to find a dead end. That doesn't seem rational to me, but I could be wrong.
Saurog went, and he doesn't see where the road curves or whether it curves at all. The little gargoyles and air elementals aren't intimidating at all.
I said it before, and I'll say it again: I always try to break through such blocks, because:
1. Freebies are necessary: chests and gold.
2. The chance to find a consulate, dwelling, and so on.
This is an absolutely rational move. Even if there were just a couple of chests and a couple of piles of gold — that's already like taking a dwarf's hundred — such blocks must be broken through.
Oh, and yes, if maphack is taken into account, the game is completely inefficient. I would play completely differently. The other question is that I don't understand at all what the point is in playing with maphack, since the point is lost... There's no suspense, no surprises, and as everyone knows, that's the main component of this game.
There's absolutely no logic in buying 8 heroes, and they even came up with scouting, making them run around in all directions for some reason...
Experience shows that 4 heroes are enough! Choose the most logical direction along the path and, voila, everything is within reach!!!
The main thing is to stop in time and change direction; players with logic will pass by the easy piles of gold to then have to fight for them on the path. It's not necessary to find out where the Guardian of Order is, especially when your opponent is playing as Shakti:D
We're moving on to a new level, guys:smile20:
