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Posts from Unity of the Elements

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Heroist
In reply to Ardenit
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#76
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Ardenit
I just finished the map on Recruit difficulty. I read above that it's very difficult on Recruit. I didn't see any particular difficulties; the enemy heroes didn't stray far from their zones, and I spent 75% of the game building up my army. In the end, I hoped for an epic battle in which I would barely win, but no. I only lost a couple of hundred gremlins due to fire elementals. With mini-artifacts giving +95% to initiative and -5 to his defense, he only attacked once in his entire useless life, moving 3 squares :D
I suggest giving him the "Undead" ability, since he's one-third Herald, so he wouldn't care about the defense penalty, or increase his initiative and speed, or increase his HP by 5 times.
I also found a flaw: in the orcish lands, the prophet asks for 2 artifacts guarded by Helmar and Garuna. However, I had both of these artifacts, even though I didn't fight either of them, because the map has 5 artifact shops (2 near Shaidari, where the undead roamed, and 3 more can be built in academic cities). Either remove the shops from the map altogether, or change the quest so that you have to kill neutral creatures, or capture an orc city, or something else.

I know about the artifacts; I noticed it too. I think I banned them, but then that version of the map broke, and I forgot to add it to the other one.
The undead ability – yes, I'll have to give it to him.
Juss456
By the way, the same thing happened to me. You just need to ban these artifacts on the map so that they don't appear anywhere else. I collected so many artifacts in the first 3 weeks that it was enough for a full set of equipment for 5 heroes. And something else) I had plenty of gold throughout the game. I didn't know what to do with it. I exchanged it for resources. It would be good to somehow reduce the budget for the sake of interest.

You were lucky with the mentor. Yesterday, I spent 900,000 on logistics.
RedHeavenHero
There are only 4 colors. Red → yellow → green → blue, from blue back to red, etc.

Added 34 minutes ago

I looked. The boss would be useless without the elementals and the wave of fire. He only attacked once on his own.

Yes, that's what I was counting on.

Anyone can build up an army. It's not difficult for me to give opponents Tears of Asch, but then you'll say that it's "too difficult." ;)

I completed it without an army in 80 days, without turning cities into Academies, without capturing mines, only using some minor upgrades.
I remember that in the campaigns, I also liked to accumulate ten thousand peasants and crush everything.

Thank you for the feedback. I will try to fix the errors, but a little later (I'm sick).

Whatever
In reply to Heroist
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#77
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The undead ability – yes, it should be added.
No, no, no! Undead and elemental at the same time – it’s unclear what that is :smile30:. If we’re going to make it independent of the building, then the “courage” ability would be useful. I think such mutually exclusive abilities are not needed. For example, the abilities “no penalty in melee combat” and “immunity to mind control” should also be removed. At least because the boss is an elemental and not a ranged attacker.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#78
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The penalty – yes, I forgot to remove it after the test. But what does it change, anyway? No one will even take a step closer. ;)
And I will definitely remove the immunity; I wrote myself that it was already elemental, and I just forgot to remove it. ;)

Whatever
In reply to Heroist
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#79
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Regeneration won't help the boss much. The three-headed attack doesn't seem to work unless you set the PatternAttack.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#80
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I kept thinking that regeneration was a percentage-based value. Also, the attack value needs to be adjusted... Okay, I'll get back to it when I'm feeling better.

Whatever
#81
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Tried the ghost tactic on Death difficulty. Discovered an unpleasant thing – after the first use of the spells Fireball and Chain Lightning, their repeated use becomes impossible... Considering the practical absence of other mass damage spells, winning against the miniboss with their troop generation becomes problematic. Is this a bug or a feature?
P.S. By the way, playing as the Warrior is actually significantly easier than playing as the Recruit...
In reply to vadim_t
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#82
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This is Zoltan's specialization.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#83
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Yes, it's a kind of complication. I suggest using the wizard's sign – to guarantee hitting twice.

Yes, in the Warrior, the AI likes to stand in defense and use evasion against superior troops, rather than using the "subordination" spell...

Whatever
In reply to Heroist
#84
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Heroist
Yes, it's a kind of complication. I suggest using the wizard's sign – to guarantee hitting twice.

Yes, in the Warrior, the AI with superior troops likes to stand in defense and use evasion instead of removing control...
I tried it. Nothing works... It works strangely, and besides, there still aren't enough mass spells – Death simply resurrects its warriors, allowing newly spawned hordes of skeletons to act...
Damn random chance!!!
I just tried control – it removes it first!!!
In short, the recipe is one – don't bother, stay in the castle – build up an army – crush with brute force?
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#85
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That's also an option. As I said, if you want to complete it quickly, make many, many attempts. (I made approximately 15 attempts on Death, 10 on the Devil, and 4 on the Phoenix). Out of the regular heroes, I only replayed the first demon 7 times and the second demon 2 times. No one forbids you from building up an army from three cities. When fighting Death, you should consider the fact that we don't have the complete set of Sar-Elam artifacts, and therefore, the hero will cast spells slowly. Therefore, we level up Sorcery - using the Wizard's Sign on those units that are guaranteed to enter the group of their friends - I used it on Zombies. And then we cast Fireball on those we can't reach. As a result, when playing in the second month, this is enough to crush almost his entire army. Next, create a wall of liches. Death will heal them - they will shoot and die immediately. Thus, we finish off the remaining enemies. I, as I said before, had some relative luck, but I also calculated the tactic correctly in the end.

Whatever
#86
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Well, that's how I played... I just got lucky with the "random" element... The problem is with the 15 or more replays... Considering the multiplying hordes, it takes a lot of nerves to try out each option while they move around.
Okay, let's see what gifts you have prepared for the Devil – I quickly defeated his heroes – while I was wandering around the Realm of Death, my army had time to grow...
The most annoying thing is that in 4 castles, there isn't a single Chaos creature higher than level 3... It seems there weren't any in the Devil's castles either. Damn random!
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#87
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The Devil is more fun; you just need to get lucky with him. I haven't tried using him with a large army – ghosts are better for that.

Whatever
In reply to Heroist
#88
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Heroist
The Devil is more fun; you just need to get lucky with him. I haven't tried taking him with a large army; ghosts are better for that.
Yeah. And it only took 3 tries – I got lucky. The only thing that helped was the Necromancy skill: without it, I can't even imagine how lucky I would have to be (battles with mini-bosses are still harder for the Warrior – you need to kill more troops, and this guy can also raise the dead...). :rolleyes:
But the Phoenix really annoyed me. By the way, I have a suggestion: somehow – even if not for the Hero – reduce the frequency of summoned creatures being spawned by mini-bosses. It's annoying to wait for them to appear during replays.... Or remove the Guardian Angel from him – I don't have enough luck for a second attempt in a single turn....
Whew. Another attempt – I won with only one surviving ghost... The result: Necromancy + raising the dead... And that's even with the Mage's luck skill being active almost continuously... I'm afraid that the ghost tactic won't work at a higher level than the Warrior. Unless you gather tons of ghosts...
In reply to Heroist
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#89
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Heroist
The Devil is more fun; you just need to get lucky. I haven't tried bringing him with a large army – ghosts are better for that.
It would also be a good idea to transform Necropolis structures into Academy structures along with the castles. The army would accumulate a little faster, and you wouldn't have to wait as long.
Although, on the other hand, half of my army at the end of the game consisted of necromancers. And I didn't even think about gargoyles in the battle with the boss; I must have forgotten about them somewhere before that. And I didn't accumulate an army, either; I fought off almost the entire game with just titans and various minor units, which was fine because I had regeneration (a pretty good one, restoring 3-4 titans) and a powerful spell.
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#90
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Uff... I finally dealt with the boss. Indeed, with a decent army and some artifact upgrades, the battle isn't that epic... You just spam him with a special lightning spell, and the mages add a few punches... The djinns block the fire elementals, and the boss destroys the rest of the elementals.
Honestly, I didn't like the puzzle – I put in so much effort to get the hero some defense, and then I had to struggle with the mentor to get rid of unnecessary skills, and then try to get something back with another mentor...
I completed it with a Warrior in 5 months, so guys, don't play on Recruit difficulty if you don't want a hardcore experience:D By the way, I got a goblin, and Juss465 wrote that he got a druid after 7 months with a Warrior... That's a bummer;)

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