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Posts from Terra dei Demoni

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12 years ago
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08.11.2013 =Stinger=(blue, Conflux, Aenain, Grindan) def Diabler(red, Inferno, Marius) Terra Dei Demoni 125

I decided to play as a mage, with a secondary dungeon faction, so I chose blue.
I had a lot of money at the start, but on day 113, I ran into a hundred thieves with +2 shields, and they gave me a hard time.
As a result, I had to fight for the entire first week with 5 air elementals and 5 fire elementals, but having mages allowed me to capture all the castles in the first week and scout everything as much as possible.
On the secondary castle, I have 4 hives, and Inferno has 1 more. On the main castle, I have 2 Confluxes, and it turned out that both are mini.
In the first week, I built phoenixes in the fortress, Grindan with logistics, fire, and intelligence. I'm building a tower in the dungeon. In Inferno, I built ifrits in the citadel.
GO - a giant pit near the teleport.
On day 121, I started with conservatories, then I attacked the castle and took the naga bank.
With lurkers, I build chains to the distant hives, and I captured a scroll of Fly.
On day 124, I gathered 40 vivs from the hives and went to the GO.
An unpleasant GS with 6 titans, but I broke through without critical losses. Then I planned to attack the dungeon for double mana and attack the GO from the other side, but Diabler surrendered.
Thanks for the game!
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12 years ago
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10.11.2013 u2noob (Red, Necro, Tanth, Tanth) def PReDS (Blue, Inferno, Marius, Marius) Terra Dei Demoni 124.
We got the resists.
111 - took the external dragon dwelling, 6 hero spread, market at the castle.
112 - necroed 150 bones, 8 heroes.
113 - took Inferno, a box with 80 gr. imps.
114 - necro on two fronts, took the swamp.
115 - necro from prison, and so - Tanth with bones necroed on the grass, another necro on a green dragon, and a third necro on horses.
116 - necro, demoning was written off and not mentioned again.
117 - two Griffin Conservatories scouted, Tanth splits up to replenish mana in Inferno.
121 - we take the Conservatories with losers via a long chain, necro..., Tanth with stats 3 5 10 10 (200 mana, expert earth, intellect, with bolt for 300, slow) on the rush at GO.
122 - we have 600 bones, 3 angels, some ducks, 5 dragons - GO without losses, Tanth sits in the central castle, the losers scattered to scout in the treasure zone.
123 - treasure zone poorer than secondary zones, Tanth at the portal to the opponent.
124 - we break the nasty gr. efreets (resurrection with Tanth is OP), chase Marius on the rush and attack the Castle, GG.
Thanks for the game.
What I wanted to say about the template:
1. It resembles a banal Jebus Cross.
2. I see no point in demoning, no matter how many times I tested - there are always either Dragon Fly Hives or Conservatories in every secondary zone, and gathering ducks and angels to break through GO by 121-122 is not a problem (in a game with Warden on 115 for Dungeon, 30 ducks were collected).
3. I think the secondary zone content regarding Dragon Fly Hives and Conservatories should be nerfed, and also GO should be doubled in strength, so that demoning would be viable.
4. I also think the treasure zone content is too weak.
5. The template is OP for necros - billions of weak guards that allow necroing with great success.
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12 years ago
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I'm building a tower in the Dungeon.
Why not in a Tower?
In reply to u2noob
12 years ago
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u2noob

122 - we have 600 skeletons, 3 angels, some Dragon Flies, 5 dragons - GO without losses, Tant sits in the central Castle, the noobs scattered to scout the treasure zone.
3. I think we should nerf the secondary heroes' army composition in terms of Dragon Fly Hives and cons, as well as buff GO twofold, so that demoning becomes viable.
Some Dragon Flies)) Just 4 Dragon Flies next to 600 skeletons doesn't look impressive)
As for the subject, having a stack of demons that can fight against 600 skeletons is a bit difficult...
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12 years ago
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Perhaps this has already been discussed, but why not replace the secondary towns with random villages (except for Conflux, Necropolis, and Tower)? Dark will become less important, and there will be no option to build some kind of shock stack based on a double.
In reply to Егор Коробейников
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12 years ago
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Egor Korobeinikov
Some kind of ducks)) Just 4 ducks against the backdrop of 600 skeletons is not impressive)
And regarding the subject, having a stack of demons that can fight against 600 skeletons is difficult...

Some kind of ducks - 12 of them), I just don't remember how many, I had to load a save.

Added after 4 minutes
Sanin
Perhaps this has already been mentioned, but why not replace secondary towns with random villages (except Conflux, Necropolis, and Tower)? Cherk will become less important, there won't be an option to make some kind of strike stack based on a double.

As for me - a double doesn't solve anything at all, since the game is not prolonged.
In reply to The_
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12 years ago
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The_
Why not in a tower?

so that they don't get destroyed twice (one castle has a tower, and the other has a double mana).

Added 5 minutes later
u2noob
10.11.2013 u2noob (Red, Necropolis, Tantrum, Tantrum) def PReDS (Blue, Inferno, Marius, Marius) Terra Dei Demoni 124.
122 - we have 600 skeletons, 3 angels, and some ducks.

Dima, at the cost of his own sacrifice, proved that it's not worth giving Necromancers. And in general, the template can be renamed to "Necromancer's Paradise": 600 skeletons on 122, and this is not the limit! (new week, converter with 5 castles, 2 heroes, it's annoying).
In reply to =Stinger=
12 years ago
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=Stinger=
08.11.2013 =Stinger=(blue, Conflux, Aenain, Grindan) def Diabler(red, Inferno, Marius) Terra Dei Demoni 125

I decided to play as a mage, with a secondary dungeon faction, so I chose blue.
I had a lot of money at the start, but on day 113, I ran into a hundred thieves with +2 shields, and they gave me a hard time.
As a result, I had to fight for the entire first week with 5 air elementals and 5 fire elementals, but having mages allowed me to capture all the castles in the first week and scout everything as much as possible.
On the secondary castle, there are 4 hives, and on Inferno, there is 1 more. On the main castle, there are 2 Conflux castles, and as it turned out, both are mini.
In the first week, I built phoenixes in the fortress, Grindan with a logician, fire, and intelligence. I'm building a tower in the dungeon. In Inferno, I built ifrits in the citadel.
GO - a giant pit near the teleport.
On day 121, I started with conservatories, then I attacked the castle and took a naga bank.
With lurkers, I built chains to the distant hives, and I captured a scroll of fly.
On day 124, I gathered 40 vivs from the hives and went to the GO.
An unpleasant GS with 6 titans, but I broke through without critical losses. Then I planned to attack the dungeon for double mana and attack the GO from the other side, but Diabler surrendered.
Thanks for the game!
Confirmed. Due to the complete lack of Conflux and Hive castles, I started playing as a demon faction. By day 121, I had 50 demons, and by day 124, I had 80. Then I ran out of meat. I decided to attack the GO, but the devils had established themselves in my main castle. Thanks for the game.
In reply to u2noob
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12 years ago
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u2noob
10.11.2013 u2noob (Red, Necromancer, Tower, Tower) def PReDS (Blue, Inferno, Marius, Marius) Terra Dei Demoni 124.
...
I confirm. Based on the game results, I didn't see what makes this build remarkable for demonology. I cleared 5 zones, almost completely, but by the time the Red player arrived, I barely scraped together enough money for a double castle of my own, and even then, only to get Ifrits with a town guard: what's the point of building up meat shields in secondary towns for demonology, plus Marius, even though he ate chests for experience, barely reached level 9. The opponent's Tower player wasn't particularly well-leveled either - level 15, but that was after clearing 3 or 4 Guardian Orders and running through the center. Maybe on L+U or HL-U, it would have been better. The function of the center in this form is completely unclear: it's so small that it's hard to tell what else can be placed there besides a village.

Thanks for the game.
KobRa_RR

Dima, at the cost of his own sacrifice, proved that you shouldn't give Necromancers to anyone)) And in general, the build can be renamed to "Necromancer's Paradise": 600 skeletons on level 122, and that's not the limit! (new week, converter with 5 castles, 2 heroes, Beastiary))
Well, Vic declared that the build was designed for demonology, so I tested it. I'm not particularly interested in reading through kilometers of theoretical arguments that were here; as they say, the criterion of truth is experiment, and it showed everything clearly.

Interestingly, even if the opponent hadn't shown up, I'm not sure how "ganking" would have worked - all the more or less accessible neutrals were cleared out in the first phase.
12 years ago
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demons are generally treacherous... you think one thing will happen, but it turns out to be a trap.
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12 years ago
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You can remove the Necropolis castles from the template, and accordingly, from the map.
12 years ago
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I haven't seen the map myself. But in my opinion, to build a strong army, you need a lot of money, which means that developing your infrastructure suffers. Necropolis, on the other hand, can create a strong army for free and also build some additional, less powerful units in one of their castles...
In reply to Javdet
12 years ago
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Javdet
Necropolis castles can be removed from the template, and consequently from the map.
1+ They seem to be doing quite well here.
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12 years ago
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Based on numerous requests, changes have been made to the template: - The upper range of the resource generation has been reduced from [6000-10000]*3 to [6000-9000]*1; now, Hives are generated only in the central treasure area, and there are fewer high-level dwellings. - The size of the central treasure area has been slightly increased. The latest version of the template can be downloaded in the first post. Those who have already started a game on the previous version of the template can finish it; the changes apply to new games. Regarding the Necropolis faction – it was mentioned on the first page that Necromancers are overpowered here. If someone was foolish enough to give a Necromancer to their opponent, that's their problem. There is no Necropolis castle on the map by default; it can only appear as a starting castle for one of the players.
In reply to Javdet
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12 years ago
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Javdet
It would be possible to remove Necropolis castles from the template, and consequently from the map editor.
Yes, it would have been necessary to simply prohibit necromancy, as in "First Snow."

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