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The Phantom isn't a problem – he doesn't know how to use them.
In the updated version, is the bug fixed where the hero starts the 5th map at level 1?
New here? I'm Roha — want a quick tour?
The Phantom isn't a problem – he doesn't know how to use them.
In the updated version, is the bug fixed where the hero starts the 5th map at level 1?
No need. He can and does create them properly.
There would be more problems if he cast mass slow, dispel, and poison spells.
This is something the AI in Tribes of the East (at least in 3.1) simply cannot do.
The Orc army depends only on the difficulty level; there are no breeding structures in its city, and they are prohibited from being built. Only trappers are added, thanks to the specialization.
It won't be interesting without the Necromancer.
Lucky))
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Luck isn't the only factor. But, as Uncle Archimedes taught us, the point of application of force is important. I tried meeting Vlad (the AI phantom still uses him), and then swimming – the result was always disastrous.
I couldn't complete it without ore... the mission failed! :(
Sincerely, Psatkha
I'm crawling through the second mission, and it feels a bit bland.
In terms of functionality. I didn't fight with peasants, so I'll skip that. Archers – two arrows, slightly higher initiative, very strong under Waren. Perhaps not the best choice with other heroes. The armored infantry are very similar to their "white" counterparts; the difference is insignificant. Griffons – limited usefulness, a ridiculous creature. Its ridiculousness can be compared to Megara performing "strike from the sky" and receiving a counterattack. Monks – simply supermen. Of all the possible upgrades, I would only choose them. Cavalry – an improved version of the "red" ones, use is a matter of preference and depends on the situation. I liked the angels, if only because they duplicate all light magic (analogous to the light unicorn).
I didn't like the second mission in the second half; after defeating the elves, the map traversal began.
Stunning often works for Griffins. They just need +1 speed boots so they can kick someone on the first turn.
The AI doesn't really use Light magic... what's the point of having a duplicate? When playing against a player, yes. Against the AI, you're casting mass Light spells anyway (if you're playing Light; if you're playing Dark, it's a useless ability).
Knights are weak; Zealots can handle them well.
Cavalry - an improved version of the "red" units.
Whether to use Knights or Zealots depends on the situation. In this map, the opponent is an Elf with very powerful ranged units, and you often have to besiege him in his castle. The option of taking half damage from ranged attacks is preferable to the ability to deal double damage. Knights/Zealots allow you to conserve troops. If the task is to win a single battle in the field (and the hero is Varen), then Zealots are definitely the better choice.
The AI casts "Bless" quite often, in many cases with spellcasters like Druids, Archmage Priests. There are also heroes, like Helmar, who always have "Bless" active. The "Bless" buff on Angels does not disappear. If the AI doesn't cast "Bless", then your own monks can immediately cast "Regeneration" on two units.