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Posts from Ranger – “Defense” [Campaign 5, Mission 3]

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#138
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This is practically cheating... Exploiting poorly designed aspects of the game... And even without that, it's not the most challenging mission, especially after the previous one. You just need to level up Phaedon well in the two previous missions and not skimp on the garrison of your capital, and everything will be fine. A well-leveled Phaedon can effectively defeat the Necropolis even with a small army, and the garrison will be reliably protected by what we leave there.
P.S. I played as a Knight.
 

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#139
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This isn't cheating; it's a tactical trick! :rolleyes: Besides, no one is surprised that an army of companions, which doesn't physically exist on the map, can suddenly jump out of nowhere right next to your castle. :mad: Let gamers be allowed to take asymmetrical measures!
In reply to Navkratis
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#140
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Navkratis
When I played the campaign about three years ago, I discovered a very interesting trick that doesn't seem to be described anywhere.
The approximate algorithm is as follows (I played a long time ago, so sorry if something is wrong:o): we take the Castle from Findan, the next day we destroy another purple Castle that appears in the vicinity, after which - attention! - we hire another hero, give him swordsmen (I have them translated as "blade ballerinas":D) and unicorns, and then we run with the hired hero along the path to the east and stand him RIGHT NEXT TO THE PORTAL EXIT. The point is that in this case, opponents with a very weak army will attack from the portal, which even an un-upgraded hero with a not-so-strong army can defeat.
In general, the second hero - the "defender" - remains on duty at the portal exit, Findan gets into the boat and lands on the opposite shore. In Sirius-Talla, we hire a third hero - the "porter" - he will bring unicorns and swordsmen to the "defender" every turn, and at the same time, using "Summon Boat," we return Findan's ship so that the enemy doesn't take it and attack the capital from the sea. Sirius-Talla is now practically invulnerable!:)
Findan easily defeats the nearest elves, after which we act according to the circumstances. While moving around the map, we don't forget to replenish our army with archers, druids, and dragons using Summon. As for what I did before - freeing prisoners or filling the garrison - I don't remember, sorry.:smile32:
P.S. I have a pirated version, version 1.0, I'm curious to know if the portal feature has been preserved in later versions.

In version 1.5, it is not. You cannot approach the portal closer than 3 steps. So, there is always a place where the computer can deploy its troops.

In general, it's a very interesting mission. I immediately upgraded the mage tower on the hero to get the "portal to the city." Then, for 5-7 turns before the next villain appears, I landed on the island and harassed the enemy, captured mines, and collected resources. In the first week, I captured the lighthouse so that I could land on the island to the right in one turn and in the port to the left in three turns. I kept doing this until I built the city and gathered 15 dragons, 100 archers, 50 treants, 80 unicorns, and 70 druids. Only then did I divide the army into two and went to conquer. As a result, the hero in the Castle lost half of his army in the first three waves.... But as soon as I got Light Magic and Mass Evasion (-70% from arrows), things started to improve. In one wave, I lost only 2-5 dragons, 2-20 unicorns, all the fairies, all the dancers, and 2-5 treants.

As a result of this tactic, I only encountered resistance in one case. When I was freeing the second hero - after some time, while I was looking for him, he was guarded by 200 titans. Therefore, I spent another 3 months gathering an army of dark dragons, green dragons, treants, and undead. The treants worked best against the titans; the rest of the stacks were destroyed in two breaths by each titan (4 stacks of 44). That's 20 green dragons, 20 dark dragons, 30 undead (level 2), 120 archers (level 2), druids (level 2), 40 liches (level 2), 105 treants (level 2). The ballista, cart, tent, and 18 treants remained alive, along with a cigar case, a suede jacket, and two tape recorders )))
#142
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Where can I find the second hero? I defeated everyone, the map is clear, but there is no second hero.
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#143
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both are in prisons (apparently, they are influential inmates).
One is in a picturesque clearing with cyclops or titans, and the other is underground in a bunker with undead creatures...
#144
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PLEASE HELP! HOW DO I SPLIT CREATURES? I'VE TRIED EVERYTHING IN THE GAME, I'VE BEEN LIVING WITH THIS, BUT IN THIS MISSION, IT SEEMS IMPOSSIBLE TO COMPLETE WITHOUT SPLITTING! I'M BEGGING YOU, PLEASE HELP!
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#146
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I just finished playing this mission. I personally didn't have any problems defending the castle. Instead of buying the native hero, I bought a Warlock and started leveling him up in magic, so I could easily defend against all attacks with the hero's magic and the druids' magic, along with archers and ents. And I ran around with mostly dragons for almost half the map. I cleared the entire map, visited all the upgrade locations, and finished in 3 months, 4 weeks, and 6 days. I could have done it faster, but I decided to visit the magic guilds with the freed heroes to level them up. Now I have to chase Tieru... again.
In reply to FireCool
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#147
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FireCool
I just finished playing this mission. I didn't have any problems defending the castle. I didn't buy the native hero; instead, I bought a Warlock and started leveling him up in magic. So, I easily repelled all attacks with the hero's magic and the druids' magic, along with archers and ents. And I ran around with Fidaen and almost half the map with only dragons. I cleared the entire map, visited all the upgrade locations, and completed it in 3 months, 4 weeks, and 6 days. I could have done it faster, but I decided to visit the upgrade locations with magic guilds using the freed heroes. Now, I have to chase Tieru... again.

They probably mean the native hero is better because he can add someone to the list of enemies, so morale doesn't drop. And by the way, doesn't the Warlock have a -2 penalty? Then he needs to take Skilled Leadership to avoid this, IMO. This trick works well, for example, when you have a Knight hero, but you take the Fallen Knight skill for some reason, so he can wield powerful Dark magic.
Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
In reply to SuperGuru
#148
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SuperGuru
They probably mean "native" because it allows him to add someone to the list of enemies, preventing morale from dropping. And by the way, isn't the Warlock's penalty -2? In that case, he should take Skilled Leadership to avoid this, IMO. This tactic works well, for example, when you have a Knight hero, but you give him the Fallen Knight skill for some reason, so he can wield powerful Dark magic.
In the Elven capital, there's a bonus for those in defense: +2 luck and morale. With a Knight hero and the Fallen Knight skill, he will still have +1 morale with his native army.
In reply to Vadimh
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#149
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SuperGuru
They probably mean the "native" hero, so he can add someone to the list of enemies and morale doesn't drop. And by the way, doesn't the Necromancer give a -2 penalty? Then he needs to take the "Skilled Leadership" skill to avoid this, IMHO. This tactic works well, for example, when you have a Knight hero, but you take the "Fallen Knight" skill for some reason, so he can wield powerful Dark magic.
I had no problems with morale. Yes, I know why people recommend using the tactic of defending in the city walls with the "native" hero, because you can record 3 sworn enemies in the book. But our elves have few hit points and they die in large numbers from enemy archers and from the hero's magic, so I decided to abandon this path and meet the enemy with magic, and I was very successful + I also put artifacts on the Necromancer to increase earth/cold damage, so the enemy in each battle took at most a dozen elves from me, which is why it was so easy to repel attacks. I don't rule out that you can also deal with a sworn enemy with minimal losses of archers, but the defending hero didn't have resurrection, so it's not an option.
Vadimh
In the elven capital, there is a bonus for those in defense: +2 luck and morale.
Where does the +2 to morale come from? Is it due to the tavern?
#150
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The buffs state "Elven Capital," and there's also a tavern, so all +3 morale will be applied additionally during defense.
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#151
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Vadimh
The buffs state "Elven Capital," and there's also a tavern, so all +3 morale will be added to the defense.

There's also some cheap building you can put up, it's some kind of pond or something (I don't remember exactly), which gives +2 to defenders in the Elven city.
And regarding magic, I only have the basics of Light for Fedia right now, and no other schools were given. But he does have Elven luck.

And here's how it all started: after capturing a castle, I hired Ilfina because there were no other "native" heroes available. I gave her all the dragons and her free unicorn and dancers, and sent her to the mainland towards the western city, where Orson was visible from the mage's hut. Immediately, a second purple hero appeared in the corner, but he didn't go anywhere and just stood there (Deidra). A week later, I went there myself and cleared her out, and immediately after, Kaspar appeared there with a weak army, but I couldn't approach him - the battle wouldn't activate. I moved Faidaen to the city, but Kaspar doesn't move. His army is much weaker than Deidra's was. At this time, Ilfina cleared out the entire area around the second castle on the mainland, but now a strong turquoise necromancer has appeared in the area and is moving towards that city. I'm thinking of quickly moving Fedia there, because he can cover the entire area with Skilled Logistics, and return Ilfina to base. That's how things stand at the moment.
Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
In reply to SuperGuru
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#152
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SuperGuru

And regarding magic, I only have the basics of Light magic for Fedia right now, and he hasn't been given any other schools. But he does have luck with the Elven school.

And here's how it all started: after repelling the castle, I hired Ilfina because there were no other "native" heroes available. I gave her all the dragons and her free unicorn and dancers, and sent her to the mainland in the direction of the western city, where Orson was visible from the mage's hut. Immediately, a second purple hero appeared in the corner, but he didn't go anywhere and just stood there (Deidra). A week later, I went there myself and cleared her out, and then Kaspar appeared there instead of her with a weak army, but I couldn't approach him – the battle wouldn't activate. I moved Faidaen to the city, but Kaspar doesn't move. His squad is much weaker than Deidra's was. At this time, Ilfina cleared out the entire territory around the second castle on the mainland, but now a strong turquoise Necromancer has appeared in the area and is moving towards that city. I'm thinking of quickly moving Fedia there because he can cover the entire area with Skilled Logistics, and I'll return Ilfina to base. That's how things are going right now.
It seems that it was already written on the first pages of this thread that this mission is very buggy, that the Necromancers can be slow and not attack the city; they need to have a clear path, otherwise the script won't trigger. I made it simpler; I installed the "bug fix" that was also suggested on the first pages here before starting this map, so all the Necromancers attacked normally
In reply to FireCool
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#153
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FireCool
It seems like it was already mentioned in this thread on the first pages that this mission is very buggy, and that the Necromancer units can get stuck and not attack the town. It needs to be ensured that nothing blocks their path, otherwise the script won't trigger. I made it simpler by installing the bug-fixing patch that was suggested here on the first pages, before starting this map, so all my Necromancer units attacked normally.

No, everything was fine for me. They attacked later, but not immediately, rather towards the end of the weeks. And if a clearly stronger army of the hero defending the town (any town) is standing outside, they don't attack. The first time I played this campaign, I thought - what a smart AI, it wisely backs down and doesn't take unnecessary risks :smile54:
And also, at the end, you shouldn't place an army in Tallu that meets the requirements of the mission condition before the two liberated heroes have entered both former Turquoise cities to learn all the spells, otherwise the mission will end immediately. Otherwise, they will be level 28, but both will have an empty spellbook.
After completing the 3rd mission, my Fedya looks like this, happy that he got Elven Luck and the Holy Word spell.
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Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool: