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Posts from Round table Auto-translated

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#3775
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In the late game, chests? Dwarf Cottages?? only villages and prisons, so you can pass them back.
Income—yes indeed, you need to build a Capitol at the first opportunity) No, really—at least 2k in each Castle, so it's not as painful if/when they take them away.
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#3776
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I'll share some statistics. Over all the games I've played, I've encountered dozens, maybe even more, of Control Boxes, but here's the thing: if we exclude cases where 1) a hero without Wisdom experience takes it, 2) it's taken when the hero already has Control, or 3) the Control (from books/scrolls) is acquired anyway within a day or two, the usefulness of these boxes was only noticeable in _one_ game – when the opponent had captured all the towns, and in the final stretch, I received all the magic (the opponent still caught up and defeated me a week later, but that's beside the point). I just remember these instances.
What about you – what percentage of Control Boxes actually changed the outcome of the game? I'm not counting the possibility of giving the acquired Control/Knowledge to a second hero/scouts.
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#3779
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I'll add to the collection of useless tips (following the example of USELESS.FAQ). In anarchy mode, when opening a map, disable the display of the opponent's turn so they don't figure out the bot positions too early.
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#3780
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Are you planning to retire? Where is the button to ban this guy?! Actually, almost no one thinks about it.


#3782
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KobRa_RR, I didn't understand what you meant, but just in case, I'll respond:
1) This has happened a couple of times on Anarchy.
2) If you don't like my nano-hints, write your own, buddy... otherwise, the thread will die out.
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#3783
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zoog
Let me share some statistics. Over all the games I've played, I've come across dozens of chests with the "Control" artifact, but here's the thing: if we exclude cases where 1) a hero without wisdom experience takes it, 2) it's taken when the hero already has control, or 3) the control (in books/scrolls) is acquired anyway within a day or two, the benefit of these chests was only noticeable in _one_ game – when the opponent had taken all the towns, and in the very end of the wasteland, I received all the magic (the opponent still caught up and killed me a week later, but that's beside the point). I just remember these cases.
What about you – what percentage of "Control" chests have actually changed the outcome of a game? I'm not counting the possibility of giving the existing "Control" or "Knowledge" artifact to a second hero/scouts.


When we played without the "restructuring" feature, "Control" in chests often decided the game. Because before you build 10 Guilds, you go through many chests. But I haven't remembered such a thing happening recently... yes.

By the way, I'm curious what you think about building Guilds in the Castle with the "restructuring" feature to quickly get Town Portal.
http://heroes3.tv/aiwe
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#3784
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Aiwe
By the way, I'm curious what you think about building a Town Hall in a Castle and then rebuilding it to quickly get a Town Portal?

In principle, the strange requirement to build 5 levels should be removed before being able to rebuild anything. Sometimes, there's nowhere to get Haste or Slow without rebuilding, not to mention "Town Portal and so on."
http://ru.twitch.tv/lizard_wt
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#3785
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=Lizard=
In principle, we need to remove the strange requirement of building 5 levels before being able to rebuild any of them. Sometimes you can't get Haste or Slow without rebuilding, not to mention "Town Portal, etc."

Well, that would lead to obtaining Town Portal significantly faster, which is also not ideal. And the struggle of searching for Slow, especially on Jebus Cross, adds to the spectacle ))
I was specifically writing about the Castle town, where there are only 4. Is it reasonable?
http://heroes3.tv/aiwe
#3786
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Aiwe
By the way, I'm curious what you think about building a Town Hall in a Castle and then rebuilding it to get a quick teleportation spell.
And goodbye to air control, 18-34 resources of each type spent just for the teleportation spell. I think it's better to carefully watch for scrolls lying around.
When we played without rebuilding, air control found in chests often decided the outcome.
Thanks for the info - but what's your strategy: take Wisdom as early as possible (some take it when their Earth or Air magic is underdeveloped, which I don't understand), or according to the remaining resources (around level 10, when it's no longer too much of a hindrance)?
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#3787
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zoog
Thanks for the info - but do you have a strategy of taking Wisdom as early as possible (some take it with underleveled Earth/Air, which I don't understand) or on a residual basis (around level 10, when it no longer gets in the way too much)?

It depends on the situation. If I can quickly build control, or quickly go into the treasure zone - I take Wisdom at level 6, i.e., very often. And if not - I take it at level 12. By the way, maxed-out Earth isn't really that necessary on Jebus Cross.
http://heroes3.tv/aiwe
#3788
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Aiwe
By the way, fully upgraded Earth magic isn't that necessary on non-Jebus Cross maps.
Except for max-cons (or even pre-, if the layout isn't ideal). I've taken Logistics on reflexes a couple of times before Earth - and lost several days, hesitating to take a large cons with a medium army (simply had nothing to grind another 4 levels on).
But luck plays a bigger role - many consistently take control towards Wisdom.
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#3789
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zoog
Except for max-Griffin Conservatory (or even pre-, if the layout is not ideal). A couple of times I took logistics out of reflex before Earth - and lost several days, unable to bring myself to take a big Griffin Conservatory with a medium army (there was simply nothing to grind another 4 levels on).
But luck plays a bigger role - many consistently take control towards Wisdom.

Well, I personally usually try to gather a bunch of skills, i.e. I take everything, well, if you didn't take the Griffin Conservatory, you'll catch up with a "pawn" in a week, no big deal ) But without a full set of decent skills, it can be oh so tough.
http://heroes3.tv/aiwe
#3790
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Well, you didn't get the consulate, but you'll conquer it with a siege in a week, it's not a big deal.
There are different situations, but often the first consulate (and then the planned 2nd and possibly 3rd) is a necessary stage of development. Taking your words literally, without a consulate, a 131 scout with +3 horses will not be able to take a consulate as effectively as the main hero on level 12. And wisdom is a useless skill because it is guaranteed to be obtained every 6 levels at a minimum. If there isn't a huge amount of meat on levels 3-4 along the way to the consulates, then taking wisdom/offense/armorer, or even logistics/air, too early is a waste of several days (=4000+ mana). Although, maybe I just don't know how to "turn a problem into an opportunity."
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#3791
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I don't know where to post this, so I'll post it here.
I noticed a small bug in HotA. On Jebus, I cleared the Guardian and continued with the main hero, but the lesser heroes couldn't proceed further into the center because the adjacent Guardian was in the way. I don't remember encountering this before.
https://twitch.tv/calibanhw
#3792
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caliban, check out "attack order of neutrals" in the physics section.
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