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How do I destroy the witches' coven? Where can I find them?
Have you explored all the neutral territories?
Пробуждение зла
Нашествие из Преисподней
Смена эпох
Скачать все кампании одним архивом: Яндекс.Диск Google.Диск
You can download the set of 3 Campaigns (English version) here
Одиночные сценарии Heroes V 3.1:
Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы
Мультиплеерные карты для Heroes V 3.1:
Легендарная война
Сердце вулкана
Передел мира
I tried playing version 2.0.0 with a Human hero, but it was unsuccessful. .............I wonder if anyone has played with a Human hero, and if so, how is it possible.
Now I'm playing as a Necromancer. This is a faction for those who want to crush everyone on "Hero" difficulty with ease. A little luck in the magic tower, the AI's inherent stupidity, and Sigmor's special ability – victory is guaranteed. His special ability is completely overpowered. He places a "Fire Wall" at the beginning of the game, even with zero mana. With a "lucky Wizard," the wall can be placed with luck, and at level 20, it occupies almost the entire width of the field. If desired, the wall can always be placed on the cell the player needs
Hello! I played a bit as the Barbarian, and it turned out to be difficult for me (I couldn't withstand the second wave of attack; the heroes attack the castle one after another). In a short time of playing, I noticed one flaw – it's impossible to recruit creatures in the "Hall of Shields" (I was playing as the Dwarves). Later, I'll try to start over and will write back. Thank you for your work!
Hmm... The game time is 19 months... I've already captured 4 castles, and no opponents are bothering me anymore, but (!) the game has reached a stalemate – the passage to the bridge leading to the last (as I understand) castle is blocked by 11,000 devils, which I can't defeat with any known method. Perhaps, you can cope with such a crowd by using spells like "Frenzy" or "Puppet Master," but for some reason, none of the heroes I've developed have mastered these spells.
What do you advise, friends?)
Yeah... I've been playing for 19 months. I've already captured 4 castles, and no opponents are bothering me anymore, but (!) the game has reached a stalemate – the path to the bridge leading to the last (as far as I understand) castle is blocked by 11,000 devils, which I can't defeat with any known method. I guess you could deal with such a crowd by using spells like "Frenzy" or "Puppet Master," but for some reason, none of my heroes have mastered these spells during their development.
What do you advise, friends?
If they were dragons, I could have managed without these spells. But in this case, I would level up the main hero with the "Mentor" skill from the mentor in the desert, share the experience with a hired necromancer, level up dark magic with him, and gradually defeat the devils with a berserker or by using the "Puppet Master" spell and repeatedly retreating from the battlefield.
Пробуждение зла
Нашествие из Преисподней
Смена эпох
Скачать все кампании одним архивом: Яндекс.Диск Google.Диск
You can download the set of 3 Campaigns (English version) here
Одиночные сценарии Heroes V 3.1:
Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы
Мультиплеерные карты для Heroes V 3.1:
Легендарная война
Сердце вулкана
Передел мира
If these were dragons, we could have managed without these spells. But as it is, I would have given the main hero the "Mentor" skill from the mentor in the desert, shared experience with a hired necromancer from the tavern, improved dark magic with him, and gradually defeated the devils using berserk or charm, with several retreats from the battlefield.
Thank you, MasteR! For the advice and for the map itself! I managed to deal with the devils using "charm" and "blindness," and the rest was easy. The map is well-designed and thought out on all sides at the highest level. Thank you for your work!
In the second restart, Dugald appeared in the tavern, and in the third playthrough from scratch, I made him the main hero. Dugald is our guy. In the second week, Kaspar emerged from the darkness and immediately disappeared again. I had to chase him. In the field, Dugald tore Kaspar apart with the army he had when he came to Rupert, losing 10 archers and 20 peasants. The Demon reluctantly appeared only at the beginning of the third week. Nimue brought 8 devils, about 10 cave lords, and other minor units in proportion. I had to take refuge behind the walls. The battle lasted less than four turns. Any stack of demons was destroyed in almost one shot. The morale of the archers (without leadership) was extremely high; Rupert didn't experience that in a dozen battles (with leadership). I was surprised, but after the first battles, the computer changed the Necropolis and Demon heroes. Then, Grog and Ravenna started coming to the Castle. The dynamics of the attacks changed. If there was a queue forming to attack Rupert, and everyone attacked almost simultaneously, Dugald is worn down: two enemy heroes appear per week, hang around nearby, and then attack. My main hero cannot move far from the Castle; it is difficult to defend in the field.
I've been playing for over 3 months, but it's heading towards a loss. The main opponent turned out to be the Necromancer. He has a lot of troops, a higher growth rate than the Humans, you can't get artifacts from him, and his magic power is already around 30. The losses from the battle with him are very high, and on top of that, they are constantly attacking the Castle/Capitol. I can only train peasants.
The conclusion of the above: Rupert's special ability needs to be changed.
I didn't like the fact that the AI generates armies for free, as a derivative of the game time. This turns everything upside down. The most formidable opponent was the Necromancer, and the easiest was the Dark Mage. The Titan was swarmed by everyone, an incredible beast. Dugald broke through the gates, and the Necromancer captured the Castle. The Dark Elf hero was first attacked by the Demon hero, then by the Dwarf hero, and only then was Dugald able to defeat him (all battles in one day). As a result of this troop generation, the Necromancer looked very ridiculous, leading a huge army of undead from the Dark Elf Castle (he had no other).
The other side of the same coin: prolonging the game leads to a loss. And the higher the difficulty level, the longer it takes to build up armies, i.e., the higher the probability of losing. (The map is practically "tailored" for the Dark Elves.) The condition of holding your own Castle leads to prolonging the game. It takes 7-8 days to go there and back, even with logistics, stables, and a "city portal." At least one AI hero will attack your Castle during this time, and only your own hero can defend against them. If you have already captured an enemy Castle, you need to be very careful when moving around the map, otherwise the "portal to the city" will not return your hero to your own Castle at the right time. Therefore, I have a suggestion: either the captured AI Castle should be destroyed, or the teleport should only transport you to your own Castle.
P.S. I almost forgot about Rupert. He's a suitcase without a handle; even at level 30, he took up valuable space in the shelter throughout the game.
Playing as Humans, Dugald won the map (final, “hero”) in 165 days. First, he found a bow, then he acquired a quiver from some hero, and the “archer’s dream” was complete. He hired Elaine at the tavern, which made things much easier financially. But to finally crush the AI, two practically equal heroes were needed. He bought Iris and, through mentorship with Dugald (level 33), leveled her up. He gave her all the griffins that he hadn’t been buying at the Castle since the beginning of the game. From that moment on, the computer lasted exactly as long as it took Iris to conquer all the enemy Castles.
I didn’t like the fact that the AI generates armies for free, as a derivative of the game time. This turns everything upside down. The most formidable opponent was the Necromancer, and the easiest was the Dark Elf. The AI attacked with everything it had, an incredible beast. Dugald broke through the gates, and the Necromancer captured the Castle. The Dark Elf hero was first attacked by the Demon hero, then by the Dwarf hero, and only then was Dugald able to defeat him (all battles in one day). As a result of this troop distribution, the Necromancer looked very ridiculous, leading a huge army of undead from the Dark Elf Castle (he had no other).
The other side of the same coin: prolonging the game leads to a loss. And the higher the difficulty level, the longer it takes to build up armies, i.e., the higher the chance of losing. (The map is practically “tailored” for the Dark Elves.) The condition of holding your own Castle leads to prolonging the game. It takes 7-8 days to travel there and back, even with logistics, stables, and a “city portal.” At least one AI hero will attack your Castle during that time, and only your own hero can defend against them. If you have already captured an enemy Castle, you need to be very careful when moving around the map, otherwise the “portal to the city” will not return your hero to your own Castle at the right time. Therefore, I suggest either that the captured AI Castle should be destroyed, or that the teleport should only transport you to your own Castle.
In the appendix, the last battle: Ravenna vs. Dugald; the map will be completed in 3 days. Ravenna has an army from an empty Dark Elf Castle.
P.S. I almost forgot about Rupert. He’s a suitcase without a handle; even at level 30, he took up valuable space in the shelter throughout the game.
Thank you for the information; I will take the comments into account. Regarding the AI army, it was done so that after a couple of defeats, the AI would not become a victim waiting for someone to come and finish it off. Of course, the size of the troops given to the AI is significantly affected by the difficulty level, the current week, and some other parameter, so prolonging the game can also backfire.
Пробуждение зла
Нашествие из Преисподней
Смена эпох
Скачать все кампании одним архивом: Яндекс.Диск Google.Диск
You can download the set of 3 Campaigns (English version) here
Одиночные сценарии Heroes V 3.1:
Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы
Мультиплеерные карты для Heroes V 3.1:
Легендарная война
Сердце вулкана
Передел мира
During the game, I looked for the witches' coven, and then abandoned it because it was no longer needed (if the destruction is critical at the beginning of the game, then by the middle of the game it is easily overcome).
This is a great map! We are currently playing the final version (from 7.11). We are playing on Hero difficulty, but with the EWA 2.2.2 mod. So far, no one has managed to complete it. The neutral units are just too strong – as a result, the hero suffers losses. In the second week, fever or plague consistently occurs. So, by day 16-17, when the enemy arrives, there is simply no one left to meet them. A separate note about the enemy: as a rule, they are level 18, excellently developed, and have a fully equipped army! In general, we don't have much to brag about yet, but it's not over yet!
To be honest, I still haven't managed to complete this scenario with the EWA mod, even on Veteran difficulty. However, on the regular version of Heroes 3.1 (without the mod), everything is completed easily, even on Hero difficulty. The problem is that on day 16-17, strong enemies start to appear, and even if you manage to defeat the first three, the fourth, fifth, and sixth follow... The enemies are strong, well-developed, and have decent troops + they don't run away, but fight to the end, so any victory comes at a heavy price. Moreover, even after defeating an enemy, artifacts are not given for some reason. So, the battle is still ongoing.