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[quote]Hi, I started playing this map with Doctor(haven't finished yet). Here are some observations: 1. For some reason his commander starts with 0% magic resistance(with no magic power skill) which increases with magic power skill and reaches 150%(!) at grandmaster power, and it does work somewhat like 150%. 2. For example if I cast fireball, meteor shower, inferno or chain lightning on that commander, it takes negative damage which may result in more commanders appearing in that stack. I can even choose the 4th casting option and then cast fireball/shower/inferno on the commander. The result is: Doc casts many showers, infernos, fireballs and chain lightnings on his commander, multiplying the stack. When he tries to cast single target damaging spells, though, his commander resists them. Should it work this way? 3. Now this multiplied commander attacks a stack of dragons or griffins in melee and regardless of whether the target survives or not, game crashes. Game doesn't crash if the multiplied commander attacks golems in melee or something else with a ranged attack. Conclusion: crashing has probably something to do with commander's death stare ability. 4. If I try to cast resurrection in a battle against lord Haart the game sometimes crashes. If I try to cast some destructive spells on one of his stacks and have checked before casting, that the terrain is not cursed ground, sometimes the target will resist all spells but magic arrows and fireball/shower/inferno are cast with no effect. Finally, lord Haart's troops sometimes resist his own spells. Conclusion: I guess in those cases terrain was changed to cursed ground after choosing a spell to cast, but before the spell had any effect. That means lord Haart changes terrain randomly at strange moments. 5. I guess the following is a well known trick, but I noticed it just recently: I noticed that if I dismiss a hero and then rehire him the same day(after hiring some other hero first so that the dismissed hero can appear in the tavern), that dismissed hero has full movement again! It can not always be used effectively, but here you have a limited pool of heroes so this trick is easier to execute. That said, I wonder how fast can people beat this map(I haven't tried actually doing a speedrun): 3 weeks? Gold may be a problem early on. 4 weeks maybe? 6. I noticed that hp for creatures that Doc raises is most likely counted only from hp of stacks right before the blow that finishes them off. I successfully used this pattern, explained in an example below, to predict the number of elementals Doc will summon after battle, so I assume it is not way off. I'm posting it, because I haven't seen an example of how it exactly works(It is possible that there is one somewhere and that I missed it). Example(simplified): You fight against 2 stack of 500 gold golems. Let's say their hp in battle is tripled from the usual 50 to 150. Let's assume you have a ring of the magi and summon psychic elementals with a rate of 10%. Let's say the battle goes like this: turn 1: You destroy 300 of the first stack with the top golem left intact and 499 of the second stack with the last golem left with 1 hp remaining. turn 2: You attack the larger stack with something that has a double strike destroying 149 with first blow and full 50 plus the top one that had 1 hp left with second blow, finishing off that stack. You then finish off the smaller stack. Hp for summoning is then 50*150+1=[round down to full elementals]=7500 from first stack and 0 from the second. You summon 10%*(7500+0)=750 hp of elementals which is 750/75=10 elementals and you only used 50 out of 1000 golems for summoning elementals. Now, if you finished both stacks with single blows you would've summoned not 10, but 200 elementals. That's quite a difference! 7. I can avoid the crashes from points 3 and 4. I've already beaten Lord Haart and melee hits of my commander aren't vital. Do you want me to post some saves, from which you could make those crashes yourself, anyway?[/quote]
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