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Heroes Community > MapHaven Guild > Thread: SoD campaign help (garrisonned troops)
Thread: SoD campaign help (garrisonned troops)
ziniparandi
ziniparandi

Tavern Dweller
posted February 15, 2005 01:22 PM

SoD campaign help (garrisonned troops)

Hello,

I'm playing the "new beginning" campaign, and in the last scenario, there's a garrison filled with troops with my flag color, but I can't collect them. Is that normal?
Because they seem totally useless otherwise.

Without them, I find the scenario very difficult. It seems to me I'm missing something... maybe just knowing how to play this game right, though.

Thanx.


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guitarguy
guitarguy


Responsible
Supreme Hero
Rockoon.
posted February 15, 2005 02:42 PM
Edited By: guitarguy on 15 Feb 2005

Some tips.

Some garrisons can be set in the editor to hold troops but you cannot take them back out. This is one of those, unfortunately. You will have to make it with your own resources; that garrison is actually eye candy since it basically has no use.

What you need to do once you clear the top and middle portions of the map is to get several fast heroes and use stealth to maneuver away from enemy heroes so that you can claim the artifact and get out. You're so right; it is INDEED tricky. The objective can be reached by a portal in the enemy lands. There are several scattered tents you need to visit once you enter the southern-most Necropolis regions; you need to visit at least all of them to open up the guards that block the objective. And you need the seer artifact to get the objective artifact, as well I believe. Don't look to do much heavy fighting down south; the enemy has vast armies that will outnumber and overpower most of anything you'll manage to muster. But do keep a substantial force with your main hero if at all possible. Keep a several saved games to fall back on. That's what I had to do. Hope this helps you.

-guitarguy
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gnohmon
gnohmon


Adventuring Hero
posted May 06, 2005 05:27 PM

I recently started playing homm3, and learned the game by playing this campaign a half-dozen times or more; thus I know it rather well.

This is the last scenario of the campaign, so both Gem and Clancy should be really powerful. Even so, you probably can't break through the garrison into Pink's land on day 1 -- at least, I failed when I tried. :-)

So, week 1 have Gem flag all the mines, with lots of spellcasting. Week 2, conquer Pink. You need to work with two armies: Clancy has to open the blue tent so that Gem can go up the right side (with a weak and slow necro army) and grab the green tent and the TP scroll. Before she leaves the area, she should open the unicorn glade and one town so that hero 3 can develop this area.  Put Clancy in Sanctum, the formerly pink necro town, while Gem goes and conquers the unoccupied red towns. (I'm assuming that Clancy can't TP and choose a destination). When Gem takes a town, she should stay near it for a few days, cruising around to make the map visible. Then, because of her TP scroll, she can go on to the next town -- she can jump back if the town needs defending. Clancy and hero 3 will join in the final cleanup, to speed things up.

Because you've invaded before the end of Month 1, Red is very weak; and when you conquer, you can get the necessary 25 ghost dragons much quicker than if you waited 12 weeks to grow them all at Sanctum.

On the other hand, you can also conquer by developing slowly and waiting the 12 weeks. You have 3 towns feeding into one hero's army, after all. The incredibly strong necro heroes can be beaten, taking few enough losses that you can fight all three of them in a row,  by your army which will contain a hundred gold dragons and appropriate other stuff. I've done it both ways....


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mithomasMIT
mithomasMIT


Hired Hero
Neversleeper
posted May 06, 2005 07:02 PM

garrisoned troops that U can't teke with U are to protect your territory and let U collect more&more recruits.  THatswhy they are locked there.
Which difficulty do U play????

(I've finished SoD on impossible diff...)
so Feel3 to ask more

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gnohmon
gnohmon


Adventuring Hero
posted May 06, 2005 09:16 PM

Quote:
Some garrisons can be set in the editor to hold troops but you cannot take them back out. This is one of those, unfortunately. You will have to make it with your own resources; that garrison is actually eye candy since it basically has no use.


Do some garrisons allow you to take troops back out?

Both times I tried, I couldn't even rearrange them or split the stacks.

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mithomasMIT
mithomasMIT


Hired Hero
Neversleeper
posted May 06, 2005 09:35 PM

these are special garrisons

Look:

there are enemy garrisons(U can only attack)
own garrisons(can take the mwith U or replace)
neutral garrisons(they let U through/not)

It's no bug! These are special garrisons.
U will find some garrisons where U can take the recruits with U...



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guitarguy
guitarguy


Responsible
Supreme Hero
Rockoon.
posted May 07, 2005 03:10 AM

Quote:
Do some garrisons allow you to take troops back out?

Both times I tried, I couldn't even rearrange them or split the stacks.

I haven't used the editor in a long while, but if my memory serves me right, the specs for the garrison has a box "don't remove creatures" which you can select. If selected, the guys cannot be moved. Or you can deselect it (that's the default) so the player can take the creatures out of there. An example of this is the Manifest Destiny map, which has troops stored in garrisons that you can take with you. Keep in mind, however, that you can still add creatures to a garrison set to "non-remove", but you cannot take those creatures back out. Be warned.

-guitarguy
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gnohmon
gnohmon


Adventuring Hero
posted May 09, 2005 04:06 PM

Quote:
Quote:
Do some garrisons allow you to take troops back out?

Both times I tried, I couldn't even rearrange them or split the stacks.

I haven't used the editor in a long while, but if my memory serves me right, the specs for the garrison has a box "don't remove creatures" which you can select. (snip) Be warned.



So the original assertion (made upthread by somebody else) that this particular garrison in this particular campaign map is nothing but useless eye candy is verified...

I remember the first time I played this map, I saw that garisson and said "Oh wow, free troops", and rushed over and was so sadly disappointed :-)

And the first time I played this map, I waited around several weeks fattening up my heroes' stats by killing the weak groups that Pink kept sending up. Of course, that allowed the red and orange plenty of time to get horribly strong!

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guitarguy
guitarguy


Responsible
Supreme Hero
Rockoon.
posted May 10, 2005 01:53 AM

Quote:
I remember the first time I played this map, I saw that garisson and said "Oh wow, free troops", and rushed over and was so sadly disappointed :-)

And the first time I played this map, I waited around several weeks fattening up my heroes' stats by killing the weak groups that Pink kept sending up. Of course, that allowed the red and orange plenty of time to get horribly strong!

That's pretty much the exact same thing that happened to me. I thought "easy win" when I saw the dragons in my garrison, but was very sore upon finding out those creatures were useless the entire game! I mean, what enemy hero would come to attack in that direction? Not in their right minds, anyway.

Secondly, I agree that the first Necropolis color was easy to beat (compared to the others). That doesn't mean I beat them easily every time I restarted the map. Sometimes they'd come knocking shortly after the second week with a small bunch of Black Knights and Bone Dragons, whereas they weren't quite as efficient in my previous game. That "luck" issue with restarting was annoying, especially if I just wanted to get down to business and beat the darned level.

Waiting too long was definitely a bad move on my part. I'd run my heroes around my towns in circles adding Gold Dragons and everything else to my armies for about six game months straight. It got to the point where I could practically beat the stuffing out of any army in the game, so I attacked the southernmost Necropolis colors. I was horrified when I saw that the enemy heroes had something like a 3:1 creature advantage over me, thereby beating me into submission and forced me to restart yet again. Even though I eventually won in some replay, I don't think I'll be touching that campaign for a long time, thanks to the near-horror experiences I got into.

-guitarguy
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gnohmon
gnohmon


Adventuring Hero
posted May 11, 2005 04:37 PM

Quote:
Quote:
I remember the first time I played this map, I saw that garisson and said "Oh wow, free troops", and rushed over and was so sadly disappointed :-)


That's pretty much the exact same thing that happened to me. I thought "easy win" when I saw the dragons in my garrison, but was very sore upon finding out those creatures were useless the entire game! I mean, what enemy hero would come to attack in that direction? Not in their right minds, anyway.



The map designer played a little joke on us, and we both fell for it.

I like this little campaign a lot: although the first map is nothing special, the other three are very good, and all three are variations on the same theme of one-way access.


Quote:

Even though I eventually won in some replay, I don't think I'll be touching that campaign for a long time, thanks to the near-horror experiences I got into.


On the contrary, I've just decided to play through it again!

New Beginnings is a nice campaign. Crag Hack #3, however, can be nightmarish. I've seen an old thread (December 2004), you and Shenjairo, mentioning a battle with Septienna worth 38000 experience, and the funny thing is that the same thing happened to me, and it took me a lot of defeats and reloads just to get to that battle.

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