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Heroes Community > Library of Enlightenment > Thread: HOMM2 Campaign day records
Thread: HOMM2 Campaign day records This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Roy
Roy


Hired Hero
posted January 15, 2013 05:46 AM

Quote:
I'm about to give a new go at Force of arms, which is the first map, and then hopefully continue the whole campaign depending on if I feel that I have a chance at competing with the best and how much fun I'm having...  But before I do I just wanted to ask you about your scores to get a feel of, what I need to strive for

My definition of "cheating" in this experimentation will be that it is OK to save and reload as much as I like. Also OK to reload maps to get the "right" spells in the mage-guilds, the "right" wandering armies in key places of the adventure map and to get the "right" type of heroes to be available for purchase, and so on. Basically anything that you could get in an ordinary play-through with tremendous amounts of luck (not the "in game" kind of luck)

OK.  I don't have my Roland save files handy, but I'll look for them tomorrow.  It looks like you can shave a lot of time off some of the maps.  I remember the first map should take less than two weeks, the second one should take two or three days.
Quote:
(By the way, does anyone know if it's possible to edit HOMM2 campaign-maps in the game editor? And if so, how do I do that?)

AFAIK you have to save it with a different file extension, and then of course you can't use it as part of the campaign.
Quote:
Please let me know exactly how many days each of the maps took you, so I can relate to that. Posts like "someone said they did the whole thing in 52 days" or "I averaged about a week for each map" will not really be of much help...

Any other tips or pointers that you might have are also very welcome

The big one is the last map.  You can just use your carryover forces to sail straight up the river, finishing the map in 10 or 11 days.  Of course, you have to make sure you have enough carryover forces to beat Archibald.

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DTS
DTS

Tavern Dweller
posted January 15, 2013 02:54 PM

I am so happy to see that this thread isn't dead.

Yesterday I finished ROL1 - Force of arms in 14 days at first, and later at night I got it down to 12 days, as I didn't linger around the overtaken barbarian castle unnecessarily on day 9 and 10. Feel pretty good about that score, but of course the same could be said about the 18 day score when I first managed that.

Thank you very much for your quick reply Roy. Looking forward to more info.
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b0rsuk
b0rsuk


Promising
Famous Hero
DooM prophet
posted January 15, 2013 06:17 PM
Edited by b0rsuk at 18:20, 15 Jan 2013.

In my opinion it's silly to make speedruns for a game as random as Heroes of Might and Magic. To get optimum results, you have to save/load until a pile of resources gives you maximum value, etc. It's a travesty, and terribly boring to watch. Throwing dice until you get the desired result isn't a sound strategy.
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Roy
Roy


Hired Hero
posted January 15, 2013 07:05 PM

Quote:
In my opinion it's silly to make speedruns for a game as random as Heroes of Might and Magic. To get optimum results, you have to save/load until a pile of resources gives you maximum value, etc. It's a travesty, and terribly boring to watch. Throwing dice until you get the desired result isn't a sound strategy.

The resource piles aren't the issue.  The main factor in most of the maps is where the comp heroes decide to go.  If they are cooperative, and put themselves in range of your heroes' paths to their castles, you're golden.  If they wander off somewhere and you have to hunt them down (or wait for them to abandon!), there's no way to get a minimal score.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 15, 2013 07:22 PM

It also requires high skill, battling with minimal forces. Yet I never tried it, it looks boring to me too, but some like this kind of analyze and challenge.

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DTS
DTS

Tavern Dweller
posted January 16, 2013 01:57 AM

B0rsuk: First off I just want to say that back in high school when I first started playing HOMM2 I would have totally agreed with you. Back then I finished all campaigns and most of the standard maps for both the main game and the expansion. My focus was to beat the maps and if I could gather a huge stack of Titans in doing so (my favourite creature back then), then all the better. Didn't care all that much about time or score, however I do remember it was kind of nice to get a Unicorn score or maybe somewhat higher at the end of a map

Now about 13 years later I picked up the game for it's huge nostalgia value at first, and then realized it is still a lot of fun to play. Soon however I started to look for other challenges than back in my high school days. I mean huge battles between Titans and Black Dragons are only exciting for so long. I found myself starting to focus on finishing maps as quickly and effectively as I could, without taking it to the extreme. Just like Salamandre mentioned; trying to fight with minimal forces, low level forces, getting the maximum out of my Sprites, Gargoyles, Steel Golems, etc. This brought a new dimension to the game which still entertains me today. There is a whole lot of strategy to this and it's a lot of fun.

Around maybe a year ago I got curious to how fast the maps, or rather campaigns, can actually be finished. I noticed that a Latvian player Lady LionStar is said to have the record and completed the whole Roland Campaign in 52 days. I could hardly belive it! How is that possible!? Just plain cheating or extreme optimization, tremendous amounts of skilled gameplay and smart strategical thinking? Well now I want to have a go at this and see how close to this score I can get. It's as simple as that

I'm not of the youtube generation, so I probably won't record this and show to people since it IS in fact as you say quite boring to watch someone else do this, and the process of optimizing your every move is suuuuper slow at times. More of a strategical "snail-stroll" than a speedrun. Unless perhaps you did a highlight of the best strategical decisions and key battles of the game, that could probably be fun to even watch as an outsider. I know I would LOVE to see what kind of tactical tricks Lady LionStar has up her sleeve, that's for sure
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DTS
DTS

Tavern Dweller
posted January 16, 2013 02:10 AM

Quote:
In my opinion it's silly to make speedruns for a game as random as Heroes of Might and Magic. To get optimum results, you have to save/load until a pile of resources gives you maximum value, etc.


Well the thing is...
Resource piles are set at the start of a new map, and will not change during gameplay. No matter if you keep reloading or stalling or such. For example if you pick up a campfire on day three and it gives you 500 gold + 5 wood it would have given you the exact same thing, even if you had waited and picked it up on day 103. And no amount of saves or reloads will change that, unless of course you start a new game. But if you take Force of Arms for example some of the many things to consider are:
- What skill do I want available in the witch hut to the south?
- What low level spells do I need to finish the map quickly? (or maybe high level, or just skip spells altogether?)
- What kind of opposition is guarding the key passes or mines that I need? Will any of them join if my forces are strong enough?
- Should my primary hero get skilled in logistics, leadership or maybe diplomacy, or other? (friendly advice: navigation is a poor choice here )
- etc, etc

These things are set at the beginning of a new map. But you will NEVER have all your dreams come true no matter how many times you load a new map. Sometimes you get Peasants guarding the important mine and you do get Magic Arrow in the guild = easy victory even for a level 1 Wizard with one single halfling for an army. But then maybe the heroes available for purchase are a Necromancer (poor morale) and a Sorceress that will advance in navigation, wisdom and mysticism which in my opinion isn't what you need. And maybe those Orcs or Centaurs to the north will not be "joiners", which would have come in handy for a day-7 or -8 invasion.

So here it comes down to you to weigh the pros and cons of each of the different new maps that you start. A lot of descisions to be made and hours of gaming even before taking that first step out of the castle on day 1. Boring for some,.. ok I respect that - but I think it's alot of fun.

And then naturally once you start playing there is army relays, movement optimization, swift battling, dismissing troops to appear weaker and lure an enemy closer and a constant race against time (thank the HOMM-heavens it's turn based though so no stress, just you and your smarts )
 
I hadn't really considered opponent heroes wandering far away all that much... I'll keep an eye out for that on the larger maps later. Thank you Roy for the tip!
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Roy
Roy


Hired Hero
posted January 16, 2013 04:54 AM

Quote:
Didn't care all that much about time or score, however I do remember it was kind of nice to get a Unicorn score or maybe somewhat higher at the end of a map

Once I figured out the comps' consistent weaknesses, it didn't take long for black dragon to become the only score I would accept.
Quote:
Now about 13 years later I picked up the game for it's huge nostalgia value at first, and then realized it is still a lot of fun to play.

Yes, IMO it's still one of the best TBS games.  But I also have a lot of fun with Master of Orion II, which oddly enough came out about the same time.  IMO the late 90s were the golden age of computer games.  Starcraft, Diablo, etc. are all still super fun to play.  Despite the superb graphics and physics of the new games, I still think the original Diablo is more fun to play than Diablo III.
Quote:
I found myself starting to focus on finishing maps as quickly and effectively as I could, without taking it to the extreme. Just like Salamandre mentioned; trying to fight with minimal forces, low level forces, getting the maximum out of my Sprites, Gargoyles, Steel Golems, etc. This brought a new dimension to the game which still entertains me today. There is a whole lot of strategy to this and it's a lot of fun.

Agreed!  The best part of the game is finding an unexpected way to overcome seemingly impossible odds.  Figuring out how to make low-level artifacts like the Fizbin and Quill more powerful than the Battle Garb of Anduran is cool, too.
Quote:
Around maybe a year ago I got curious to how fast the maps, or rather campaigns, can actually be finished. I noticed that a Latvian player Lady LionStar is said to have the record and completed the whole Roland Campaign in 52 days. I could hardly belive it! How is that possible!? Just plain cheating or extreme optimization, tremendous amounts of skilled gameplay and smart strategical thinking? Well now I want to have a go at this and see how close to this score I can get. It's as simple as that

I've spent hundreds of hours on the campaigns, and they never get old.  IMO they're far better than the Heroes III campaigns, though many people say HOMM3 is better.  I still do not believe 52 days for Roland.  HOW??  I got it down to less than 100, and I don't see how my time could possibly be cut by half.  The first and last maps alone take up a minimum of about three weeks between them, so the rest would have to be done in an average of FOUR DAYS?  WTF?
Quote:
I know I would LOVE to see what kind of tactical tricks Lady LionStar has up her sleeve, that's for sure

I'd definitely buy her drinks to pick her brain for a few hours.

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b0rsuk
b0rsuk


Promising
Famous Hero
DooM prophet
posted January 16, 2013 11:05 AM
Edited by b0rsuk at 11:10, 16 Jan 2013.

Quote:

trying to fight with minimal forces, low level forces, getting the maximum out of my Sprites, Gargoyles, Steel Golems, etc. This brought a new dimension to the game which still entertains me today. There is a whole lot of strategy to this and it's a lot of fun.


This is how i play these days, too. I learned to appreciate Orcs (in Heroes 2). I used to leave them behind for guard duty, but they're good for sieges, they can endure a lot of turret abuse while elves fall apart. However, the game is not designed with speedruns in mind. The randomness is there to increase variety, and that's why you get random spells, random guilds, and artifacts. To make it more replayable. You can go to the 20th floor on a bike, via stairwell, but it doesn't mean it's a good idea or that bike is a good fit for that.

If you want to treat Heroes game as a puzzle, there are better games for this approach. Try Mission in Space: The Lost Colony. It has LOTS of room for optimization, I even beat several scenarios 2 turns earlier than Diamond medal requires.
http://www.kongregate.com/games/StormAlligator/mission-in-space-the-lost-colony


Quote:

Yes, IMO it's still one of the best TBS games.  But I also have a lot of fun with Master of Orion II, which oddly enough came out about the same time.  IMO the late 90s were the golden age of computer games.  Starcraft, Diablo, etc. are all still super fun to play.  Despite the superb graphics and physics of the new games, I still think the original Diablo is more fun to play than Diablo III.


Tome4 (Tales of Maj'Eyal; used to be Tales of Middle-Earth) is so much like Diablo it hurts. Only turn-based. Give it a try, it's free. Ridiculous number of possible builds.
http://te4.org/
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 16, 2013 02:42 PM

2DTS: You'll probably find this info of some use, though the translation is far from being perfect.

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Roy
Roy


Hired Hero
posted January 16, 2013 09:51 PM

Quote:
Thank you very much for your quick reply Roy. Looking forward to more info.

I found my saves:
Rol  1: 13
Rol  2: 3
Rol  4: 11
Rol  5: 4
Rol  6: 5
Rol  7: 29
Rol  9: 11
Rol 10: 10

Sounds like you have a good start at 12 days on Map 1.  The Dwarven Alliance just isn't worth it when you know how to beat large forces with small forces anyway.  On the final map, I remember restarting until I got Summon Boat in my mage guild, and Sister Eliza spawned with expert Navigation.  I assume you know that on Map 7, you have to load the Day 7 autosaves until you get weeks of the Green and Black Dragon, and then carry over only extra fast units like Blacks, genies and mino kings.  On most of the maps, you of course want your heroes to get Logistics ASAP.

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Roy
Roy


Hired Hero
posted January 16, 2013 11:40 PM

Quote:
I learned to appreciate Orcs (in Heroes 2). I used to leave them behind for guard duty, but they're good for sieges, they can endure a lot of turret abuse while elves fall apart.

Of course orcs are very useful, especially because you often pick them up for free.  It's just a bit urgent to upgrade them so they don't slow you down too much.

The only units I almost never buy are peasants.  They are just too expensive for how weak and slow they are.  Depending on the map, I might pick them up from huts for a specific battle, and then dismiss them before they slow me down too much, or drop them off at a town or castle for seige defense.  Even rogues can be nice to speed up your mules if you don't have access to any cheap extra fast units.
Quote:
If you want to treat Heroes game as a puzzle, there are better games for this approach.

A puzzle only has one solution, so HOMM2 is more of a problem: there are lots of solutions, some solutions are just better than others.  
Quote:
Tome4 (Tales of Maj'Eyal; used to be Tales of Middle-Earth) is so much like Diablo it hurts. Only turn-based. Give it a try, it's free. Ridiculous number of possible builds.
[url]http://te4.org/[/url]

To me, real-time play is as essential to Diablo as it is to Starcraft.  Have you tried MOO2?  There are some dumb parts (just ignore the scoring system and try to minimize your victory times under maximum handicaps), but the amazing depth and complexity of the tech tree and how it relates to your economy and combat make it a lot of fun and a worthy strategic challenge.  It's also hugely replayable, as you can design your own custom races with an astronomical (;^) number of possible builds, and the AI is stronger strategically than the HOMM2 AI.

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DTS
DTS

Tavern Dweller
posted January 17, 2013 06:32 PM

Quote:
2DTS: You'll probably find [url=http://translate.google.com/translate?hl=en&sl=ru&tl=en&u=http%3A%2F%2Fhandbookhmm.ru%2F]this info[/url] of some use, though the translation is far from being perfect.


Yes! Very interesting indeed. Looking forward to a situation where I can make use of the vertical attack to get closer to some ranged units. Almost cried though when I couldn't get LMOracle to work with my English HOMM2. Do I understand correctly that it's not compatible? How come? Thanks for the wisdom anyway, and congratulations on an awesome program AlexSpl. Did you mention something about finding out interesting stuff about the randomization as well?
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DTS
DTS

Tavern Dweller
posted January 17, 2013 07:17 PM

Quote:

I found my saves:
Rol  1: 13
Rol  2: 3
Rol  4: 11
Rol  5: 4
Rol  6: 5
Rol  7: 29
Rol  9: 11
Rol 10: 10

Sounds like you have a good start at 12 days on Map 1.  The Dwarven Alliance just isn't worth it when you know how to beat large forces with small forces anyway.  On the final map, I remember restarting until I got Summon Boat in my mage guild, and Sister Eliza spawned with expert Navigation.  I assume you know that on Map 7, you have to load the Day 7 autosaves until you get weeks of the Green and Black Dragon, and then carry over only extra fast units like Blacks, genies and mino kings.  On most of the maps, you of course want your heroes to get Logistics ASAP.


Great Roy! Thanks for sharing. This will serve as a good guideline. I'm once again back on the first map. When I scored the 12 I hardly made use of any logistics skill, mostly just the diplomacy of 2 knights (accompanied by a bunch of other heroes, obviously). So I feel I want to give logistics a bigger role to play, and maybe manage to shave off a day or two. Also I settled for a week of the boar (+5 boars down south, that I didn't even use). I know I might be a little fanatic about it, but my thoughts are that if you don't get it right in the beginning of the campaign, you will need to play the whole thing over to get that "ultimate score", and all hard work on the middle and end maps will have been in vain.

Anyhow... 6 days in now and things are looking OK, but with only 3 rocs and some lvl 1&2 wizard and warlock creatures I need to set up a day 8, relay to get the +5 rocs that hopefully will speed up battle so that the barbarian turret(s) don't get the best of me. I'll see tonight or this weekend if I can make it work.
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DTS
DTS

Tavern Dweller
posted January 17, 2013 07:23 PM

2Roy:
I got a little carried away with my last post and forgot the obvious...

Congratulations on the grand total of 86 days. Really impressive
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Roy
Roy


Hired Hero
posted January 18, 2013 04:35 AM

Quote:
I'm once again back on the first map. When I scored the 12 I hardly made use of any logistics skill, mostly just the diplomacy of 2 knights (accompanied by a bunch of other heroes, obviously).

IMO buying wild units is rarely worth it: they just cost too much, and money is crucial in speed runs.  Logistics is by far the most important secondary skill for speed runs, as you never have time to get level 5 mage guilds to make Wisdom pay off.
Quote:
So I feel I want to give logistics a bigger role to play, and maybe manage to shave off a day or two. Also I settled for a week of the boar (+5 boars down south, that I didn't even use).

You need +5 rocs or trolls for the sieges on the warlock and necro castles.
Quote:
I know I might be a little fanatic about it, but my thoughts are that if you don't get it right in the beginning of the campaign, you will need to play the whole thing over to get that "ultimate score", and all hard work on the middle and end maps will have been in vain.

All too true (except that sometimes you can learn something from working on the later maps).
Quote:
Anyhow... 6 days in now and things are looking OK, but with only 3 rocs and some lvl 1&2 wizard and warlock creatures I need to set up a day 8, relay to get the +5 rocs that hopefully will speed up battle so that the barbarian turret(s) don't get the best of me. I'll see tonight or this weekend if I can make it work.

Good luck!  I'll be impressed if you can shave a day off your 12 score.

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DTS
DTS

Tavern Dweller
posted January 19, 2013 11:36 PM

Quote:
I'll be impressed if you can shave a day off your 12 score.


11 Heroes, 11 game-Days and > 11 hours later, Force of Arms is finished and I'm moving on to map no. 2 in the Roland Campaign

Logistics was naturally one of the keys. Two Wizards with advanced and a Barbarian with expert level were the main guys. The Barbarian fought most of the battles including taking over the Barbarian castle (day 8) and the Warlock castle (11). One of the Wizards took care of the Necromancers castle (11). Didn't build any mage guilds, but spent most of my resources (trading post -> gold) on Warlock heroes (bought in the native Wizard castle in the south), and creatures. My strongest ones were Rocs (13 at the most)and Ogre Lords (6), were only joined by some Dwarves (day 8) that I hardly used and some Orc Chiefs (day 9) that made it quite simple to defeat the Necromancers.

Does anyone know if there are any "special agreements" in these kind of play-throughs regarding retreat/surrender/hero recruitment? I think I saw a post somewhere for an offline tournament a while back about some restrictions regarding retreat/surrendering and buying that hero back on the same day, or more than once a day, or something like that. Think there was also something there about not being allowed to dismiss heroes with estates, so that the save-game file economics could be confirmed... Been Google-ing like crazy but I can't find that text anywhere, that's why I'm asking... Since I wasn't sure about the above I didn't practice any of it, but it would be good to know for future reference. What about digging up an ultimate artifact, just going directly to the spot? Speaking of which; does anyone know what conditions were applied for these guys and their scores?
- - -
1. LionStar      52
2. Havr          58
3. Crazy Kolobok 67
4. ROLpogo       69
5. Kserks        75
6. Deep Mike     96  
- - -
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Roy
Roy


Hired Hero
posted January 20, 2013 12:58 AM

Quote:
Quote:
I'll be impressed if you can shave a day off your 12 score.


11 Heroes, 11 game-Days and > 11 hours later, Force of Arms is finished and I'm moving on to map no. 2 in the Roland Campaign

Congratulations!
Quote:
Didn't build any mage guilds,

I almost always build the guild on Day 1, so my newly recruited heroes have something to cast in battle.  Units can be relayed up to the heroes at the front, spells can't.  Slow, Haste, Bless, Magic Arrow, Dispel Magic and Cure can make a huge difference, depending on the map.  If I take a castle with a Level 1 guild, I'll almost always upgrade it to try to get Blind, Lightning, Cold Ray and/or Summon Boat (again, depending on the map) before the hero leaves.
Quote:
but spent most of my resources (trading post -> gold) on Warlock heroes (bought in the native Wizard castle in the south), and creatures. My strongest ones were Rocs (13 at the most)and Ogre Lords (6), were only joined by some Dwarves (day 8) that I hardly used and some Orc Chiefs (day 9) that made it quite simple to defeat the Necromancers.

No troll bridge at the barb castle?
Quote:
Does anyone know if there are any "special agreements" in these kind of play-throughs regarding retreat/surrender/hero recruitment? I think I saw a post somewhere for an offline tournament a while back about some restrictions regarding retreat/surrendering and buying that hero back on the same day, or more than once a day, or something like that. Think there was also something there about not being allowed to dismiss heroes with estates, so that the save-game file economics could be confirmed... Been Google-ing like crazy but I can't find that text anywhere, that's why I'm asking...

I don't recall ever seeing anything like that.  On maps where large forces must be defeated (the final maps of Wizard's Isle and Price of Loyalty, for example), surrendering and buying back a hero several  times a day is often essential to achieving speedy victory.
Quote:
Since I wasn't sure about the above I didn't practice any of it, but it would be good to know for future reference. What about digging up an ultimate artifact, just going directly to the spot?

I'm sure that's allowed, although I never did it other than on maps where it was the victory condition.
Quote:
Speaking of which; does anyone know what conditions were applied for these guys and their scores?

1. LionStar      52
2. Havr          58
3. Crazy Kolobok 67
4. ROLpogo       69
5. Kserks        75
6. Deep Mike     96

I don't know.  I wonder if any of them are around any more, especially the top five.  I'd very much like to pick their brains.

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DTS
DTS

Tavern Dweller
posted January 29, 2013 01:53 AM

Now that the holidays are over I've had less time on my hands, but have made some progress nonetheless.

Rol 1 - 11 days
Rol 2 - 03 days
Rol 4 - 09 days

Quote:
I almost always build the guild on Day 1, so my newly recruited heroes have something to cast in battle.  Units can be relayed up to the heroes at the front, spells can't.  Slow, Haste, Bless, Magic Arrow, Dispel Magic and Cure can make a huge difference, depending on the map.  If I take a castle with a Level 1 guild, I'll almost always upgrade it to try to get Blind, Lightning, Cold Ray and/or Summon Boat (again, depending on the map) before the hero leaves.


Agreed!, however... I think I only would have gotten dispel magic out of the ones above (no speed or direct damage lvl 1 spells) and it just wasn't worth it. Especially considering I fought primarily with a Barbarian hero. Was more useful to build the pen on day 1 and then the cliff nest, so I had those 3 rocs as soon as possible.

Quote:

No troll bridge at the barb castle?


Nope! The building cost wasn't worth it to me. Spent that money on lower level creatures instead, which got the job done anyway.

Quote:
Quote:
Does anyone know if there are any "special agreements" in these kind of play-throughs regarding retreat/surrender/hero recruitment? I think I saw a post somewhere for an offline tournament a while back about some restrictions regarding retreat/surrendering and buying that hero back on the same day, or more than once a day, or something like that. Think there was also something there about not being allowed to dismiss heroes with estates, so that the save-game file economics could be confirmed... Been Google-ing like crazy but I can't find that text anywhere, that's why I'm asking...

I don't recall ever seeing anything like that.  On maps where large forces must be defeated (the final maps of Wizard's Isle and Price of Loyalty, for example), surrendering and buying back a hero several  times a day is often essential to achieving speedy victory.


Found it: http://www.heroesportal.net/land/rules.php?type=off2
Not sure if these rules applied back in 2005 when the 52, 58, 67 -day scores were accomplished. Need to find that out... So far my play-through is in sync with these rules though.

Few comments on Roland map 2 and 4:
Rol - 2  I'm fairly certain this map can't be done in less than 3 days since you just can't get to the northern Wizard castle that fast. I played a map where the archers by the western pass will join you, and the rest is pretty straight forward. Archers go south - 2 divisions of genies + Warlock support go north and southeast respectively.
Rol - 4  Strategically this is kind of a combo of map 1 and 2, in the sense that you need logistics since it's a fairly big map and you want to divide your forces to the north and south asap just like on map 2. The halfling holes + warlock hero forces will let you do this and thus you can attack from two fronts. Main south hero was a barbarian (basic logistics) and a Halon the wizard had expert pathfinding at level 4, so he got to go north and east. I may have been "sleeping" in the central castle on day 6 and 7 though so maybe if I have another go from these middle-game saves I could shave this map down to 8 days...

(Rol -5  Seems to be some great artifacts scattered around. Guess my first idea is that I'll load for some nearby boots or compasses?!)
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Yaaroslav
Yaaroslav

Tavern Dweller
posted March 18, 2013 01:56 PM

Quote:
Here is one of those: 66 (14 + 13 + 39) days (Lady LionStar, PoL, Wizard's Isle).

original Roland campaign: 52 (by LionStar)
Voyage Home: 29 (Nzol, Hell Executioner)
Price of Loyalty campaign: 82 (Hell Executioner)

At least, it's all I know.

I passed Voyage Home in 64 days. I can't imagine how it could be passed faster. Perhaps there was a cheeting.

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