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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 March 18, 2013 07:12 PM

Quote:
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.

I know how you feel.  But VoH is a campaign that can be finished very fast.  ISTR I finished it in less than 40 days.  I forget exactly what the trick is, but on one of the maps (maybe the last one?) there is a way to finish it ultra-fast.  Maybe you have to recruit the same hero many times in one day.

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crodo
crodo

Tavern Dweller
posted April 20, 2013 12:38 AM

I read this thread a couple weeks ago and decided to replay the Roland campaign for speed, and after lots of attempts I was able to complete it  in 48 days (8,3,(skip)7,3,4,3(crown),9,11). I reloaded each map several times until I had optimal starting conditions/spells/wandering creatures and would check the other heroes locations frequently, but no cheats were used in any of the maps. The one thing which may be considered cheap was looking up the UA location on the 8th map and restarting to go straight to the spot, which obviously saved a ton of time. I don't know if this was allowed when the 52 day record was set, but I'm pretty sure this is the lowest day count possible without registering a "cheater" rating.

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Roy
Roy


Hired Hero
posted April 20, 2013 04:03 AM

Quote:
I read this thread a couple weeks ago and decided to replay the Roland campaign for speed, and after lots of attempts I was able to complete it  in 48 days (8,3,(skip)7,3,4,3(crown),9,11). I reloaded each map several times until I had optimal starting conditions/spells/wandering creatures and would check the other heroes locations frequently, but no cheats were used in any of the maps. The one thing which may be considered cheap was looking up the UA location on the 8th map and restarting to go straight to the spot, which obviously saved a ton of time. I don't know if this was allowed when the 52 day record was set, but I'm pretty sure this is the lowest day count possible without registering a "cheater" rating.

On the final map, how did you defeat Archie in 11 days without carryover forces?

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crodo
crodo

Tavern Dweller
posted April 20, 2013 04:42 AM

The last map was really tough. It took a long time to get the right starting conditions, but what you need is to have is 2 heroes with expert wisdom (I had Sister Eliza and my starting wizard hero), summon boat in one of your 3 starting mage guilds, and most important, the fully upgraded warlock town has to have dimension door as its 5th level spell. When you finally get those, recruit a phoenix and give it to one of your heroes (I used SE cause she also had logistics) and have Roland give her the crown. Run that hero through the middle path towards the warlocks, and right before you get there at the end of the desert is a genie lamp you must get to. Once youre there, you can lure the warlock hero to within 1 space of you, then go past them and take the upgraded castle (barely guarded at this point). Each time I played the computer left a dragon to be recruited, so once the week passes you should have 4 black dragons and a weeks worth of warlock troops (plus the genies). Then have the other hero with wisdom attack a random creature, retreat, and hire them at the warlock castle. Using DD and summon boat you can get both heroes to archie in 10ish days. First hero attacks with split genies and you need 2 of them to halve both dragon stacks. Final hero attacks with 1 genie first who must also half the black dragons, and he should be left with 1 black and 2 red which you can beat at that point, especially if they sandwich your dragons and hit each other. Was a real pain in the ass to do but it is possible.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted April 20, 2013 10:35 AM

Quote:
The one thing which may be considered cheap was looking up the UA location on the 8th map and restarting to go straight to the spot, which obviously saved a ton of time. I don't know if this was allowed when the 52 day record was set, but I'm pretty sure this is the lowest day count possible without registering a "cheater" rating.

According to the rules of The Royal Games, you're not allowed to dig up the ultimate artifact without visiting all the obelisks first. Nevertheless, your result is outstanding. Congratulations!

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Roy
Roy


Hired Hero
posted April 20, 2013 07:35 PM

Quote:
... most important, the fully upgraded warlock town has to have dimension door as its 5th level spell...Using DD and summon boat you can get both heroes to archie in 10ish days.

My hat is off to you.  Your way of beating that map is ingenious, but it must have taken hundreds of hours to get the right start conditions, as well as confidence that it was even possible to do so.  AFAIK the RNG provides only a quite limited number of possible start conditions, and the vast majority of combinations are impossible.

Is there a space you can D-door to that is both close to Archie and allows you to to Summon Boat?  The closest place I could find where I could SB is on the coast of the desert in the upper right, not close enough to get to Archie that quickly.

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Roy
Roy


Hired Hero
posted April 20, 2013 07:47 PM

Quote:
According to the rules of The Royal Games, you're not allowed to dig up the ultimate artifact without visiting all the obelisks first. Nevertheless, your result is outstanding. Congratulations!

What's the rationale for that rule?  It's often possible to find the UA with just two obelisks, sometimes even one.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted April 20, 2013 08:38 PM

Quote:
What's the rationale for that rule?  It's often possible to find the UA with just two obelisks, sometimes even one.

To prevent players from digging it up without even trying to visit a single obelisk. Also you're not allowed to hire a hero the same day he was defeated or dismissed. Though, you can hire a hero the same day he retreated (with or without army), but even in this case you're not allowed to move such a hero until the next day.

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crodo
crodo

Tavern Dweller
posted April 20, 2013 10:58 PM

Yeah I kind of figured looking up the UA location would be deemed illegal. I also did a lot of rehiring heroes on the same day, but oh well. Given that looking up the UA is illegal, I just honestly don't think its possible to beat it in 52 days without using that strategy. There is no way to find the crown even close to that quickly, and even if you were to run through the carryover mission ASAP, your troops would basically be useless and I don't think my strategy would work anyway without the +4 attack/defense combo that the crown gives you. I was at the crown/carryover in 25 days, and I really just cant think of another way to beat the next 3 in 27 days fairly. And Roy, there is a pretty obvious snowy landing spot, but you can actually go further up the river and there are several landing spots in the lava that don't look like they could work, but for some reason they do. One is close enough that SE can reach archie in 1 day with her navigation skills.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted April 20, 2013 11:47 PM

Crown is basically a crap. You'd rather go for troops. I don't quite remember any details, but usually "Summon Elemental" spells / Book of Elements/ Elemental Ring combo helps a lot when facing strong forces.

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Roy
Roy


Hired Hero
posted April 21, 2013 05:55 AM

Quote:
Quote:
What's the rationale for that rule?  It's often possible to find the UA with just two obelisks, sometimes even one.

To prevent players from digging it up without even trying to visit a single obelisk.

That seems pretty arbitrary.
Quote:
Also you're not allowed to hire a hero the same day he was defeated or dismissed. Though, you can hire a hero the same day he retreated (with or without army), but even in this case you're not allowed to move such a hero until the next day.

Again, arbitrary.  

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crodo
crodo

Tavern Dweller
posted April 29, 2013 11:50 PM

So after trying the Archibald campaign for a while I went back to Roland and started screwing around on the final mission and I discovered you don't need summon boat at all. I can't believe I never noticed it earlier, but you can actually reach Archibald by just standing in the northern Necropolis town and casting DD twice right along the left edge of the map. Those sneaky snows. Anyway after figuring this out I'm going to try the map over again, and I think my 48 days can be improved.

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Roy
Roy


Hired Hero
posted April 30, 2013 02:39 AM

Quote:
I can't believe I never noticed it earlier, but you can actually reach Archibald by just standing in the northern Necropolis town and casting DD twice right along the left edge of the map. Those sneaky snows. Anyway after figuring this out I'm going to try the map over again, and I think my 48 days can be improved.

Man, this is just so bogus.  I must have tried 100 times to D-door into those spots where the horse appears when you hover the arrow over it, and all I got was "Dimension Door Failed!!!"

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crodo
crodo

Tavern Dweller
posted May 06, 2013 05:20 AM

I know man, I was so pissed off when it worked. I had done the same thing for years, and pretty much by dumb luck I found out it's actually possible. So using that trick definitely helped on the final map, but I went back to the beginning to see if I could shave off a day or two on other maps and I actually improved my score quite a bit. My new record sits at 43 days (7,3,s,6,3,4,3c,8,9). On all 3 of the maps (1,4, and 10)that I shaved a day off of I actually ended the turn and won on the computer's following turn when their last hero attacked me, but fortunately the game rounds down in turn of days. I know I said this earlier, but now I am very confident that it can not be won in a fewer amount of days.

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DTS
DTS

Tavern Dweller
posted May 06, 2013 10:57 AM

If these scores are accurate and true, they are extremely impressive. But I can not imagine how it is possible to finish the first map in 7 days!?! How did you do that? I think I've spent about a hundred hours on that scenario/map alone, trying to master it, and didn't come close to 7 days. Seems impossible...

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crodo
crodo

Tavern Dweller
posted May 07, 2013 02:11 AM

Quote:
If these scores are accurate and true, they are extremely impressive. But I can not imagine how it is possible to finish the first map in 7 days!?! How did you do that? I think I've spent about a hundred hours on that scenario/map alone, trying to master it, and didn't come close to 7 days. Seems impossible...


The key to winning it that fast is the wandering movement of the enemy heroes. You have to check on them often to make sure they are staying relatively close to their castles, but not actually inside their castles when you attack. In terms of starting conditions, you must have the pen already built, magic arrow in the mage guild you build on turn 1, and "easy" wandering creatures guarding the passes to the necromancer and warlock castles. Ideally, you want a shooting stack on the way to the necromancer and a slower unit towards the warlock.

It may take a little while to get these conditions. But once you have them, use your starting hero (leave everything but 1 boar) to pick up gold/chests,  and hire 4 heroes and sent them north (after the first hire, which can be wizard, every other hero must be a warlock to build up centaur and gargoyle stacks). Once again, at this point each hero should only have 1 very fast unit (boar or gargoyle).

On the next turn build the nest, hire another warlock and sent him out w/ 1 gargoyle right behind your pack of heroes. On turn 3, recruit another warlock, build the marketplace and trade everything for gold, recruit the rocs and whatever halfings/boars you can afford, and transport the troops to your pack of 4 heroes. Give one of them (a warlock) the rocs and split them into 3 groups, and you can beat the trolls using magic arrow. Then send this hero towards the necromancer, and he can beat a shooting stack (orcs,rangers,elves, etc.) blocking the way with the split rocs and magic arrow (there are nearby wells before and after the shooting stack if needed).

Now with your other 3 heroes, send the 2 remaining warlocks towards the barbarian and warlock respectively, with your wizard holding the troops so the others aren't slowed down. When they have to go separate ways split up the troops however you feel is balanced, with a little more towards the hero attacking the warlock (should have around 30-40 centaurs, 10-15 gargoyles, 20ish halfings and 10ish boars total). From here on out all 3 heroes can individually reach whatever castle theyre attacking on day 7 (and win).

When I played, both the warlock and barbarian were standing within reach of their castle, but you may just have to hire a new hero to track them down after capturing their castle. However, both yellow and green can be completely defeated on day 7. The necromancer hero can be a little tricky. He was a little more than a days worth away, so you have to hire a new hero and sent them towards the necromancer, but they have to have the right amount of troops to attract the enemy hero to fight, but not be able to win. This happens after you end turn on day 7, but if you win on their turn it still counts as day 7.

Sorry if this was kinda long haha, but I swear it can be done this quickly w/o cheating.  

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Roy
Roy


Hired Hero
posted May 07, 2013 03:29 AM

Quote:
Quote:
If these scores are accurate and true, they are extremely impressive. But I can not imagine how it is possible to finish the first map in 7 days!?! How did you do that? I think I've spent about a hundred hours on that scenario/map alone, trying to master it, and didn't come close to 7 days. Seems impossible...


The key to winning it that fast is the wandering movement of the enemy heroes. You have to check on them often to make sure they are staying relatively close to their castles, but not actually inside their castles when you attack. In terms of starting conditions, you must have the pen already built, magic arrow in the mage guild you build on turn 1, and "easy" wandering creatures guarding the passes to the necromancer and warlock castles. Ideally, you want a shooting stack on the way to the necromancer and a slower unit towards the warlock.

It may take a little while to get these conditions. But once you have them, use your starting hero (leave everything but 1 boar) to pick up gold/chests,  and hire 4 heroes and sent them north (after the first hire, which can be wizard, every other hero must be a warlock to build up centaur and gargoyle stacks). Once again, at this point each hero should only have 1 very fast unit (boar or gargoyle).

On the next turn build the nest, hire another warlock and sent him out w/ 1 gargoyle right behind your pack of heroes. On turn 3, recruit another warlock, build the marketplace and trade everything for gold, recruit the rocs and whatever halfings/boars you can afford, and transport the troops to your pack of 4 heroes. Give one of them (a warlock) the rocs and split them into 3 groups, and you can beat the trolls using magic arrow. Then send this hero towards the necromancer, and he can beat a shooting stack (orcs,rangers,elves, etc.) blocking the way with the split rocs and magic arrow (there are nearby wells before and after the shooting stack if needed).

Now with your other 3 heroes, send the 2 remaining warlocks towards the barbarian and warlock respectively, with your wizard holding the troops so the others aren't slowed down. When they have to go separate ways split up the troops however you feel is balanced, with a little more towards the hero attacking the warlock (should have around 30-40 centaurs, 10-15 gargoyles, 20ish halfings and 10ish boars total). From here on out all 3 heroes can individually reach whatever castle theyre attacking on day 7 (and win).

When I played, both the warlock and barbarian were standing within reach of their castle, but you may just have to hire a new hero to track them down after capturing their castle. However, both yellow and green can be completely defeated on day 7. The necromancer hero can be a little tricky. He was a little more than a days worth away, so you have to hire a new hero and sent them towards the necromancer, but they have to have the right amount of troops to attract the enemy hero to fight, but not be able to win. This happens after you end turn on day 7, but if you win on their turn it still counts as day 7.

Sorry if this was kinda long haha, but I swear it can be done this quickly w/o cheating.  

THANK YOU for the long and detailed explanation!  Very impressive.  I would LOVE to see similar detailed walk-throughs for all the maps (on all the campaigns!).  My only question is, HOW do you know where the enemy heroes are?  The map is blacked out until you go there, and you certainly have no time to upen it up.

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crodo
crodo

Tavern Dweller
posted May 07, 2013 07:29 AM


THANK YOU for the long and detailed explanation!  Very impressive.  I would LOVE to see similar detailed walk-throughs for all the maps (on all the campaigns!).  My only question is, HOW do you know where the enemy heroes are?  The map is blacked out until you go there, and you certainly have no time to upen it up.


Every couple of turns I save, use the reveal map code (8675309) to check on the enemy heroes, and then load my saved game. I fully admit that this is cheap, but frankly all I'm concerned with is finding the lowest possible day count without getting a "cheater" ranking.

If there are any specific maps in the Roland campaign that you're curious about, I'd be happy to share my strategies. As far as other campaigns, I tried the archibald one for awhile, and I was actually pretty happy with my score through the first 5-6 maps, but I kind of hit a wall and couldn't put together a solid plan for the last few. I've since moved on to Voyage Home, where I beat the first map in 8 days, but am struggling with the second one.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted May 08, 2013 06:48 PM

Archibald's campaign in 45 days by SDVlad, the winner of The Royal Game 2011: http://yadi.sk/d/5NHbHe-y4cCcv.

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crodo
crodo

Tavern Dweller
posted May 10, 2013 07:09 AM

Quote:
Archibald's campaign in 45 days by SDVlad, the winner of The Royal Game 2011: [url=http://yadi.sk/d/5NHbHe-y4cCcv]http://yadi.sk/d/5NHbHe-y4cCcv[/url].

Wow, 45 days for the archibald campaign is incredible. Do you know exactly what kind of files these are? I'm guessing they are just saved games, but I didn't want to try and download them without being sure. It also looks like the numbers for each file represent month week day, which means the dwarf map was beaten in only 5 days? I got it down to 7 and thought that would be really tough to beat...it also only took 4 days for the final map which is amazing. I'm really curious now to find out how that was done.

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