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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Dragon Slaughter
Thread: The Dragon Slaughter This thread is 53 pages long: 1 ... 4 5 6 7 8 ... 10 20 30 40 50 53 · «PREV / NEXT»
pacifist
pacifist


Famous Hero
posted August 12, 2010 11:20 AM

Ah ok, seems I have to check again some things. I remember having experimented long time ago (wog 3.58 still) with henchman trying to find the best for each hero (ex : marksman or sharpshooter ) or a lv 1 vs a lv 7, ... Everything was fine and logic until some high levels were reached and then the henchman was almost invincible. As I understand it gains a level and this is duplicated by 2 units instead of 1 and more HP because of that but the HP is already multiplied by level but not again a second time. Does that work the same at lower levels? I'll have to check but maybe someone can answer that already. I'm at work so cannot look at that until tonight.

Well, I'll try first the 4x growth but 4000 limit still to have a feeling how it goes. Hope it's not the same as Chaser as this is not my taste of challenge .
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 12, 2010 11:26 AM

Only first week is difficult if you know how to play. After that it goes pretty close to Chaser, you level as crazy and neutrals follow. The emeralds towers offer unlimited bonuses for your creatures, and the only downside is that some AI fixed heros will use the same creature, so you may be surprised if you have a goodly one to defeat. The >4000 growth is not difficult late game, when your level 7 is doing 4000 damage, it does not change if he hits 4000 in stack or 200, the upcome is same, instant death.

The most difficult pick remains "neutrals get help", because instead or 7 stacks, you face 14, and the help stack is several times the size of the original.

Do I have to remember you that this map is third on your list?
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pacifist
pacifist


Famous Hero
posted August 12, 2010 11:35 AM

Hehe, the saves posted here were a nice bait to play again but "someone" suggested me the stargate atlantis series and now I want more so I look also at the 10 seasons of stargate SG1. On the end of 8th season so I will finish soon and then I'll be more active wogger . I'll do it in order as planned : the 300, then stargate, then maybe chasing the dragon ...
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 12, 2010 11:46 AM
Edited by Salamandre at 11:47, 12 Aug 2010.

Was kidding, you play the ones you like.
So you like the SG show?
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Maciek
Maciek


Known Hero
posted August 12, 2010 12:24 PM

Quote:
The battle goes ok for me, no crash. I guess it has something to do with maximum cloned stacks. You had 20 (max) and banshee still tried to clone.

I managed to win by completely ignoring Banshee. She just stood there in the corner sadly waveing her wings and pressing "defend". Anyways, she only tries to clone every 4 or 5 turns and the problem only occurs if you have 20 stacks in which case chances are you don't need any help from Banshee anyway. You just need to know that something like this might happen.
Have you tried attacking/casting spells with Banshee for 5 consecutive turns while having 20 stacks already to reproduce this crash? Well, if no other solution I think it might be a good idea to mention in-map that this might cause a crash.

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cadb8
cadb8

Tavern Dweller
posted August 12, 2010 06:27 PM

i have no "secret race" thing when starting a game, my heroes backpack is filled with junk, i don't have (or know how to get) angle wings...(yea, im a noob)


and i can't change what town to start with, there is only the castle, can't change it using the arrows, the IA have all the other towers (all different towers)


hope u ppl can help me
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Vicius
Vicius


Hired Hero
posted August 12, 2010 06:27 PM
Edited by Vicius at 19:24, 12 Aug 2010.

Quote:
I looked at the 2 saves posted here and there seems to be some problems. Why do the henchman have so many lives (angel or banshee)? Normally they should die if one of the virtual stack dies no? Also, isn't there a limit on the number of rebirth of sacred phoenixes? Well, if was fun anyway to see the potential of the main heroes . I wonder if someone played with unlimited growth (means no 4000 limit) .


I'm playing at "unlimited" growth, though it only increases the cap from 4000 to 28000. It's not really unlimited.

Btw, I just looked all over the cursed ground area near the last AI city behind the blue gates, even with View Air spell to try and see hidden artifacts, but the scroll of water walk is not there. I even fought all the dragons there just to make sure, but to no avail.

Edit: nvm, found it.
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pacifist
pacifist


Famous Hero
posted August 13, 2010 03:49 PM
Edited by pacifist at 15:55, 13 Aug 2010.

Quote:


Azrael is the easiest one to play, because he gets godly strong after a while: look at later army



Quote:




Those skeletons want to play "time of prophecy" also? . Did you try the speed/damage path with them? With their numbers they can insta-kill any stack . Well except maybe final boss if there are any ...Maybe the ghost behemoth on the screens?

I have a question concerning 2nd henchman. We can only choose from the ones proposed but choose a basic unit and the aspect of the henchman is the same as chosen but the stats reflect only the basic creature white experience to level is still huge (+- 400 xp). I can choose a bone dragon using base creature skeleton but not higher (whigh, vampire)?.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 13, 2010 04:12 PM
Edited by Salamandre at 16:13, 13 Aug 2010.

It depends of your hero level and the creature total HP. Vampires can not be henchman in this map, as well as ghosts, you imagine why. The henchman will improve to the creature you choose and will take its aspect as well after the 20th level.

Of course I choose the damage path with skeletons, speed is not very important, as in hard battles the opponent speed is calculate starting from your highest + n. So maximum speed they need is Supreme Phoenix +1.  Also there is downside, as when having too many of them, the damage goes over the possible cap and returns to 1.

If it was my map I would remove the ghosts dwelling as with them all the difficulty is gone, if one knows how to use them. But I guess it is chinese players hobby to add ghosts, as in Chaser as well they were present and spoiled the map.

So for a optimal challenge I advise to not use them.

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pacifist
pacifist


Famous Hero
posted August 13, 2010 04:27 PM

Can this map be played with VCMI project as it is now in version 0.82? Maybe then there is no more limit to damage overflow or other big numbers. Well the ghost behemoth in the screen will receive 1/3 of damage anyway but 500.000.000 hp is maybe too much damage currently with wog.

I don't plan to use ghosts or other obvious workarounds as it spoils everything, primary the fun . Just wanted to know if a basic unit could be used for 2nd henchman and become the one we selected. I'll have to wait lv 20 it seems. It could be fun also to play with low-level henchman but then it's still possible to discard the blood dragon and make it a simple unit . I drawed attention to damage because I heard the skeletons had 3000 hp and there are only 3 towers in the map.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 13, 2010 04:44 PM
Edited by Salamandre at 16:45, 13 Aug 2010.

It is not a big problem, I got it only once when playing Azrael as I forced a bit on skeletons numbers. All the others go ok.

The advise was not for you, obviously
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 14, 2010 10:51 AM

Quote:
Can this map be played with VCMI project as it is now in version 0.82?

If it was, everyone would be playing it already . Unfortunatelly WoG mechanics are not yet supported and we don't plan ERM script interpreter at all before 1.0 release, although some people offered to write it.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 14, 2010 01:05 PM
Edited by Salamandre at 19:29, 14 Aug 2010.

Update to 2.07E version available, download link in main post

[+] Added two complete Help menus, all features explained (click on system options)
[+] Fixed variables in the Palace of Dreams so they do not interfere anymore with other scripts
[+] Spelling
[+] Removed the quick combat option when clicking on help
[+] Corrected the growth hints
[+] Added all quests solutions in the read me.txt.
[+] Minor fixes here and there
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pacifist
pacifist


Famous Hero
posted August 14, 2010 06:24 PM
Edited by pacifist at 18:41, 14 Aug 2010.

Aie, begin version 1.06 already . Didn't check/uncheck anything in options except growth x 4 . First week is very hard because of the ramdom blessings that can ruin any plan. I had to build 16 (now 20) vampire lords and sacrifice 2 heroes to pass the 1rst week. But now I have on day 12 12400 ace skeletons. Dragon blood henchman lv 4 only and commander lv 30 as Azrael. No second henchman yet, I want to have one with a strong base creature (best is a titan with 300 hp? ). 3 lv 7 yet to kill and to take the shipyard. City hall build. I flagged lv 8 dwelling, not much money to buy for the moment...

Seems I'm a little late to take a boat, will be done on day 13...Maybe I'll realize my mistake later not having picked a 2nd henchman

edit: ah yes, the henchman have a big bug. They die (and it's written in description) when 1st one in the stack dies. It seems later the bug appears somehow with high level ones. Not normal to win a super-big fight with the help of the henchman even if he dies at the end

edit2 : the commander doesn't regenerate hp as ability, how is that?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 14, 2010 06:42 PM
Edited by Salamandre at 18:43, 14 Aug 2010.

I don't think it is a bug, thats how it is implemented. And commander should regenerate 50 HP every turn, if he has the skill.

The henchman should be considered as one creature with multiple stacks. If wounded, it dies at the end of the battle.
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pacifist
pacifist


Famous Hero
posted August 14, 2010 07:01 PM
Edited by pacifist at 19:04, 14 Aug 2010.

Ctrl+rightclick on henchman flag gives a description of the henchman and says : Henchman will die after one of the stack is lost, they may offer one last retaliation before doing so . And that's exactly how it works for me in my fights. I think the bug appears later when the henchman is already many levels.


My henchman is lv 4 with 2440 hp and that means 4 * 610 pts so it's normal to die after having received + 2440 damage or else he would have virtually 4 * 2440 = 9760.

I selected regeneration skill on level-up but it doesn't work, maybe it's hidden? like for the skills, I don't see the image of the regeneration skill as there is no place. Do I have to do something to put it visible so it works or should this work anyway (hidden or not).
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 14, 2010 07:12 PM

It should work, I did not always check in TDS, because with his 30k life I don't care about, but in other maps I am sure it works, tested

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pacifist
pacifist


Famous Hero
posted August 14, 2010 07:21 PM

http://www.speedyshare.com/files/23799614/fight.GM1

Here the henchman will die easily after receiving 2440 damage and the commander doesn't regenerate as he should. I'm ok with the henchman but I spend many levels for the commander on speed to have regeneration skill. Something is wrong maybe I miss something simple ...
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 14, 2010 07:24 PM

Did he lost his regeneration ability after getting hit? In this map Woodmelon used a special script to disable commander skills if it is hit (%chance to lose them for that battle)
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pacifist
pacifist


Famous Hero
posted August 14, 2010 07:27 PM

I never saw the skill in action. Most of the times the commander loses hp but on hit and run actions. Other times he is hit of course but I never saw him recover a single hp after being wounded. Weird
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