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Heroes Community > Library of Enlightenment > Thread: Heroes 3 rules
Thread: Heroes 3 rules This thread is 3 pages long: 1 2 3 · NEXT»
krs
krs


Famous Hero
posted December 04, 2012 10:27 PM

Heroes 3 rules

There are many rules players play with. And everyone says magic heroes are worse than might ones. I am wondering why are there no rules against Recanter's Cloak? Or Orb of inhibition? These 2 screw up magic heroes badly and on a rich template like Jebus they are 100% guaranteed to appear.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 04, 2012 10:57 PM

Because rules are always made to suit rules creator play style. He doesn't like this or that, he makes rules against then he claims is for balance. WCL has its set of rules, which makes void the use of magic heroes. What would they be good for? You are not allowed to hit and run. Most templates are closed or towns enough far thus a might hero has enough time to get enough magic skills and be versatile in both ways. Now is common to meet Crag having 10-15 knowledge and expertise in at least one magic school.

Current rules suit to present game play style.
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted December 05, 2012 02:50 AM

Same! Because number Ok so 3lvl immune ok I won with blind and slow. If no believe, ok Might for red orb without fly etc. Try it! Sal will build to island, we can understand it. When you must give a symbol.

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Star_King
Star_King


Known Hero
posted December 05, 2012 03:23 AM
Edited by Star_King at 03:23, 05 Dec 2012.

Gotta agree. Orb of Inhibition should be banned at least. What was 3D0 thinking?

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krs
krs


Famous Hero
posted December 05, 2012 02:24 PM

I' just saying... Magic heroes are useless and yet rules advantage might ones.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted December 06, 2012 08:19 AM

with WT you can disable Red Orb...and many players did it...and guess how many played Magic heroes??
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Titowam
Titowam


Hired Hero
posted December 06, 2012 02:48 PM

The cloak of the undead king (is it called that?) with Isra at a high level, Necromancy at expert, that tower thing in Necropolis that increases Necromancy (cant remember what its called) is EXTREMELY overpowered.
If you got that, you'll soon have a HUGE army of Power Liches. Should be banned or removed.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 06, 2012 03:36 PM

Unfortunately. The most intense and challenging games are against necro.
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted December 07, 2012 06:03 AM
Edited by Ghost at 06:20, 07 Dec 2012.

I can't play without artifacts because of unbalance. So just a test ago with Brave New World, I was Fortress, I playing rule with, hero was about 30 defense, but 7 attack. Skills armorer, tactics, air, offense, navigation, wisdom, dilpomacy and logistics. I took red orb, because Conflux will use it! Then I go back to my castle, where is enemy has waiting for me. I gave autocombat, AI never casted speed etc.. AI don't casted anything and map have for eample heroes with splitted creatures.. You can see all, if playing with rule and knowledge

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muddy123
muddy123

Tavern Dweller
posted December 09, 2012 08:50 PM

add soldiers to hero's army ?

how do i add new units to my hero's army ?  i made new centaurs in a town: how do i get these into my hero's group ? thanks

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Buji
Buji


Known Hero
posted December 09, 2012 09:08 PM

Quote:
how do i add new units to my hero's army ?  i made new centaurs in a town: how do i get these into my hero's group ? thanks

Just click their portrait and then click on free space/or with the same creatures in heros army

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favio
favio


Hired Hero
posted December 11, 2012 02:23 PM

Its really sad what upgrading wyws and angels from hives and cons isnt alloswed

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Gidoza
Gidoza


Famous Hero
posted December 18, 2012 10:46 PM

Quote:
Its really sad what upgrading wyws and angels from hives and cons isnt alloswed



See, I can partially understand this rule and partially disagree with it.

In a Random Map, where Dragon Fly Hives and Griffin Conservatories appear all over the place, one player may get more than the other, causing that player to have a definite advantage in power.  However, if this is the case, I find the rule about not being able to upgrade these to be hypocritical.  If Dragon Fly Hives and Griffin Conservatories are a problem, they should not be usable *at all*.

However, in preset maps (some of the ones I play), there might be one or two Dragon Fly Hives or Griffin Conservatories on the whole map.  In this case, I don't care if someone upgrades the units they get here because if the map is designed properly for balance in the first place, then upgrading these is expected and it is ridiculous to prevent a player from upgrading units that are part of the proper balance of the game.

I have similar problems with different rules, which I won't list here.  Basically, the rules don't take into account various situations that would either make the rule insufficient in some cases or unnecessary in others.

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maretti
maretti


Responsible
Supreme Hero
posted December 18, 2012 11:49 PM

Its to avoid castle and fortress players getting an advantage compared to the other towns.
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Gidoza
Gidoza


Famous Hero
posted December 19, 2012 04:11 AM

You missed the point of all that I said, but that's fine, I'll leave it alone.

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Gidoza
Gidoza


Famous Hero
posted December 19, 2012 08:12 AM

Quote:
Quote:
In a Random Map, where Dragon Fly Hives and Griffin Conservatories appear all over the place, one player may get more than the other, causing that player to have a definite advantage in power.  However, if this is the case, I find the rule about not being able to upgrade these to be hypocritical.  If Dragon Fly Hives and Griffin Conservatories are a problem, they should not be usable *at all*.


Quote:
You missed the point of all that I said, but that's fine, I'll leave it alone.


It's not the case of an advantage due to more conservatives or hives. Yet it's still not hypocritical, because it's still not balanced. That's due to upgraded Wyverns being better for Fortress, and upgraded Angels being better for Castle, than for the other towns.



Had plenty of games where I (or my opponent) had an unimaginably overwhelming number of wyverns/angels simply due to Hive/Conservatory positioning, and no Castle/Fortress was involved; was simply a matter of overwhelming numbers that could not be managed by the opponent facing the Wyvs/Angels.  I consider having a Fortress or a Castle in such a situation to be a matter *above and beyond* what is already quite problematic.

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krs
krs


Famous Hero
posted December 19, 2012 02:18 PM

Consider a simple case:

Both players get same amount of angels from conservatories. Blue is Castle and will upgrade them to Archangels just like that. Red is Dungeon and cannot. => Castle has a huge creature advantage and an extra empty slot in his army that he can use as he wishes. Same goes for fortress with Wyverns. Just the numbers are greater.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted December 19, 2012 02:29 PM
Edited by Warmonger at 14:31, 19 Dec 2012.

My proposed solution is to add more types of banks to the game. This could give different kinds of monsters and also prevent piling up hordes of one type
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted December 19, 2012 02:43 PM

Ok you can take a angel. I need resources for build 7 lvl monster and spells.. Same! When build to angel you need much resources, but why now you need creature? Artifact, money and at first start before you must have a Griffin.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 19, 2012 03:08 PM
Edited by Salamandre at 15:11, 19 Dec 2012.

That's what you get when you play closed maps, where nobody steps in your territory early game. You have the time to take conservatories, hives, level Hack to 20 and build level 7 dwelling. Then of course must create rules to avoid specific advantages. Still puzzles me why log specialists are banned while is ok to win with armorer/offense specialists.
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