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Heroes Community > Library of Enlightenment > Thread: Severe trouble with the Homm3 campaign.
Thread: Severe trouble with the Homm3 campaign. This thread is 2 pages long: 1 2 · «PREV
theKGS
theKGS

Tavern Dweller
posted August 03, 2014 12:59 AM

Now I'm stuck again... Let's see.

There's an undead campaign. Is it called something with King in the title? The mission is possibly the last mission in that campaign. I am not sure.

You start with 3x necropolis in the northern side of the map. It's blocked from the south part by means of three guarded gates.

My problem is the disparity between my income and my unit production. Basically, I have buttloads of troops to recruit, but not enough money. I make 9k gold per turn with the three cities.

I quit the mission when I encountered an enemy hero with:
300 royal griffins
150 crusaders
800 halberdiers
300 archers

Against my
600 skeletons
100 zombies
60 power liches
4 ghost dragons
20 dread knights
60 vampire lords

Also is there any way to make zombies useful? I don't think I've ever managed to even deal damage with zombies. They move too slow to do anything.
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heroes_player
heroes_player


Known Hero
posted August 03, 2014 11:58 AM

Well in my opinion you should ignore the zombies and never recruit them because they are just waste of money Instead of that, concentrate on vampires because they are the best unit from Necropolis and definitely the most overpowered units in the game!

Build the estate building, citadel and castle in every Necro town in the 1st week. Then at the beginning of the 2nd week you should have at least 36 vampires. Upgrade the vampires and give them all to Vokial or Thant and you should be able to defeat the garrison and clear some locations. Then at the 3rd week you should have 60 vampire lords in total and your main hero should be leveled up enough, which means that every opponent should be defeated easily... And yes, ONLY with vampires! No need other Necro units

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Lumske_Beaver
Lumske_Beaver


Adventuring Hero
posted August 03, 2014 01:44 PM

If you lose with Vampire Lords, you're doing something wrong:

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laucian
laucian


Hired Hero
posted August 03, 2014 05:03 PM

KGS,
I finished that undead scenario yesterday.  I broke through the center border garrison in week 2 or 3, then captured the easternmost castle town.  I also hired a couple of heroes for scouting and resource gathering.  

The enemy surprised me by never attempting to retake the first town I took.  

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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 04, 2014 09:55 AM

In that particular mission you can't sit idle; the AI has a tendency to mass most of his troops on a single Hero and especially the Royal Griffins become a royal pain in the nether regions if you allow this to happen. You have to break through the borderguards within a few weeks and start capturing towns on the other side.

Even if you are unable to hold on to them, it will slow him down, both in his town development and in his troop accumulation. If you take too long on your side of the border to develop your towns, you are going to face increasingly higher opposition. If I recall correctly, the AI has five towns, maybe six, versus your three.

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theKGS
theKGS

Tavern Dweller
posted August 07, 2014 02:04 AM

You up there you linked those vampire screenshots. I made considerable changes to my necropolis playing style and I conclude, that yes, Vampire Lords kick ass!

Damn these guys are broken good! I've only lost a stack once and that was when the enemy had like 150 or so royal griffins against my undersized stack, and the snow was lucky and managed to get a morale bonus before I got a chance to counter!

Now I have another problem, though. I can't seem to get ANY decent spells. I think I'm fairly close to winning the mission, but I'm in an awkward situation with my main cities up there very lightly guarded. Two of my heroes are exploring south (my second best hero is at the very south of the map) while the primary hero is doing his thing in the middle of the map. Now, however, two heroes snuck past with considerable troops and managed to get very close to my towns.

And it's really frustrating how hard it is to get either town portal OR dimension door. Is it possible to do anything to improve your chances of getting those spells? I find that advanced or better town portal is key to a solid offence.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 07, 2014 08:51 AM

theKGS said:
You up there you linked those vampire screenshots. I made considerable changes to my necropolis playing style and I conclude, that yes, Vampire Lords kick ass!

Damn these guys are broken good! I've only lost a stack once and that was when the enemy had like 150 or so royal griffins against my undersized stack, and the snow was lucky and managed to get a morale bonus before I got a chance to counter!

Now I have another problem, though. I can't seem to get ANY decent spells. I think I'm fairly close to winning the mission, but I'm in an awkward situation with my main cities up there very lightly guarded. Two of my heroes are exploring south (my second best hero is at the very south of the map) while the primary hero is doing his thing in the middle of the map. Now, however, two heroes snuck past with considerable troops and managed to get very close to my towns.

And it's really frustrating how hard it is to get either town portal OR dimension door. Is it possible to do anything to improve your chances of getting those spells? I find that advanced or better town portal is key to a solid offence.


It's pure random luck. And that's why Earth Magic is so unbalanced, because as you say, without it you are probably going to lose your Necropoli.

If you don't want to cheat and losing those towns is game-breaking for you, then you have no other option than to restart the mission and hope for the best.

Again without cheating, you are then again depending on the random number generator to either get the spells you need, or not. What you could do, in a semi-cheating way, is to save the game right at the start and spend all resources to build up your mage guild(s) right from the start, ignoring everything else, to see which spells you got. If you have the spells in your Mage Guild(s) that you want / need, than you can load up the save game and start playing in earnest and if you don't get them, restart the map; spells in every Mage Guild are predetermined when the map is generated for play.

Of course, this takes time, while the result is effectively the same if you would use the cheat code to fully build your towns and check the spells available. Just make sure to fully quit the game before reloading your savegame (either to restart it or to play in earnest), to wipe the mark that you've used a cheatcode on your playthrough from memory. And you can take this a small step further then as well with some additional cheat codes (unlimited movement, all spells - for the Fly spell- and full map), by "visiting" every enemy town and see what they're getting in their Mage Guilds too.

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heroes_player
heroes_player


Known Hero
posted August 07, 2014 10:26 AM

Well since your heroes won't transfer to the next scenario I wouldn't bother with the town portal at all... just take your time and capture all Castles so your enemy isn't able to build more troops Then come back to the Necro towns and finish them off if your enemy manages to escape again, he will eventually be really weakened enough to lose because he will always lose some troops in town battles while your vampires will not... although remember that vampire won't recover their health back if you attack Necro troops

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theKGS
theKGS

Tavern Dweller
posted August 11, 2014 02:31 AM

Done!

Now I'm on the next campaign. Song for the Father. I got pwned on scenario 2, though. Enemy attacked me with a random archdevil in week 2 o_o

Restarting this campaign and this time I'll try to maximize exp gain in the first map because they carry over.
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