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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Quiz: Test your Knowledge!
Thread: Heroes 4 Quiz: Test your Knowledge! This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
Lich_King
Lich_King


Honorable
Supreme Hero
posted September 25, 2002 05:22 PM

OK. I will try to answer the last:

Quote:
13. Warning, this question is of impossible difficulty, but you will probably find the answer interesting. What do the following 'features' of heroes 4 have in common?
-inferno
-breeze the falcon
-demonary
-undead transformer
-ankh of life
-demonologist
-necromancy amplifier
-unholy song


All the words are somehow related with Necropolis
(Inferno,demonary,undead transformer,demonologist,necromancy amplifier,Unholy song)

But They canbe also related with power upses (breeze the falcon, demonary, ankh of life,demonologist, necromancy amplifier)

Or with spells (demonary, unholy song)

And with Nature campaign



It's true it is imposible
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Thunder
Thunder


Responsible
Famous Hero
posted September 25, 2002 05:37 PM

1. Mass Weakness, Celestial Armor, Mass Fortune (also affects damage taken from spells).

2. I guess Curse. After all, you may want to protect your hero who casted it. And in normal speed terms opposite Orcs will move before yours after you moved with hero.

3. Limited Range, Melee Penalty and Berserker's ability.

4. Diplomacy costs gold while Charm is free. But with Diplomacy you get more creatures, so if you have gold in abundance, the Diplomacy is definitely better.

5. As I remember Scrolls don't require magic school like Parchments, and they cost only half the usual amount to cast. So he is able to cast it, once.

7. Zero. Gold Golems can't be raised.

8. 28 (if not maybe it is 25).

9. This is a pure guess: 8 and as I recall Faerie Dragons have maximum spell points of 25. Unless Summoned Creatures work like Cloned (Cloned creatures are unable to cast spells) then they have spell points of 25.

10. 13 times (GM Scouting, GM Pathfinding, GM Stealth). Thieves start with Basic Scouting and Basic Stealth. I'm not sure (it has been some time since I last played with Thieves) if GM Pathfinding is requirement for GM Scouting.

11. 5 Elemental Creatures (Elementals + Gargoyle). 3 Mechanical Creatures (Dragon Golem, Gold Golem, Ballista). 6 Undead Creatures (Skeletons, Ghosts, Vampires, Bone Dragons, Zombies and Mummies).

12. Death Magic.
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Wub
Wub


Responsible
Famous Hero
posted September 25, 2002 05:54 PM

Quote:

13. Warning, this question is of impossible difficulty, but you will probably find the answer interesting. What do the following 'features' of heroes 4 have in common?
-inferno
-breeze the falcon
-demonary
-undead transformer
-ankh of life
-demonologist
-necromancy amplifier
-unholy song

All the words are somehow related with Necropolis



What does a wimpsy falcon has to do with the home turf of the mighty undead?

@Thunder: Your answers are definitely among the best! You left two questions out, but most of the ones you did answer were good or at least defendable. But again: I don't see a connection between breeze the falcon and death magic
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tuapui
tuapui


Famous Hero
Poetic Psycho Baby BlackDragon
posted September 25, 2002 06:44 PM

off question topic

what element is the gargoyle wub?
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peractive Do not touch.
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Lich_King
Lich_King


Honorable
Supreme Hero
posted September 25, 2002 07:22 PM
Edited By: Lich_King on 26 Sep 2002

Ask NWC

Wub, where are the answers ?
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Klauts
Klauts


Famous Hero
lost in a mourning hall!
posted September 26, 2002 09:22 PM


1. Put these spells in order of how powerful they generally are (least powerful first):
Mass weakness, Mass fortune, Celestial armor.
Celestial;weakness;fortune;

2. You are fighting one stack of 50 orcs with one stack of 50 orcs. Are you better of casting curse or bless? Or  doesn't it matter?
Why not curse the enemy and bless you.
3. Some creature specialties such as the black dragon's magical immunity are somewhat of a mixed blessing. But which three creature specialties are just undesirable?
undead,fire attack,cold attack.
4. In which way is diplomacy better than charm and in which way is charm better than diplomacy?
Charm is free;Dyplomacy is more!
5. A barbarian with just his three starting skills finds a scroll of hypnotize. Can he cast it and why (not)?
well because he has to know it first and then cast at reduced cost.
6. In Heroes 4, what's the difference between strategy and tactics? Edit: I meant, in warfare, there's a difference between strategy and tactics. How does this find expression in Heroes 4. Or: what is tactics in Heroes 4 and what is strategy?
Well tactis is a primary skill,strategy i your type of play.
7. A level 12 hero with grandmaster necromancy and the amulet of the undertaker who has visited 2 necromancy amplifiers has killed 50 gold golems. How many vampires will be raised?
None they are mech.
8. You put a weekly growth of imps in the undead transformer. How many skeletons will you acquire?
25.
9. A druid summons 2 faerie dragons and lets them cast confusion until they run out of sufficient spell points. Then he summons 2 faerie dragons on top of the 2 that he already created. How many times is the confusion spell cast and how many spell points have the dragons left?
25 times+ 2 SP
10. How many times must the 'scouting' skill of a thief at least be upgraded to get  grandmaster stealth? (If you have basic stealth and progress to advanced stealth, that's 1 upgrade).
Gm scout+master path=GMStealth.
11. How many elemental creatures are there in Heroes 4. And how many mechanical? And undead?
5 elem;7 undead;3 mech.
12. Which primary skills can be learnt at a university but not at a seminary?
nobility,scouting.
13. Warning, this question is of impossible difficulty, but you will probably find the answer interesting. What do the following 'features' of heroes 4 have in common?
-inferno
-breeze the falcon
-demonary
-undead transformer
-ankh of life
-demonologist
-necromancy amplifier
-unholy song

AH...yea guess the O is the right answer
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Wub
Wub


Responsible
Famous Hero
posted September 26, 2002 11:22 PM
Edited By: Wub on 26 Sep 2002

The answers (finally)

Quote:

off question topic  

what element is the gargoyle wub?



off topic answer

Err...a stone elemental? Geez, Lich_king is right, ask NWC! And while you're at it, also ask why an ice demon is not an elemental, why they suffer from a terrain penalty on snow and why lava (the hottest terrain around) is their native terrain!

@Klauts: Again, a very good result! There goes my last hope of someone who falls for some of the trick questions I included . And I am really starting to wonder if I -a hardcore heroes fan- look  stupid enough to include a question having as answer: 'the letter O'. *Wub pulls some hairs out of his head*. I am trying to be a tactician, not someone with an 'O' fetish! ()

All right: the answers. If you encounter any typos, it is because Lich_King is driving me nuts with instant messages to finally give the answers

1. Put these spells in order of how powerful they generally are (least powerful first):
Mass weakness, Mass fortune, Celestial armor.


Well, generally the order would be:
Celestial armor, mass weakness, mass fortune.

Celestial armor (lvl 3 life) increases the defense of your creatures with 25%, thus improving your own creature performance with 25%.
Mass weakness (lvl 4 death) causes the enemy to do 75% of their normal damage. To do normal damage, they have to make 100/75=1,33 attacks. So you could say your own creature performance increases with 33%. (Doing 3/4 damage equals 4/3 increase in defense.
For mass fortune you could give the same argument. Your enemy's damage is decreased by 33% which equals an increase in defense of 50%. Mass fortune also decreases damage taken from direct damage spells. If you still have any doubts, test it yourself.
The moral should be that if you know how much your creatures benefit from 'stats changing spells', you can easily determine which spell is best and should be cast.


2. You are fighting one stack of 50 orcs with one stack of 50 orcs. Are you better of casting curse or bless? Or doesn't it matter?

Casting curse is the best. Orcs do 1-3 damage, so average is 2. Casting curse will let the orcs do 2 times less damage. Blessing your orcs will let them do only 1.5 times more damage, so curse is better. By the way, as a general rule curse is better than bless, not just in this example.

3. Some creature specialties such as the black dragon's magical immunity are somewhat of a mixed blessing. But which three creature specialties are just undesirable?

The intended answer was: fire attack, cold attack and berserk. Fire and cold attack are bad because you just do halve damage against fire/cold resistant creatures while you get nothing in return. And although berserk gives you immunity to fear spells, the fact that you cannot control your creatures outweighs that of course.

The 'melee penalty' specialty is in itself bad, but I considered it to be more part of the 'ranged' specialty. Anyway, this answer is okay to me.

I see the 'short range' specialty more as a bonus, giving a normal melee unit the opportunity to to some ranged damage (albeit often not too much) but technically I am wrong here. So this answer is also fine to me.

4. In which way is diplomacy better than charm and in which way is charm better than diplomacy?

Diplomacy gives you twice the number of creatures as charm. When you use charm, the creatures are for free, while with diplomacy you will have to pay 50% of the cost price for every creature. Diplomacy doesn't work on creatures of an opposite alignments, so for example a life hero cannot charm death or chaos creatures. Charm decreases the cost prize for surrendering to 65% of the normal prize on grandmaster level.

5. A barbarian with just his three starting skills finds a scroll of hypnotize. Can he cast it and why (not)?

Every hero can cast any spell he finds on a scroll (not a parchment!) as long as he has sufficient spell points. The spell also costs 50% less spellpoints. So yes, this level 1 barbarian can cast hypnotize (and it will cost him 6 spell points..

6. In Heroes 4, what's the difference between strategy and tactics? Edit: I meant, in warfare, there's a difference between strategy and tactics. How does this find expression in Heroes 4. Or: what is tactics in Heroes 4 and what is strategy?

In warfare, the difference between strategy and tactics is that the former involves the planning while the latter is just the fight itself. So, funding you army, composing your army, moving it around etc. is strategy, engaging in battle is tactics. The reason that I included this question, is that in the Heroes of Might and Magic series the difference between strategy and tactics is dead sharp: everything that you do on the adventure map is strategy, every move you make on the combat map is tactics. I think it is a plus on the game design.

7. A level 12 hero with grandmaster necromancy and the amulet of the undertaker who has visited 2 necromancy amplifiers has killed 50 gold golems. How many vampires will be raised?

None, mechanical units can't be raised. Too bad nobody fell for it

8. You put a weekly growth of imps in the undead transformer. How many skeletons will you acquire?

The amount of creatures that you acquire is based upon 2 rules:

-You can never get more creatures out of the transformer than that you put in.
-You can never get more experience points worth of creatures than that you put in.

28 Imps are worth 140 experience (value at normal difficulty is taken and 28x5=140)
A skeleton is worth 6 experience, so no more than 140/6=23,3 imps can be acquired. Answer: you get 23 imps.

9. A druid summons 2 faerie dragons and lets them cast confusion until they run out of sufficient spell points. Then he summons 2 faerie dragons on top of the 2 that he already created. How many times is the confusion spell cast and how many spell points have the dragons left?

Water elementals, genies, magi and faerie dragons all have enough spellpoints to cast their most expensive spell 8 times. Hence, a faerie dragon has 40 spell points. Since the confusion spell costs 3 spell points it can be cast 13 times.

When the faeries have 1 spellpoint left, the druid summons 2 extra faeries on top of them. This action will give the faeries back ALL their spell points. This feature can be very useful when summoning water elementals (a hero with 20 spellpoints can cast 'quicksand' 32 times, then). It's als nice to use this trick with phoenixes who can keep rebirthing themselves!

10. How many times must the 'scouting' skill of a thief at least be upgraded to get grandmaster stealth? (If you have basic stealth and progress to advanced stealth, that's 1 upgrade).

You hero needs to develop grandmaster scouting, grandmaster stealth and master pathfinding. Since a thief starts with basic scouting and basic stealth, he needs 4+4+4=12 upgrades on his scouting skill.

11. How many elemental creatures are there in Heroes 4. And how many mechanical? And undead?

There are five elementals: fire, earth, air and water elemental and gargoyle. Again, too bad nobody said 'ice demon'

There are three mechanicals: gold golem, dragon golem and ballista.

There are 6 undead: skeleton, zombie, ghost, mummy, vampire and bone dragon. If you want, you can include the dark champion from the expansion too, for a total of 7.

12. Which primary skills can be learnt at a university but not at a seminary?

The university, which can be build by the order alignment, teaches secondary skills of Nobility, Scouting, Life magic, Order magic and Death magic. The seminary, which is a life structure, teaches secondary skills of Tactics, Combat, Life magic, Order magic and Nature magic. If you do not have the primary skill that is required to learn a secondary skill, the primary skill is offered instead. The answer: Death magic, Nobility and Scouting can be learnt at a university, but not at a seminary.

13. Warning, this question is of impossible difficulty, but you will probably find the answer interesting. What do the following 'features' of heroes 4 have in common?
-inferno
-breeze the falcon
-demonary
-undead transformer
-ankh of life
-demonologist
-necromancy amplifier
-unholy song


Actually, the answer did have something to do with the game. All these features have an in-game description that is either incomplete, questionable or just completely incorrect. Maybe some of these 'bugs' are removed, but I don't think so actually. Also, I can be wrong on some of these, but I tested all of it very carefully:

-Inferno is not a fire spell, as is stated. It can damage phoenixes for example.
-Breeze the falcon seems to increase your scouting radius by 1, not 2.
-The demonary artifact increases the effectivity of your death summoning spells by 50%, not 100%.
-The undead transformer can create vampires and bone dragons too, not just ghosts and skeletons.
-The ankh of life increases your resurrection skill by 10%, not 5%.
-The advanced class bonus of a demonologist is that it increases death summoning by 25%. The description says it gives +50 (???) to your death summoning spells
-The necromancy amplifier doesn't seem to have any effect. Let's say I can normally raise 10 skeletons after battle. If I build and visit an amplifier I can still raise the same number (and I have run many tests!). So the 10% bonus to your necromancy skill just seems untrue.
-The unholy song spell not only decreases the attack and defense skill of life units by 20%, but it also decreases their magic resistance. ALL damage spells do +25% damage against life units that are under the influence of this spell. So, lightning bolt, magic arrow, ic bolt, life drain, poison and so on all do 25% extra damage!

But the saddest thing of this all is that I just happened to encounter these bugs during some tests. It is very likely that there actually are dozens of inaccurate descriptions that just will never be revealed.

Well, that's it. If you encounter any errors in the answers just say so and I will gladly edit it. Now it's just waiting for the answers of Thunder and Klauts...















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Klauts
Klauts


Famous Hero
lost in a mourning hall!
posted September 27, 2002 09:19 PM
Edited By: Klauts on 27 Sep 2002

1.What's the only alingment that has 6 level 5 spells.
Nature was the answer i was looking for.
2.What spells are those ?
Well: Dragon strenght,Summon (phoenix,mantis,faeries,vemons,devil) I consider the vemon spawn a level 5 spell as it is very powerfull(can compete with all of this spells)
3.What's the l1 creature that has a several growth(5-9)?
Centaur
4.What creature is a random spellcaster?
evil eyes
5.What creatures have a growth below 2?
Mantis and Blackie(well i guess sea monster and mermaid are right too but.. the answer should be above 0)
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Lich_King
Lich_King


Honorable
Supreme Hero
posted September 27, 2002 11:15 PM

Quote:
5.What creatures have a growth below 2?
Mantis and ....


Well, I must disagree with you Mantis has growth of 2/per week.

If you are doubting check this
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Klauts
Klauts


Famous Hero
lost in a mourning hall!
posted September 29, 2002 06:14 PM

The base growth of the mantis is 2 but from crt portal is 1.1
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Wub
Wub


Responsible
Famous Hero
posted September 29, 2002 07:36 PM

All right, some more questions. For grabs as usual!

1. Which creatures are immune to the binding ability of mantises. Or are none immmune?

2. What is the chance that a minotaur blocks an attack. And which creature specialties should have a similar chance to occur?

3. The specialty of a sea monster gives it a 10% chance of devouring an enemy unit. But aside from that, it has some sort of other specialty. What is that specialty?

4. What is roughly the cost of a 1 week growth of first level creatures? And of 2nd, 3th and 4th level creatures?

5. The four elementals look a bit like level 2.5 units. The game however, says they are level 3 units. What is the tactical/strategical consequence of that? Or in other words: if elementals were just level 2 instead of level 3, how would that affect gameplay?
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Klauts
Klauts


Famous Hero
lost in a mourning hall!
posted September 29, 2002 07:55 PM

1. Which creatures are immune to the binding ability of mantises. Or are none immmune?
I guess blackie or devils.
2. What is the chance that a minotaur blocks an attack. And which creature specialties should have a similar chance to occur?
20%
3. The specialty of a sea monster gives it a 10% chance of devouring an enemy unit. But aside from that, it has some sort of other specialty. What is that specialty?
Guess that it can't be recruited.
4. What is roughly the cost of a 1 week growth of first level creatures? And of 2nd, 3th and 4th level creatures?
1st:600;2nd:1500;3nd:3300;4:8000+
5. The four elementals look a bit like level 2.5 units. The game however, says they are level 3 units. What is the tactical/strategical consequence of that? Or in other words: if elementals were just level 2 instead of level 3, how would that affect gameplay?
Well if they were l2 the neutral elementals would be more on the adventure map.
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Thunder
Thunder


Responsible
Famous Hero
posted September 29, 2002 09:56 PM
Edited By: Thunder on 29 Sep 2002

Answers:

1. Continuous Event is useful when the map maker wants that there will be immediate effect (in most cases it will happen immediately) when certain condition is met and there are too many ways that condition may become TRUE that using Triggerable Event isn't very practical.

For example, Map Maker wants that Player Blue wins when the Player Red is defeated even if Player Green and Player Orange would still exist. It is impractical using triggerable events in such situations. Continuous, Timed or even Placed Event is a better choice then.

2. C is the correct answer. Others will make the game to crash because they will never stop triggering themselves, except D in the case the player has 0 gold but that is not likely to happen.

3. More than 1 million spell points for sure. In other words, more than you can hope to spend in one battle (unless you plan to make battle that lasts more than twelve hours). Infinite amount is likely answer if the game wouldn't crash when there are just too many objects.

I made an easy script that asked from the player if he wants more spell points and the script triggered itself until "no" was said. That script was launched by timed event that happens every day. I did it manually first and then begun to use object that would keep the "enter" key down. In any case, I left the computer pressing "enter" when I went to eat. When I returned to check, the game was crashed to the desktop.

4. Answer is that both Cloned, Raised and Summoned creatures enjoy the Tactics skills. IMO, Cloned creatures shouldn't have tactics bonuses applied to them.
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Lich_King
Lich_King


Honorable
Supreme Hero
posted September 29, 2002 11:01 PM

1. Which creatures are immune to the binding ability of mantises. Or are none immmune?

Insubstantial creatures : Ghosts and Air Elementals

2. What is the chance that a minotaur blocks an attack. And which creature specialties should have a similar chance to occur?

30 % of block. The same chance of using specialty has: Squires (stun), Mermaids (Charm)

3. The specialty of a sea monster gives it a 10% chance of devouring an enemy unit. But aside from that, it has some sort of other specialty. What is that specialty?

He can move over bodies of water without ships.

4. What is roughly the cost of a 1 week growth of first level creatures? And of 2nd, 3th and 4th level creatures?

1lvl. 600
2lvl. 1500
3lvl. 3300
4lvl. 8000 & 4-8 (gems, ore, wood, and etc.)

5. The four elementals look a bit like level 2.5 units. The game however, says they are level 3 units. What is the tactical/strategical consequence of that? Or in other words: if elementals were just level 2 instead of level 3, how would that affect gameplay?

They had a higher growth.
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Wub
Wub


Responsible
Famous Hero
posted October 02, 2002 04:58 PM
Edited By: Wub on 2 Oct 2002

1. Which creatures are immune to the binding ability of mantises. Or are none immmune?

Ghosts and Air Elementals, which have the insubstantial specialty, are immune for the binding ability of the mantis.

2. What is the chance that a minotaur blocks an attack. And which creature specialties should have a similar chance to occur?

Minotaurs, unicorns, ice demons and mermaids all have a 30% chance that their melee attack causes their specialty to occur.

The chance that squires have to stun their opponent is calculated differently:

((inflicted damage/total hitpoints of enemy stack) -0.05) x 100% = stunning chance.

In normal words: the more damage you do, the bigger the chance of stunning (if you kill 50% of a stack, chance of stunning is 45%)

About minotaurs block: only 7 out of 10 attacks pass the block. An enemy therefore has to strike 10/7 x 100% = 43% more to inflict the same damage. This more or less equals an increase of minotaur's hitpoints from 38 to 54.

3. The specialty of a sea monster gives it a 10% chance of devouring an enemy unit. But aside from that, it has some sort of other specialty. What is that specialty?

Sea monsters are immune to diplomacy and charm as well.

4. What is roughly the cost of a 1 week growth of first level creatures? And of 2nd, 3th and 4th level creatures?

Note 1: Might creatures are 33% cheaper, so you have the money to recruit 50% extra of them. A summary (might creatures are not taken into account):

Cost of lvl 1: 504(dwarf/imp) - 550 (skeleton)
Cost of lvl 2: 1260(ghost) - 1440 (gold golem)
Cost of lvl 3: 3200(griffin/nightmare) - 3400 (naga/ice demon/efreet)
Cost of lvl 4: 8000 + 4 precious resources/8 normal resources.

Note 2: if I would have compensated for the cheaper Might creatures, they would be the same price.
Note 3: Champions are the only creatures that are a bit more expensive than other lvl 4's: they cost 8 wood AND 8 ore.
Note 4: Elementals are not included.

You see, that all creatures hae a more or less fixed price. In Heroes 3, a weekly growth of Hydras was considerably cheaper than a weekly growth of Archangels. These differences in price have not survived Heroes 4. In other words: creature cost price is not really a factor anymore in Heroes 4.

5. The four elementals look a bit like level 2.5 units. The game however, says they are level 3 units. What is the tactical/strategical consequence of that? Or in other words: if elementals were just level 2 instead of level 3, how would that affect gameplay?

I meant: if all their other statistics would have stayed the same, what would be the effect if elementals were level 2 instead of level 3?

The answer is: creatures with a higher level are harder to sneak past with a stealth hero.

Neutral elemental monsters placed on the adventure map would not have been larger, because this depends upon their growth, not their level.

These were all answers again. I just want to encourage everybody to come up with questions or give a try to answer them. I will post some new ones in a few days.  

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Wub
Wub


Responsible
Famous Hero
posted October 13, 2002 11:22 PM
Edited By: Wub on 13 Oct 2002

A new sort of questions have arisen!

It has been a while since I posted new questions in this thread. But that has a reason. Because Klauts and I have teamed up to rise the quality of the questions to an entire new level. May I introduce to you....picture questions!

Question 1



The hero in the army is a level 1 mage without artifacts but with the following spells: magic fist, precision and displacement. As you see she has a few order troops with her. Currently she is fighting, and probably defeating, 4 computer controlled hydras. But what is about the maximum number of hydras that this army can defeat without losses? Or in other words: Roughly how big a stack of hydras can this army handle without losses? And, very important, what tactics should be used?


Question 2



You see a level 1 necromancer with just the curse spell and 2 vampires fighting a computer controlled chaos army. This battle can be won and without losses! How can you accomplish that? Be careful, this not-so-complicated- looking-battle requires rather unusual battle tactics!


Question 3



This question is similar to the first one. A level 2 druid with a small army fights a stack of behemothes. The druid has advanced nature magic and knows the following spells: terrain walk, summon wolf, summon sprite, speed, stone skin, giant strength, summon elf and summon white tiger. In the picture he is fighting four computer controlled behemothes, but actually he can defeat more with this army. Roughly how many behemothes can be defeated without losses and which tactics should be used?


Question 4



You see the picture of a quite powerful hero. This hero knows all spells that she is able to cast. So she knows all level 1-5 nature spells and all level 1-3 chaos spells. As you see, she currently has 20 spell points, but let's assume she has full spellpoints. In that case, about how big a neutral creature stack of ballistas can be destroyed? Or: What is roughly the number of computer controlled ballistas that this hero can defeat. And what tactics should be used?  

Klauts and I look forward to answers. Enjoy!
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 14, 2002 12:38 AM

If you assume that the Hydra are in one stack then it becomes easy. In four stacks it's a bit worse. The AI will always place them in four stacks but I'll list both tactics.

Hydraes are in 1 stack.
1st Round:
Genies casts slow. (1 stack, rest defends)
Mage casts Precision on Halflings
Magi casts Poison

When the Hydra are close enough to attack, you begin to Song of Peace them. Mage can also try displacement.

The magi casts magic fist each turn until they run out of spell points.

With this conserving of spellpoints, the Poison will do an amazing amount of damage and halflings will run out of shots. You'd probably kill a dozen hydras or perhaps more.

Hydrae are in 4 stacks.
You use the same general tactics, yet now you can't handle all that many hydrae since genie spellpoints will be out after about 9-10 rounds and so must then the Hydrae.

Proper use of cowardice can make the hydrae hydrae that are closest to your troops helpless so if you manage to reduce the front stack to less Hp than a genie use it.

The main problem with four stacks is that the stacks will obscure each other so you can't be sure to song of peace all of them and that can prove fatal.

The magi will begin with casting Poison on each of the stacks and then Magic Fist them.

At a guess you can perhaps defeat 6-8 Hydrae this way, any more would be very risky if you stipulate no losses.

I'll look at the othe problems later on.
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Wub
Wub


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Famous Hero
posted October 14, 2002 01:00 AM

Your battle tactics sound very convincing Djive! You overlooked not many things. And to clear up the question: you should indeed assume that there are four stacks of hydras, as that is what would occur if you would have attacked a neutral monster stack with this line up. The same is true for the question with the behemothes. Another remark: the computer plays to the best of its ability.
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csarmi
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posted October 25, 2002 12:18 AM
Edited By: csarmi on 24 Oct 2002

Regarding Question 2: I hope that we agree on this: if I am to control the Medusae and the Troglodytes, you won't win this battle without losses, at least not with 100% chance. Am I right or am I right?
Anyways, you'll have hard time against even the AI, if their creatures get morale every turn

Regarding question 3: You can beat any number of Behemoths. Just slow them all, cast Terrain Walk and Speed up every member of your army (last one not really necessary, maybe spell points are not enough) and use your sprites to hunt them one by one. It will take a long-long time. Also cast enough quicksand.

Quote:

Another remark: the computer plays to the best of its ability.
[quote]

What does it mean? May I control the Hydrae against you?

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Famous Hero
posted October 25, 2002 01:31 AM

Finally some more answers :)

Quote:

Regarding Question 2: I hope that we agree on this: if I am to control the Medusae and the Troglodytes, you won't win this battle without losses, at least not with 100% chance. Am I right or am I right?
Anyways, you'll have hard time against even the AI, if their creatures get morale every turn



Yep, your're right. You can only win this because of the retarded AI. But still the question is: how? And you don't have to assume that they get a morale bonus every turn. In fact, it is okay to me to say that neither the troggies nor the medusas will receive any morale bonus.

Quote:

Regarding question 3: You can beat any number of Behemoths.



Hmmm, that sounds quite reasonable though the tactic is  risky of course...I must admit that I didn't even think of it . I will test it before I give the final answer.

Quote:

What does it mean? May I control the Hydrae against you?



I meant that the AI of the computer is adjusted to impossible difficulty. This makes a difference because on normal difficulty the AI doesn't use the 'wait' function for example.

I'm curious to your answers .


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