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Heroes Community > Library of Enlightenment > Thread: HOMM3 Tactics
Thread: HOMM3 Tactics This thread is 71 pages long: 1 10 20 30 40 ... 43 44 45 46 47 ... 50 60 70 71 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 28, 2013 11:22 PM

Me, some experiences using erm. But I recall level 100 would do same effect for Tazar, invincible.

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dimis
dimis


Responsible
Supreme Hero
Digitally signed by FoG
posted November 28, 2013 11:25 PM
Edited by dimis at 23:39, 28 Nov 2013.

You are ruining all the fun!!! (According to the thread, 114; tested by you. The actual number is 113.3333...)
____________
The empty set

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shakarock
shakarock

Tavern Dweller
posted December 17, 2013 03:39 AM

Hey!!
This thread is great! im going to try some multiplayer soon
used to play aloooooot of single player

but i guess i wasnt really good considering i always rushed capitol...oO

thats it! please keep posting tactics!
Im going to read this thread back and forth

cheers

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Jake
Jake

Tavern Dweller
posted December 19, 2013 05:14 AM

Additional campaigns

Howdy all, I'm a newbie - great thread and community! I've been playing HOMM since early 2000's, but only just discovered this...

I have a query / request for help if anyone can assist (off topic, sorry) - I only very recently found out about the additional campaigns in H3 (I have the Complete ed). Previously I always started a new campaign without realising it (i.e. exiting after finishing one and then starting 'new campaign'...).

Needless to say I'm keen to check out these campaigns I've never tried (heard good things about Foolhardy Waywardness) - but not so keen to go through all the previous campaigns again (I'm fine with it, but my wife might castrate me!). I believe it's possible to copy someone else's save file and just play the new campaigns?

Anyone able to help??

Muchos gracias, Jake

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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 19, 2013 01:12 PM

You could always just cheat yourself through the campaigns you've already completed dozens of times over. Sure, you'd get the rank of "Cheater" in the end score of those campaigns, but do you really care much about that?

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Jake
Jake

Tavern Dweller
posted December 22, 2013 06:28 AM

Hey Maurice, I guess I could cheat instead, if I can't get hold of a saved game (I can quash that little voice giving me a hard time, given I've completed the initial campaigns at least once previously...).
How exactly does one go about cheating through campaigns / scenarios..?

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 22, 2013 11:19 AM

I could send you a save where all but the least campaign (Seeds of discontent) of RoE have been finished, also a save where all but the last campaign of AB (Foolhardy Waywardness) have been finished.

Some other saves from SoD also present here...
____________
Better judged by 12 than carried by 6.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 23, 2013 10:20 AM

There's a page on heroesofmightandmagic.com that has them all; link can be found here. Keep in mind that they changed the codes between the base game and the two expansions, so select the page of the game version you have.

Basically, hit the TAB key to activate a prompt where you can type them.

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ahoyy
ahoyy

Tavern Dweller
posted December 26, 2013 06:13 PM

I've got strategy for Inferno but I don't know is it good.

First you must buildHall of Sins, then Demon Gate and Mag Guild. Now you can build Fire lake and recruit Efreet.

Please check and vote.

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batoonike
batoonike


Known Hero
posted December 30, 2013 07:03 PM

ahoyy said:
I've got strategy for Inferno but I don't know is it good.

First you must buildHall of Sins, then Demon Gate and Mag Guild. Now you can build Fire lake and recruit Efreet.

Please check and vote.


The strategy is valid. However I wouldn't consider this to be advanced enough to be in this topic which has only "the most advanced strategies and tactics", right?

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Jake
Jake

Tavern Dweller
posted January 04, 2014 11:22 PM

Cheers Maurice - got the RoE completed campaigns from the link...

Thanks for the offer angelito - I might take you up on getting the AB save if i can - got the RoE from Maurice's link, and almost worked my way through SoD (again)...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 04, 2014 11:51 PM

batoonike said:
The strategy is valid.


Not even. Not only what he proposes is basic (yeah we build dwellings in the allowed order, and what?) but the order of build is bad. If you are going to build mage guild anyway, do it on first day, before your heroes leave for a long time.
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Era II mods and utilities

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szilellis
szilellis

Tavern Dweller
posted January 07, 2014 12:20 PM

PVE Tip:

When you deal with a strong enemy of exactly the same speed, you can still eliminate all with minimal losses. That depends if your top stack plays 1st. If not, you need to 'waste' enemy 1st and 2nd stack moving first per round advantage by proper movement and positioning not by spell, because if you slow then enemy #2 stack will inherit the benefit.

Before combat, you need to split your army to 2 stacks. You must calculate that the enemy stack will just not survive your attack, or will do with few numbers. If CPU splits to 3 stacks survival is certain, if it splits to 4 stacks then it is probably not.

Here is order of play #1:
your stack 1
enemy stack 1
your stack 2
enemy stack 2
enemy stack 3
enemy stack 4

Here is order of play #2:
enemy stack 1
your stack 1
enemy stack 2
your stack 2
enemy stack 3
enemy stack 4

which stack plays first depends on some speed elements like native ground, natural or enhanced speed and randomness. You cannot tell until inside combat.

If you have tactics, you simply place the stacks in advance.

Move top stack (1) all down, below second stack (2). Move bottom stuck (2)up and 1 tile back from the top stack (1).

You need to wait +1 round. That is, wait until enemy top stacks move down and down stacks move forward.

If you place your stacks correctly, that is, the starting top stack low(last 3 rows) and front (1-2 columns) and the bottom one (2) up and below the first, you have successfully force CPU to rush.
Placement need some practice due to terrain, obstacles and creature speed (7 is different than 4, still works). Rules are: The lower the speed, the furthest from bottom, the higher the speed the lower you must be. More precisely: Your 1st stack should ideally be located opposite to enemy stack 4, or slightly above, or between enemy 3 and 4. You have to be in position 1 round BEFORE enemy stack gets into your attack range.

The idea of placing is that while you move your stacks down (or already place them with tactics) enemy top stack stacks move down while enemy bottom stacks move forward. This lead to an enemy line inconsistency, the enemy stacks 1 and 2 are behind 3 and 4, but stacks 3 and 4 play after your stacks.

So your stack 1 actually threatens all or all but enemy 1, if enemy 1 plays first. So depending on creature speed, there would be a round (2nd, 3rd, 4rth) where the enemy stacks would decide to move into your attack zone, while you wait. At this point and if enemy 1 plays first IT IS IMPORTANT the enemy stack 1 to move within your enemy stack 1 attack zone, if you play first it doesn't matter.

So combat rounds goes like that:
your stack 1 waits
enemy stack 1 moves within your stack 1 attack zone
your stack 2 waits
enemy stack 2 moves within your stack 2 attack zone
enemy stack 3 moves within attack zone from both stacks
enemy stack 4 moves within attack zone from both stacks
your stack 1 attacks enemy stack 1
your stack 2 attacks enemy stack 2
next round
your stack 1 attacks stack 3
your stack 2 attacks stack 4
(if enemy stacks survive will now attack)

or like like that if enemy plays first but rush:
enemy stack 1 moves within your stack 1 attack zone
your stack 1 waits
enemy stack 2 moves within your stack 2 attack zone
your stack 2 waits
enemy stack 3 moves within attack zone from both stacks
enemy stack 4 moves within attack zone from both stacks
your stack 1 attacks enemy stack 1
your stack 2 attacks enemy stack 2
next round
(if enemy stacks 1-2 survive will now attack)
your stack 1 attacks stack 3
your stack 2 attacks stack 4
(if enemy stacks 3-4 survive will now attack)


And if CPU plays first and enemy stack 1 does not rush, you need spell:
enemy stack 1 waits
your stack 1 waits
enemy stack 2 moves within your stack 1 attack zone
your stack 2 waits
enemy stack 3 moves within attack zone from both stacks
enemy stack 4 moves within attack zone from both stacks
your stack 1 attacks enemy stack 2
your stack 2 attacks enemy stack 3
enemy stack 1 attacks your stack 1
next round
enemy stack 1 attacks your stack 1
your stack 1 attacks enemy stack 1
your stack 2 attacks enemy stack 4

To prevent enemy stack 1 to attack your stack 1 twice, you need to either haste your stack 1 at the beginning (haste and wait) or slow enemy stack 1 (slow and wait) This will convert the battle:

enemy stack 1 waits
(cast haste on stack 1)
your stack 1 waits
enemy stack 2 moves within your stack 1 attack zone
your stack 2 waits
enemy stack 3 moves within attack zone from both stacks
enemy stack 4 moves within attack zone from both stacks
your stack 1 attacks enemy stack 1
your stack 2 attacks enemy stack 2
next round
your stack 1 attacks enemy stack 3
(if stack 2 survives attacks now)
your stack 2 attacks enemy stack 4
(if stack 1 survives attacks now)

enemy stack 1 waits
(cast slow on stack 1)
your stack 1 waits
enemy stack 2 moves within your stack 1 attack zone
your stack 2 waits
enemy stack 3 moves within attack zone from both stacks
enemy stack 4 moves within attack zone from both stacks
your stack 1 attacks enemy stack 2
your stack 2 attacks enemy stack 3
next round
your stack 1 attacks enemy stack 4
(if stack 2 survives attacks now)
your stack 2 attacks enemy stack 1
(if stack 1-3-4 survives attacks now)

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Maurice
Maurice

Hero of Order
Part of the furniture
posted January 07, 2014 02:38 PM
Edited by Maurice at 15:08, 07 Jan 2014.

I'm not sure what you mean to say ...

As it is, which stack moves first is a simple determination based on effective unit speed (this includes terrain, artifact and Hero boni).

Each time a stack is about to move, the game determines the highest speed among stacks that didn't yet move, until all stacks have moved.

1) If one or more stacks of the same side (attacker or defender) are tied for highest speed, the stack that was leftmost in the line-up on the campaign map (Hero statistics screen, Castle screen, etc ...) gets to act first.

2) If it is the very first action of combat and a stack that belongs to the attacker (i.e. the Hero who initiated the combat to begin with, on the left side of the battle map) is tied for highest speed with a stack that belongs to the defender (on the right side of the battle map), the attacker acts first.

3) In all other actions, whenever a stack is tied for highest speed with a stack of the opponent, the side that didn't control the previous stack to act now gets to act first.

Steps 1, 2 and 3 are performed until combat is finished.

The Wait command on one or more stacks reverses the order of the waiting stacks to act; the waiting stacks get to perform their actions once all the non-waiting stacks have been handled.

Suppose your Hero has a single melee type against which you're also facing off, while no speed bonus applies. Your melee stack will get to act first, after which the enemy stack gets to act. Rinse, repeat. Now suppose you decide to wait instead of acting. In that case, the enemy stack acts first (even if it waits, because the act order is reversed for waiting stacks!), while your stack then gets to act, having waited its turn. At the start of the next combat round, the enemy stack now gets to act first, since your stack was the previous one to act.

Note that the game explicitely determines the followup order right before a stack moves. This makes certain that when stacks fall away due to getting destroyed during a turn, the next stack with same speed gets to go (often the case against neutrals, where one particular unit type usually is split up over multiple stacks). Furthermore, it also moves a Blinded/Paralysed/Otherwise-disabled unit back into the list as soon as it loses the blindness, paralysis or whatever else it suffered from that made it postpone its actions - including if this happened during the resolution of the waiting stacks.

As an aside, at higher difficulty levels the AI will always try to remain 1 tile out of range of your own melee stacks if it can do so at all. The only times it will move within range is if it can reach one or more of your stacks that same turn, or if its own speed is lower than that of your melee stack(s) (otherwise it would never be able to reach them). The AI doesn't seem to consider the possible application of Slow or Haste spells in those determinations, by the way.

A small example:
Suppose you have a few Swordsmen (speed: 5) and Archers (speed: 4), facing off against some enemy Archers and Halberdiers (speed: 5).

Initially, the followup order will be:
1. Swordsmen
2. Halberdiers
3. Your Archers
4. Enemy Archers

Now let's assume your Swordsmen have moved, the Halberdiers have moved, and your Archers are up. You Blind the enemy Archers and shoot the Halberdiers, killing some. At the start of the next turn, the followup order is as follows:
1. Halberdiers
2. Swordsmen
3. Your Archers
-. Enemy Archers (blind)

Being tied for speed, the Halberdiers get priority, since your Archers moved right before them. Let's assume they act, after which your Swordsmen and Archers finish them off. The next turn, it looks like this:
1. Swordsmen
2. Your Archers
-. Enemy Archers (blind)

You move your Swordsmen up and hit the enemy Archers, killing some. The list then changes to:
1. Enemy Archers
2. Your Archers
-. Swordsmen (already acted this turn)

They melee your swordsmen, you then shoot them. The next turn, the order will be:
1. Swordsmen
2. Enemy Archers
3. Your Archers

The enemy Archers have moved before your Archers, since they're tied for Speed, but you got to act your Swordsmen right before.

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szilellis
szilellis

Tavern Dweller
posted January 07, 2014 03:46 PM

"When you deal with a strong enemy of exactly the same speed"

I take out archers in your own example.

So you have  halberdiers (5 speed) against a stack of swordsmen(5 speed).

Suppose you have enough halberdiers to win them with about 30% casualties in average. That is a no-go battle. How you deal with them with 0%-5% casualties?

If you leave your halbs 1 single strong stack the swordmen will probably split to 3 stacks, maybe two.
If you spit to 2 stacks, the swordsmen will split to 4 stacks, maybe 3 but less likely.

So if you play as i described with 2 stacks of halbs, you most likely attack 1st all 4 stacks of enemy swordsmen despite all stacks have speed 5.

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mckarpow
mckarpow

Tavern Dweller
posted January 10, 2014 02:55 PM

You guys say you always recruit a lot of heroes day 1.

I don't know which maps you play, but I try my luck mostly on random maps (balance or panic templates with monster set to strong, sometimes normal (btw.is it the most common set up to set monsters strong?)) and I sometimes find myself in a situation where I cannot see a point in hiring let say 5 additional heroes, mainly beacause there aren't many directions in which I could possibly scout - well, that might be beacuase of me being unexperienced, but well, if the path is blocked by a lot of elves or some shooters I supose you simply don't enter that fight unless you got unicorns or very good reason to do so. Is it really never a strategy to go maybe for a town hall day 1 at least and maybe hiring second hero of the same fraction than your main. I know chaining makes things faster, but as I say,on some maps sometimes I simply get stuck nevertheless and have to waste a turn with my main by simply waiting because there is no much I can do.

If it is beacuase I suck than please tell me how you deal with the following one:

I want to try Ryland to see how good diplomacy really is. So I've started with some centaurse and dwarves. The other guy in tavern had only dwarves. So my army day 1 was 7 elves that I buy in castle, 33 centaurs, some dwarves, some goblins and few wolf riders from the other hero. The Path was blocked by some shooters, so I decided to go in the other directions where I had some fights whith horde of gnolls, horde of pikemens and stuff like that, where I lost units that weren't from my natvie town (goblins and wolves) and than I start doing 3 crypts, first was the small one (1 or 2 centaurs lost, second was the one with 5 vampires (some more centaurs lost), but the last one was the one with 10 vampires and I simply lost my army there. There wasn't anything more relevant to do in my area unless I fought the shooters blocking the path. So how you deal with that?

Why is diplomacy so strong? When do you start big army having diplomacy on balance or panic? Sometimes after 1st week I don't have any joiners, maybe some zombies that want to join me for money.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted January 10, 2014 03:31 PM

szilellis said:
"When you deal with a strong enemy of exactly the same speed"

I take out archers in your own example.

So you have  halberdiers (5 speed) against a stack of swordsmen(5 speed).

Suppose you have enough halberdiers to win them with about 30% casualties in average. That is a no-go battle. How you deal with them with 0%-5% casualties?

If you leave your halbs 1 single strong stack the swordmen will probably split to 3 stacks, maybe two.
If you spit to 2 stacks, the swordsmen will split to 4 stacks, maybe 3 but less likely.

So if you play as i described with 2 stacks of halbs, you most likely attack 1st all 4 stacks of enemy swordsmen despite all stacks have speed 5.
Where you got that info from?
Normally, the amount of stacks the AI creates in battle depends on the complete strength of your army, NOT on amount of stacks you split them.
____________
Better judged by 12 than carried by 6.

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mckarpow
mckarpow

Tavern Dweller
posted January 10, 2014 07:15 PM

angelito said:
szilellis said:
"When you deal with a strong enemy of exactly the same speed"

I take out archers in your own example.

So you have  halberdiers (5 speed) against a stack of swordsmen(5 speed).

Suppose you have enough halberdiers to win them with about 30% casualties in average. That is a no-go battle. How you deal with them with 0%-5% casualties?

If you leave your halbs 1 single strong stack the swordmen will probably split to 3 stacks, maybe two.
If you spit to 2 stacks, the swordsmen will split to 4 stacks, maybe 3 but less likely.

So if you play as i described with 2 stacks of halbs, you most likely attack 1st all 4 stacks of enemy swordsmen despite all stacks have speed 5.
Where you got that info from?
Normally, the amount of stacks the AI creates in battle depends on the complete strength of your army, NOT on amount of stacks you split them.


Actually most of the stuff he writes is either wrong or useless

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Herry
Herry


Bad-mannered
Famous Hero
100% Devil
posted January 12, 2014 03:45 PM

Treasury building is pretty helpful

Quote:
There is a building I`ve seen few Rampart addict ever build.  I do it every games that last 3 weeks+.   The Treasury building.  5000 gold 5W 10Ore might seem a lot but if you do all that you should do you will get 5K + gold the very first week change it comes into play.  Day 7 you should build a market in every cities you own.  Trade every ressources you don`t need.  Let`s say you are playing a random XL map and you have 100 gems-sulfur-mercury to trade.  Depending on the number of markets you own that`s easily +15k gold before the new week.  Also do not upgrade your green dragon dwelling just now, wait until day 1.  In fact, all major expenses should wait until the next day with the exception of going to a new month.  You can still gamble it but plagues may occur every other new months and so you might consider buying all that you can to save as much as possible.  Week 3 should be your goal to build the treasury else I suggest you wait until week 5 unless you want to gamble it

when playing a map without good resources it helps alot, it did help me, when i got about 3/4 tresuries with 1 capital and the rest being city halls i got fast and awesome amounts of money each week. it's pretty helpful when playing maps on hard or harder. and make sure to make markets, the deal is better with each market you own.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted January 13, 2014 05:08 PM

mckarpow said:
Actually most of the stuff he writes is either wrong or useless


Indeed, like for example this gem:

szilellis said:
So combat rounds goes like that:
your stack 1 waits
enemy stack 1 moves within your stack 1 attack zone
your stack 2 waits
enemy stack 2 moves within your stack 2 attack zone
enemy stack 3 moves within attack zone from both stacks
enemy stack 4 moves within attack zone from both stacks
your stack 1 attacks enemy stack 1
your stack 2 attacks enemy stack 2
next round
your stack 1 attacks stack 3
your stack 2 attacks stack 4
(if enemy stacks survive will now attack)


Note that the assumption is that all stacks have the same speed. In that case, as soon as the next round starts, it's not your two stacks that get to act first. Instead, enemy stack 1 will act first (since it was one of your stacks that acted before it and speed is identical), and then after your stack 1, enemy stack 2 will act before your stack 2.

Furthermore, at same speed, the AI will never move into your attack zone unless it can reach you the same turn, at higher difficulty levels. It will only blindly walk to its doom at the easiest settings.

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