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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 50 ... 53 54 55 56 57 ... 60 70 71 · «PREV / NEXT»
MeKick
MeKick


Hired Hero
posted July 10, 2015 08:23 PM

Kicferk said:
Are you trolling or what?


lol of course he's trolling; I just don't know why he chose a Heroes III forum (out of all possible forums) to do that in.

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swinm
swinm


Hired Hero
posted July 11, 2015 07:54 PM

I'm not troll, I've been playin this game for about 7-8 years (singleplayer / LAN multi)

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted July 11, 2015 08:00 PM

That may be, but then you still spout plain wrong bull everywhere, necroing willy-nilly and potentially confusing newbies. The duck test therefore marks you as a troll. Please stop.
____________
Sanity through drugs. Order yours today!

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looom
looom


Adventuring Hero
Flying High
posted July 23, 2015 10:47 PM
Edited by looom at 23:18, 23 Jul 2015.

Good god, please. Archery vs Offense? Offense any day of the week. By the time you need more firepower, offense will complement your entire army while archery boosts only the stack that you use on the heroes clearing guards for mines and resources. Provided you play impeccably and lose none of your shooters it is still only one stack. There is no justification for essentially weakening the rest of your army onthe expense of Maybe getting the chance to kill a handful of enemy troops  more before you get run over due to your other troops being too weak or rather, not as strong as they could be.

One cannot play for a ranged strategy in this game for it is too easily countered. By strategy I mean the development of one's main hero and army.

Using kontra examples from games against the AI is mis guided. If we all agree the AI is dumb and weak why do people insist on building a strategy for beating the AI, later claiming it is the way to play? (I mean AI players, not the guards)

Let us also fix the fact that in battles against guards where we use archers, our battles are usually set up such that we won't lose our archers, or perhaps a few, therefore, archery skill will only get the battle done a little bit faster and that is all. There is no real benefit, whereas offense directly controls how many troops we lose to retaliation. Its impact is evident.

—-------—

Earth magic not being a winner? I, uh, wow. Homm3 1o1, what are the 3 most useful spells in this game, maybe 4 if you have the time to cast it? Slow, Shield and Haste . None of these spells require wisdom. 2 of them are in fact Earth spells. Slow is easily the strongest spell in the game. If you cannot understand how, then play some tough battles with and without slow and expert earth.

If we pursue luxury spells then for them to be effective we need to invest firstly, time. I admit having a force fielder would be damn beautiful, but it requires an extra secondary skill slot, resources for mage guild and then luck to boot. It is like lottery, but what if you fail?

The effect of might is guaranteed, whereas the effect of magic is costly and will not always work. Therefore, earth magic is the winner, for slow will always get us the results we need.

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swinm
swinm


Hired Hero
posted July 25, 2015 05:40 PM

4 best spells?
I can mention only favourite/most used spells.

Fire Shield - rarely used, but can be very good on massive units. (Behemoths) Or you fly with your l7 unit into the enemy castle and cast fire shield on it. Cool.

Sacrifice - totally cool way to kill your noob useless level 1-2 units to remake 6-7.

DISRUPTING RAY - my personal favourite. Far not the most useful, but it is  very entertaining to use.

Chain Lightning - totally cool attacking spell, but there are better spells naturally.

Slow - Slow > Haste

Resurrection - cool with expert earth, Sacrifice if don't have expert earth.

Haste - Haste < Slow

Cure -  totally cool.

Summon Boat - vital.

Forgetfulness - totally cool against wandering units.

Clone - .

Prayer - Totally cool, then rather Prayer than Haste.


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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted July 26, 2015 11:36 AM

The cleaning shower will come down soon over the last pages of this thread dear members

Please save your posts if you wish and copy them into a new thread or an already existing thread ("Best skills?", "Single- vs mulitplayer", "red vs blue", "cheese vs saussage", etc...).

This thread is about TACTICS.
It should help others to increase their level of playskills.

If you can't find your way of playing this game described here in this thread after more than 10 years, it probably doesn't belong here


____________
Better judged by 12 than carried by 6.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 27, 2015 11:05 PM

About necro supremacy, I just found a page made by Frank back in 2000, Clan Wars

Our clan won 4 out of 4 games vs necromancers clan, while all necro players started with amplifier, mage guild 1 and 1 bone dragon in garrison.

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Kicferk
Kicferk


Known Hero
posted July 27, 2015 11:34 PM

It can mean several things.

One of them is that your starting bonus was actually quite useful.
Other is that perhaps your opponents were not as good as you were.
Or perhaps the gameplay went through a long way since 2000.

And of course it can also mean necropolis is bad

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 28, 2015 11:20 AM

Third option I think: game play changed. Also our bonus was "pick color and map", so obviously we forced them to play some medium map where they had not much time to farm. Then people played H2 style, dozens of heroes skirmish; in H2 the concept of main army didn't exist because you didn't need it. Or this style harms the necro tactics.

Sure if you start XL vs necro, especially with guarded zones between, you will fall behind shortly.

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swinm
swinm


Hired Hero
posted July 29, 2015 10:54 AM

Salamandre said:
Third option I think: game play changed. Also our bonus was "pick color and map", so obviously we forced them to play some medium map where they had not much time to farm. Then people played H2 style, dozens of heroes skirmish; in H2 the concept of main army didn't exist because you didn't need it. Or this style harms the necro tactics.

Sure if you start XL vs necro, especially with guarded zones between, you will fall behind shortly.


But what if the XL(+U) map has only 1 Necropolis? You play fastly and with no mercy, so you don't waste time with going back for the army / bringing the army to main hero. Your next 2 castles will be closer to your main hero and so on.
My experience is that only 3 units survive with necropolis: skeletons-vampires-Dknights
Others will die or there WILL ALWAYS be better units to have. Zum Beispiel high level wandering units. Hmm?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 29, 2015 11:21 AM

Well, you don't need to go back for army, it comes to you as soon as available, that's what secondary heroes are for. You would be surprised how secondary heroes chain can cover even a XL map in one turn, using intelligent placement + towns garrisons. So this is not a problem, + the number of necro towns isn't important (a bit only, because amplifiers + raise dead spell unavailability) as long as you have mobs to farm.

In fact necro, as every other factions, is very fragile first week. If you don't manage to harass him during eh first week, there are chances his main hero develops well then starts to manage battles without casualties from second week and more. Or no casualties for necro = stronger army after every battle, unlike other factions.

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swinm
swinm


Hired Hero
posted July 29, 2015 06:23 PM

I use hero chains too, but these heroes are not 'secondary' for me. I just buy a noob hero for 2500 and destroy after bringing. I heroes used to work with 2-3 main heroes. (as I wrote this in the Tactics page.)
I can't really imagine that you harass enemies in week1. On 9999 islands map it's almost impossible, and on non-water maps there are usually l7 units or gates between zones. And usually all the 8 players start in the corners, and another castle zones in the middle)

But while you reach the enemy, he will have 2-5-x days 'better' army. Not?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 29, 2015 07:47 PM
Edited by Salamandre at 20:18, 29 Jul 2015.

Well, the reason I stopped playing in toh was that everyone wanted random maps after a while. Those maps are tactically poor (in my opinion) and uninteresting for a fun gameplay because they lead to same ends and strategies. The maps I was playing you usually could reach your opponent scouts day 3 then details and issues were different from one game to another.

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swinm
swinm


Hired Hero
posted July 30, 2015 01:03 PM

Totally agree, random maps are a bit EMPTY in my opinion. I never play random maps. There are good random-map-generators but I can't install any mods... maybe 'cause my homm3comp is fake.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 31, 2015 01:05 PM

Install HD MOD. Not only allow to change game resolution but also fix original game bugs and comes with nice templates for RMG.

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swinm
swinm


Hired Hero
posted July 31, 2015 02:24 PM

yes I downloaded HD but dont find it any better

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Kicferk
Kicferk


Known Hero
posted July 31, 2015 05:56 PM

If there is only one necropolis on the map then you only have 40% of necromancy rate. Oh, no.

If you manage to lose all liches and dragons then you are left with skeletons, vampires and death knights. But you should recognize that most of us don't use diplomacy, so high level wandering creatures won't replace the units you lost.

Angels and wyverns will, at least on random maps.


The problem with fixed maps is that you can always know certain things about them that you can't about random maps. You can peek inside map editor and see exactly what you can expect. And even if you don't, once you played it a few times you will know what is where.

Random maps offer randomness to an extent. You don't always know where to look for resources, or how much gold will the zone give, or where(if at all) your external dwellings are. You don't know locations of creature banks and so on, and so forth. I find this kind of uncertainity more fitting to competetive gameplay.


About reaching an opponent early, I think that it is a totally different type of game than currently popular, but for a good reason too. As a general rule, to play good you need to have options. If you don't have any, luck is what really decides who wins. And early meetings take away some of your options.

Add to that the fact that you know where exactly opponents main town is, and approximately where he could have gone from there(with view air you will know everything you want, but you need to be lucky for that) and what you get is many successful week 1 rushes with factions that have strongest starting army(or which are most benefitting from the particular fixed map).


Swinm, if you can't use HD mod, then I suggest you search for rmg templates, like 8mm6a, Jebus Cross, 6lm10a, etc. download the one you like, call it 'rmg.txt' and put it in your Data directory in Homm3 folder. This template will be used to generate random maps as long as it is there, and you will likely find all of these templates better than the ones you got beforehand.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 31, 2015 06:20 PM
Edited by Salamandre at 18:31, 31 Jul 2015.

Well, I think the opposite. Player A gets Crag Hack, player B gets Christian as best. Player A has 3 free weeks to get Crag to the point he deals 30% more damage and player B has not a single option to prevent that. Game over. Of course, optimizing chains, moves, and time is interesting but how thrilling is when is done in perfect safe environment? Add the factor surprise and management suddenly becomes alive.

Beside, games on let's say "Seven Lakes" map are always uniques. There are billions of possible moves and priorities, but if you never tried, won't try anymore

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Kicferk
Kicferk


Known Hero
posted July 31, 2015 11:33 PM

A difference between main heroes is not the most often heard problem of random maps. Availability of hives/cons and dd/fly/tp on the map is.

And to all that, the answer is the same. Randomness will always exist to some extent in this game. It's one of things that make it fun. But the key is to make randomness less relevant in comparison to how well people play. A fixed map with main towns within 5-6 days from each other means that whenever one player feels he is stronger than other(and this feeling can be trained to be mostly right) he will rush and win. There are such possibilities on random maps as well, but again on random maps you don't know how long it will take to get to opponent, or exactly how to get there.

IMO a degree of isolation between players was advocated for by players because they didn't like the impact starting conditions had on result of games. Hence larger maps and/or bigger separation.

Now it's true that main hero difference can win a game, but it is not enough to counter 3 extra hives week 2, or control got a week earlier. An average main hero still gives you several chances to win the game. While successful rush week 1 for some towns results in game over almost always. There are ways to come back from it of course. But I think the reason this type of gameplay is no longer popular is that people simply find it less fun, for whatever reasons.  

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swinm
swinm


Hired Hero
posted August 01, 2015 10:35 AM

Guys could you link me here a download page for these mods + extras? I'd be happy

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