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Heroes Community > Library of Enlightenment > Thread: HOMM3 Tactics
Thread: HOMM3 Tactics This thread is 71 pages long: 1 2 3 4 5 ... 10 20 30 40 50 60 ... 67 68 69 70 71 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 05, 2017 12:44 PM
Edited by phoenix4ever at 12:46, 05 Nov 2017.

@Salamandre and angelito
When playing on impossible, do you guys also go for creatures first? On lower difficulties I would also build creature buildings first, but not on impossible, there I would aim to get Capitol and Ressource Silo asap. Besides starting army army from secondary heroes plus Mage Guild 1 is often enough to clear early fights.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted November 05, 2017 01:47 PM

For Impossible I go for mixed build.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 05, 2017 06:33 PM
Edited by Salamandre at 18:44, 05 Nov 2017.

The 200% difficulty is suitable for custom maps where the mapmaker takes cares of your start, therefore the 200% has as unique goal to remove AI poor behaviors, make it play at the best and match the mapmaker test difficulty. On MP random maps 99,99% of people play at 130%, because there is nothing fun about turning in circles with one hero and base your progression on pure luck, as spotting a pile of wood day 1 or not.

phoenix4ever said:
and Ressource Silo asap.


Now this is silly.

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Mordred06
Mordred06


Hired Hero
Grounf
posted November 06, 2017 11:46 AM

Salamandre said:
The 200% difficulty is suitable for custom maps where the mapmaker takes cares of your start, therefore the 200% has as unique goal to remove AI poor behaviors, make it play at the best and match the mapmaker test difficulty. On MP random maps 99,99% of people play at 130%, because there is nothing fun about turning in circles with one hero and base your progression on pure luck, as spotting a pile of wood day 1 or not.

phoenix4ever said:
and Ressource Silo asap.


Now this is silly.


Any thoughts on how to improve the game's difficulty when playing on random maps, multiplayer against the AI (yes, we are old school hot-seat vs AI kind of players )?
I completely agree with the "turning in circles" part when playing 200% which can be quite frustrating.
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bloodsucker
bloodsucker


Legendary Hero
posted November 07, 2017 03:29 AM
Edited by bloodsucker at 03:30, 07 Nov 2017.

phoenix4ever said:
On lower difficulties I would also build creature buildings first, but not on impossible

As I said somewhere, my biggest expense at Impossible is heroes. If you're lucky and get Two heroes of the same type as your town (or if it is Tower and you could get the money to upgrade the gremlins) one can do most of the fighting just with the creatures from heroes. In hota you start with armies so big that I often leave the seamen aside to get more movement. Of course, if playing MP, the other guy is doing the same and you have to stress out, against AI, the moment you buy your fifth hero you already have a better expansion rate then your opponents.
The rest is finding ways to do the most challenging fights as soon as possible and for that the "replay battle" function from HD Mod is priceless.
With Cove I also go for money buildings quite early, cause I don't find Nixes and Serpents that useful but with Castle I try to get the Angels as soon as possible. Three angels on a good hero, with some magic, can deal with everything but Utopias, the bigger Mansions and the bigger creature banks. Of course, angels are expensive and the rest of the town sucks compared to Cove.
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Nipredil
Nipredil

Tavern Dweller
posted December 01, 2017 12:50 AM

Hi all

What do you guys usually do with crazy big necropolis armies? (Sorry, if this was somewhere before, this is my first time here)

I'm playing eternal love (only the map, not the campaign). The upper part was easy, then I got rid of a powerful necro army by draining the heroes spell points with a nice hit and run with wraights, but I feel like I'm missing something (not armageddon, I don't have it). I just met Sandro and even if I drain his spell points, slow him, use clones and all that, I still have to fight his 400 dragons, 800 dread knights, 1500 vampires and the rest of his friends. I could probably beat him this way, but I would lose more than I should, because I have 2 other poweful AIs left.
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Twinflower
Twinflower

Tavern Dweller
posted December 20, 2017 01:53 AM

The most important thing when planning to fight shooters is to rate the speed of your armies/blocking stacks and the speed of the monster - a good exemple is fighting on snow and got some gargoyles:
Now if the shooter is something like a archer or elves you can reach them in round 2 and block them until your main stack(s) arrive to kill the elves them being helpless in melee.
And the other side of the story is if you got for example centaurs and theres a horde master grems on snow - you will be in big trouble coz most of the centaurs will be shot, same speed as the grems - while on gras its a easy kill, and on other terrains its possible coz the centaurs are 1 faster there
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Frank
Frank


Promising
Known Hero
posted January 03, 2018 11:40 PM

HOMM3 200%

In games at 200%, even on any sized random maps, I have always felt like the randomness of piles and chests ultimately do not play much of a role in game outcome.  IMO HOMM3 random map generator is great at balancing things out.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 04, 2018 06:30 PM

0_0 thats nice to read from you, Frank

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Markmasters
Markmasters


Famous Hero
Dragon of justice
posted January 05, 2018 02:11 AM

Mordred06 said:
Salamandre said:
The 200% difficulty is suitable for custom maps where the mapmaker takes cares of your start, therefore the 200% has as unique goal to remove AI poor behaviors, make it play at the best and match the mapmaker test difficulty. On MP random maps 99,99% of people play at 130%, because there is nothing fun about turning in circles with one hero and base your progression on pure luck, as spotting a pile of wood day 1 or not.

phoenix4ever said:
and Ressource Silo asap.


Now this is silly.


Any thoughts on how to improve the game's difficulty when playing on random maps, multiplayer against the AI (yes, we are old school hot-seat vs AI kind of players )?
I completely agree with the "turning in circles" part when playing 200% which can be quite frustrating.


if you want to improve the difficulty in an easy way you can:

- place creature generator buildings next to the ai
-allow AI castle to build automaticly and extra units available per week and create events for rescources.


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natalka
natalka


Supreme Hero
Bad-mannered
posted January 05, 2018 06:52 PM

Salamandre said:
The 200% difficulty is suitable for custom maps where the mapmaker takes cares of your start, therefore the 200% has as unique goal to remove AI poor behaviors, make it play at the best and match the mapmaker test difficulty. On MP random maps 99,99% of people play at 130%, because there is nothing fun about turning in circles with one hero and base your progression on pure luck, as spotting a pile of wood day 1 or not.



On MP random maps most people play on 160% difficulty I think.
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JeffSutton
JeffSutton

Tavern Dweller
posted January 07, 2018 11:32 PM

Having a hard time beating Dragoliches.  Can't find any info on a strategy to defeat them.  Can't even find what their weakness are only their attributes.  Could you help?

Thanks
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 08, 2018 01:51 AM

I read somewhere that after lunch they are slightly slower, but not sure.

Seriously, this is not World of Warcraft, in Heroes, with a very few exceptions for conflux, creatures have no "weaknesses", especially WoG level 8 which come with a lot of HP. Keep hit them with superior power.

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Ranger_Gelu
Ranger_Gelu


Adventuring Hero
Looking for Armageddon's Blade
posted January 28, 2018 04:08 PM

JeffSutton said:
Having a hard time beating Dragoliches.  Can't find any info on a strategy to defeat them.  Can't even find what their weakness are only their attributes.  Could you help?

Thanks


I know right. Dracoliches might be one of the most overpowered creatures in WoG. Not only their offence and defence are on point with a solid amount of HP, they can also shoot the death clouds (even though they could do it only 5 times, it's still quite bothering).

When dealing with the Dracoliches, one of the few options could be the Azure Dragon, if we are talking about 1 v 1 or somewhere equal. But if there are more in numbers and have more exp, then it's a true headache.

When in battle, you could use Slow or Blind to restrain all other creatures, if you were to fight with the hero who has 1 or more dracholiches. And then concentrate all your manpower to them.

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kicferk
kicferk


Known Hero
posted January 31, 2018 07:51 PM

Everything depends on what you have and how many dracoliches you have to kill, but prepare for some loses because the way they were made they have a chance of taking whatever you throw at them without much harm.

To minimize their damage consider staying out of range, they have annoying cloud attack but will only do half damage, and halved again if you cast air shield. Speed advantage would be great. Then slow and whatever else you want. Golden bow and shooters can show those snows.

This can give you time to try and use more magic. Bear in mind this won't last very long though, they run out of shots quickly.

Bring some fodder, as in weak units you can lose, to the fight, AI likes focusing on meaty targets that don't retaliate too hard. Preferably marksmen, wolf raiders, pit lords, harpy hags, grand elves, sharpshooters, enchanters, anything with high AI value will do. If you have black orb berserk works great.

Ancient behemoths cut through their high defense like knife through butter, as will a stack with frenzy.

They are also 2-hex units, so if you can survive 4 rounds of them shooting at you, force field + shooter/archdevil  tactics are useful.

Or perhaps good old 1 phoenix + armageddon and retreat until they are dead.

Plenty of options, pick the one that works for you.

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Adolf
Adolf

Tavern Dweller
posted February 21, 2018 11:16 AM

Hey. It was always interesting and where the parameter that affects the randomness of building the second level of the starting city is registered. And what percentage of probability. I'm also interested in the percentage probability of appearance of the starting hero immediately with the troops of the first, second and third level.


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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 21, 2018 01:54 PM

There's a heroes wiki that gives the percentage for armies on heroes.

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bluemosaic
bluemosaic

Tavern Dweller
Heroes III Mapmaker
posted June 16, 2018 06:31 PM

Hello

Hello, Heroes Community Forum!

I am new here, although I've known about this forum for a few years now. I want to say Hello to everyone and introduce myself. This appears to be *the* thread for almost all H3 topics; I have ideas for other threads, but I cannot create them yet.

I am a mapmaker, the author of the following maps:
- Feast of the Fallen (May 27 2018)
- The Motherland (Feb 13 2018)
- Adventure for the Grail (March 15 2017) (under the moniker AncientCow)
- find these at maps4heroes.com and search for XL Horn of the Abyss maps

Unfortunately I am isolated from the community; no one I know in the real world is even aware of Heroes 3, so creating for this game is a solitary experience. I have a few questions for the community...

- What is the considered the definitive mod for H3, is it ERA/WoG or HotA? I ask because I have found ERA/WoG to be unstable at best, and entirely un-bootable at worst, as well as unbalanced. HotA, in my opinion, has the correct amount of incremental improvements and quality of life improvements, as well as balanced gameplay and rock-solid stability when running the game with the HD mod. I often wonder as a mapmaker: "Should I instead be creating maps for ERA/WoG?" ... if someone could give me their two cents, I'd be grateful!

- Is HotA multiplayer exclusively about playing randomly generated maps, with the only goal being defeat of the other player? If so, this pains me. IMO it sucks that the hyper competitive playstyle of modern rts games has found a home on the only multiplayer platform for Heroes 3. I just think it's a shame that no one plays H3 as an adventure co-op game. Does anyone out there, for example, have an interest in sharing a game on the classic map Myth and Legend? I suspect not, and I think that's a shame.

That's it for now. Mainly I want to say hello to everyone. I'll try to find some more time this weekend to sift through other threads and give some replies to try to give to the community some.

Thanks! peace

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Scar
Scar

Tavern Dweller
posted September 21, 2018 10:57 PM

I love maps that are simply story adventure types, @ bluemossaic. For the normal H3...

For thread here, I've managed to get separate working copies of Hota, WogEra, & VCMI working.

Hota: Having a bit of trouble with the second scenario in the campaign due to the time limit. It is The Island's Master.

Wog: A bit the same, but not having a time limit is nice here. Can't always look up videos to see what to maybe do... Also, kept getting some errors messages fairly often playing campaign. Least it still works.
It's the "Defeat all enemies" and gorynynch is in garrison ...

VCMI Launcher: Fun, and with all the castles (testing purposes) only a few issues such as crash to desktop when selecting specific unit(s) to recruit. Seems fine otherwise.
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Mordred06
Mordred06


Hired Hero
Grounf
posted January 18, 2019 02:58 PM
Edited by Mordred06 at 14:58, 18 Jan 2019.

Preventing enemy heroes from fleeing

It is always frustrating to let an enemy hero and all their juicy artifacts slip between your fingers when you were only one-two blows away from finishing them.
However, by paying attention to some factors and using a few techniques it is sometime possible to prevent this from happening:

1) Creature's speed/ turn order.
By carefully analysing your creatures and the enemy's creatures' speed you can figure out the turn order and attack units accordingly.
This is especially important at the end of the battle, when the adversary only has a few units left, by killing the fastest units first you might be able to finish off all their remaining units by impeaching them to play.
During the last battle turn, it is sometimes worth losing a few units to retaliation in order to kill their fastest units first, thus allowing more of yours to attack in a row.
Using slow, haste, prayer and blind is a must of course.  

2) Using the wait function.
Really useful in general, it must be implemented carefully. Using the wait ability close to the end of the battle will allow the enemy to play first and therefore to flee.

3) How many enemies can my stack kill?
Knowing how many enemy creatures you can kill with your units in one attack allows you to precisely choose which enemy stack to attack.
Combining an attack with a damaging spell (magic arrow, lightning bolt, implosion etc) is a great combo to eliminate a stack fully.

4) Blind
I found Blind to be extremely useful.
The AI only runs away (in my experience, please correct me if I am wrong) and never surrenders. It usually does so when the "The threat is overwhelming" message appears.
By blinding their units and focusing on the remaining fighting ones you can prevent the AI from fleeing since its remaining forces on the battlefield are still strong enough.
When you managed to get a few units blinded, kill the remaining ones and then focus on each blinded stack one after the other:
- Check their speed against you creatures' and ensure your units will all attack beforehand (using slow, haste or prayer)
- Move you shooting units within the 10 square range to guarantee full damage
- Make sure you can kill the stack entirely in one go, if not: use buff spells (frenzy, prayer, bless, clone, slayer if applicable) or debuff spells (disrupting ray; fyi, the only cumulative spell in homm3)
- While preparing yourself for this final blow, keep an eye on the spell durations! If blind or slow end, your whole preparation effort would be wasted.
- DO NOT use the wait option when attacking, this is paramount! If you use wait with all your units then attack the blinded stack it will automatically be its turn, allowing it to flee.
- Keep in mind that the ballista and first aid tent cannot be blinded and DO PLAY a turn, once some of their units are blinded, kill the ballista and first aid tent (the ammo cart can be ignored) before attacking the blinded units.

5) Miscellaneous
- Players cannot retreat if the hero is defending in a siege (unless he is in a Stronghold that has an Escape Tunnel)
- Shackle of War prevents BOTH, you and your enemy, from fleeing. Unless you are certain that you cannot be defeated it is recommended to remove them at the end of each turn.
- If the enemy hero has tactic and you do not or you have it at a lower level, they can directly flee, regardless of creatures’ speed (you have the option to flee while arranging your creatures on the battleground before the fight)

Any other tricks and techniques I might have forgotten?

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"If you do not like something, change it. If you cannot change it, change your attitude"

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