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Heroes Community > Library of Enlightenment > Thread: HOMM3 Tactics
Thread: HOMM3 Tactics This thread is 68 pages long: 1 2 3 4 5 ... 10 20 30 40 50 60 ... 64 65 66 67 68 · «PREV
phoenix4ever
phoenix4ever


Supreme 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


Famous Hero
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

Tavern Dweller
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.
____________
New to the forum, do not hesitate to slap my wrist + redirect me if my questions have already been answered in past.

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bloodsucker
bloodsucker


Supreme 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
____________
The blood in me gives me eyes to see (c)

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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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