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Heroes Community > Library of Enlightenment > Thread: HOMM3 Tactics
Thread: HOMM3 Tactics [ This thread is 51 pages long: 1 2 3 4 5 6 (7) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 ]
justdoing
justdoing


Adventuring Hero
#2
posted June 21, 2004 11:43 PM

Damacon is very strong.
advanced offence is equivalent as a greater gnoll's flail(well, tachnically, not all the time, but you get what i am saying).
and after 950 exp, he gets a sword of hellfire instead.
and 350 extra gold per day is just priceless.
i don't mean to fight over these little details, i am just saying that he will be my second pick under 200%, shakti is always the top pick of course, even though the chance of him bringing out ALL of 3 groups of trogs is very slim, somewhere between 10% and 15%.(50% times 25% gives you 12.5%)

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justdoing
justdoing


Adventuring Hero
#2
posted June 21, 2004 11:47 PM

and this is also to lancelot:
you forget the best thing about dungeon---portal of summoning. dungeon is banned on templates like balance.

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Lancelot
Lancelot


Hired Hero
posted June 22, 2004 07:41 AM

DUNGEON. PORTAL OF SUMMONING

Yes, I forgot about it.

So, portal of summoning.
Playing dungeon never take dwellings you don't need such as peasants and skeletons.

Build portal of summoning if you have external dwellings you need, but count your ore before (remember that dragon building requires 15 ore and other dungeon buildings requires it too).

If you have 2+ external dwellings, remember: next week you can buy in portal of summining units, wich dwelling you last visited. For example, if you flagged dragons and troglodytes dwellings, when it's new week, visit troglodyts dwelling BEFORE dragons dwelling.

Playing other castles having 2-nd (3-rd...) dungeon castle and some external dwellings, don't forget to build portal of summoning. Once my friend won a game playing wisard having giants dwelling and 3 dungeon villages... Count the number of titans per week
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Lancelot
Lancelot


Hired Hero
posted June 22, 2004 07:45 AM
Edited By: Lancelot on 22 Jun 2004

About probability.
Shakti has equal probabilities of starting with 1, 2 and 3 stacks of trogs. So starting with 100+ trogs is 33% chanse.
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justdoing
justdoing


Adventuring Hero
#2
posted June 22, 2004 04:49 PM

Quote:
About probability.
Shakti has equal probabilities of starting with 1, 2 and 3 stacks of trogs. So starting with 100+ trogs is 33% chanse.

wrong
100% for the first group
50% for the second
25% for the third

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Maniak
Maniak


Adventuring Hero
posted June 22, 2004 10:16 PM

Well I could very well be wrong, but since I thought that the 50% chances to get 2 stacks with Shakti was mighty low, I did a few tries to see what I'd get...

I realize that my numbers can be off, perhaps 5-10% but no much more... I started 25 games with Shakti.

3 stacks: 8 times (32%)
2 Stacks: 16times (64%)
1 stack: 1 time (4%)

I believe these are much more accurate than 50% chances to get 2 stacks and 12.5% to get 3 stacks... That means that u'll get 1 stack 37.5% of the time... Odds can be tricksy but no way I can gofrom 4% to 37.5% with 1000 attempts.

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justdoing
justdoing


Adventuring Hero
#2
posted June 23, 2004 12:47 AM

ok, i take my words back.

i was wrong.

after examining the data file, i found that the chances of him bringing out a second group of trogs and a third group of trogs are independent of each other. 87.5% for the first one and 25% for the latter one.

the chance of him bringing out only one group of trogs is, therefore:
(1-87.5%) times (1-25%), which gives you 9.375%

the chance of him bringing out all three groups of trogs is, therefore:
87.5% times 25%, which gives you 21.875%

the chance of him bringing out two groups of trogs is, therefore:
1-9.375%-21.875%, which gives you 68.75%

there you go, now, i can say, without an ounce of doubt in my heart: "i am right, you are wrong"
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Life's tough, it's tougher if you're stupid

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Lancelot
Lancelot


Hired Hero
posted June 23, 2004 06:54 AM

Thanx a lot, justdoing!
It's really interesting and looks like you're right
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Conan_dw
Conan_dw


Hired Hero
posted June 24, 2004 05:29 AM

you can solve the "heroe in town with vortex d1" problem by going in a second town first and choose the vortextown in the town menu from this second town. the heroe standing in the dungeon town then will not get his spellpoints doubled. you have to do townvisits that way, till ur main has emptied the vortex for the actual week.
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Lancelot
Lancelot


Hired Hero
posted June 25, 2004 10:19 AM

WHAT CAN YOU DISCOVER DURING YOU'R OPPONENT'S TURN

It's a little add-on to Frank's
"17) Tactic of what to do during your opponent's turn."

When It's your opponent's turn you can discover:

1. If you can see one of your opponent's heroes at the opened land with some army, and you see in tavern another his best hero, it means that a hero showed in tavern has army with most hit points. Sometimes you can calculate the power of opponent's army. For example, you can see a hero with pack champions, horde of marksmans and pack of monks. You can calculate their summary HP (error will be lesser than 50%) and see that it's about 3000 hp. You look in tavern and see another his hero there. It's easy to think that a hero moves with angels (or maybe archangels if it's week 5? ) to move fast. Then you can discover that he took more than 3 conservatories, because he has 15+ angels or 12+ archangels.

2. If you don't know where your opponent lives you must find him. Read Frank's "Scouting wars". Move you scouts far from home. And when it's your opponents turn you can right-clicking on Mmagic Gardens, Wheels, Magic Shrines (where you can learn spells 1, 2, 3 lvl) discover if you opponent was here. If he was here (for ex. magic shrine 1 lvl) you would read what the spell is in here.

3. If you are red and didn't built last day, when your opponent's turn you can find that some buildings you can build and some - can't. It means that you can or can't build them for HIS money and HIS resourses.
If you are blue you can do it every day, because you didn't built THIS day, when it's red turn. So it's the reason that if "red rush" is banned, it's better to play blue.

4. It's the part of (3). When it's your opponent's turn, you can go into your castle. Go into fort (when you buy all your army). Find most expensive admy that's not bought (for ex. dendroids). Click on them. For ex. you have 18 of them. Click at the "0" (zero) where it's written 18 <---> 0. Put 18 here. If you see 5 <---> 13 that you opponent has 350*13=4550 money and a little more. If you see 0 <---> 18 - this means that he has more than 350*18=6300 gold.

5. Enter any of your castles. Right-clicking on your castles list (at the down right part of window) you can see your opponent's castles. If he has some units stayed in castle, you can see exactly number of them. Read Frank's topic ) But here I must add one thing. If you right-click on your 3-rd castle and your opponent has only 2, the game CRASHES!!! So check the number of opponent's castles before and don't right-click at the castle he has not.

6. If you can see that enemy main hero atacks lots of dendroids with 1 harpy hag, if means that he quickens his main hero and just moved all slower units to him. This information is 1-round out of date. But it means one thing: if he will be accelerated next turn, you can hide (if he don't see you) to move to him next turn. And then atack him with units with most speed. If you have blind and slow, or if you have archangels and enemy's main hero quickened with harpy hags you can kill his main at all.

7. I think that everybody knows how to discover the number of enemy's castles and types of income of them (no town, town hall, city hall, capitol). If anybody doesn't knows - write here, I'll explain.

That's all I wanted to write. I think that all of theese things are bugs (except (7)) but anybody who knows about it, use it. So theese bugs becomes "features" and I think that all heromans must know about it
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Lancelot
Lancelot


Hired Hero
posted June 28, 2004 09:44 AM

MISTAKES THAT USUALLY EQUALS THE END OF GAME

So it will be my final post here. I wanted to write it, because anyone must know what mistakes equals loss, but nobody writes here more and I have no to tell you anything else. And Frank left us

1. If you are red, if you can see your opponent near you (he/she can atack you this day) and need to restore your mana, staying in castle with mage guild WON'T help you! Because your opponent is blue, he will atack you THIS day and you won't have you mana restored.

SOLUTION: If you can't save your castle without mana this day, take all units you can buy, move faster to nearest well or second castle. Sometimes it's easier to kill opponent atacking castle with mana than defending - without it.

2. If your main hero moves fast (for example, expert log + boots of speed), he often opens mew parts of land, not your second heroes. If you see empty castle, you usually like to take it, don't you? And after it most of us likes to stay in castle until next day to restore mana (if you just built mage guild) or to increase your movements for next day placing all units in castle and keeping with the speedest unit. Often this means your death. If your opponent can see you, he'll collect all units he have and atack you in this castle (good players usually have "chain of heroes" to move units from castle to main hero spending 1 day). This way you lose your main hero with lots of units at all, because you can't surrend in castle.

SOLUTION: If you need to restore mana first of all, you need to build mage guild, sleep your second hero in this castle (if you have him near ) and stay in castle by main hero with all your units. If someone atacks you, you can retreat or surrend saving your main, because he isn't in castle (second hero sleeps here!). But your mana will be restored next day.
If you need to increase your movements next day, build tavern and second hero (-es) and explore around castle. If you can't see anybody dangerous, you can stay in castle with your main, removing all slow units. But if you play against Kyrre, this may not save your life

3. If you like to move fast, for example, with angels only, and have no money to surrend, NEVER explore with your main hero! Angels are easy to be killed with lots of middle units At best you'll lose all your angels and kill some enemy units, at worst (if opponent has blind + slow or only blind) you'll lose all angels and your main hero. Sure if you are quicken with dragon flies, harpy hags and other emaciated units, never explore main hero with them - they can be killed easier than angels

SOLUTION: Use a lot of heroes to explore land and one more hero to quicken your main each turn. Your main must move to the direction you need; or if you have to explore with main, keep your full army with him. Nevertheless if you want to increase your main hero's speed and explore, divide your fastest units for 7 stacks. But your opponent may be adroitly than you, and atack you with 7x1 archdevils (if you used 7x2 divided dragon flies to increase movement). I like to use thick unit (as 1 behemoth) and death ripple to kill such "clever" guys

4. Taking crypts at the beginning of the game, remember, that maximum random contains 10 vampires! Are you sure you can kill them? Plus 10 wiches, 20 skeletons and walking deads. Especially playing BB template, where are a lot of crypts at necromanser's land (+1 to all their speed)?

SOLUTION: Tazar at day 3 with 2 wyverns, 18 lizards, 2 serpent flies and 40 gnolls CAN'T kill this maximum random at necromanser's land. Ivor with 15 green elves, 45 centaurs and 5 pegasus - maybe. Losing the most part of his units, because vampires will be faster than elves turn 1 (they will atack after pegasus).

5. You are ready to defend your castle anainst your opponent. Maybe he'll take it, maybe not - doesn't matter. You have castle built and want turrets to do their work. Sure, if you play not against Solmyr, it's better to have some of your units divided with 1 per heap, to increase the number of rounds that you're alive (to let turrets do their work, or to cast with great damage). For example, defending human castle, you have not-bought some griffins and swordsmans. You move hero in castle, buy as much units as you can and place this way: swordsmans - 1 griffin - 1 griffin - 1 griffin - 1 griffin - 1 griffin - griffins stack. It's right. But where is your hero? If he's sleeping into castle, all is ok. But if no, before combat all separated griffins will be in 1 stack again. This thing (using fodders) needs to close your archers using tactic too.

SOLUTION: Don't quicken your hero defending castle

6. And one offensively thing. Maybe you won't lose because of it, but it would be very pity. Do you ever seen words "The box is empty" taking pandora box? It's because there are, for example, all spells 5th lvl and you have wisdom advanced.

SOLUTION: Don't take pandoras that are guarded with lots lvl 6 units and stronger with basic wisdom. Don't take pandoras that are guarded with lvl 7 units with advanced wisdom.

That's all I wanted to say. Good luck, learn from your mistakes.
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Frank
Frank


Promising
Known Hero
posted June 28, 2004 02:19 PM

Thx for sharing Lancelot.  I'm working on strategy with each starting castle type.  Its taking me more time than I thought as I am never satisfied with what I come up with ! In any case, new strategies will be posted so keep comming back.  

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Sarkany
Sarkany

Tavern Dweller
posted June 28, 2004 04:16 PM

Thank you for the great tips, Lancelot, I learned a lot.

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Immortal
Immortal


Adventuring Hero
Transylvanian Dread Knight
posted June 28, 2004 05:17 PM

Another tip that can win u a game, it did it for me.If u get the Badge of Courage artifact (+1 morale) always keep it equiped.Although it didnt say , it makes your units immune to berserk spell , and better that the other artie that give immunity to berserk , this one will waste opponent spell , not forbid him to cast it..

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valkyrica
valkyrica


Supreme Hero
posted June 28, 2004 05:41 PM

If i recall correctly, if that person is wearing badge of courage, then when casting berserk on him, he won't get the blue contour of the unit, so that means spell won't work, but i don't remember if that happened with badge or with pendant.
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I'm Guybrush Threepwood, mighty pirate

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justdoing
justdoing


Adventuring Hero
#2
posted June 29, 2004 02:47 PM

Quote:
In fights with Tactics skill, the computer has the advantage to place a two hex creature one step closer then a human player. Means..he can reach shooters while a human cant.
Xarfax1

thanks for sharing.

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_Vrizzt_
_Vrizzt_

Tavern Dweller
posted June 30, 2004 12:33 PM

Thanks Frank

Thank you Frank I really enjoyed all your (and others) posts on tactics.  I was wondering if you have any general tactics for randoms and does it matter at what level difficulty it is set at?

            thanks again
               ~Vrizzt
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Frenzy_Dragon
Frenzy_Dragon

Tavern Dweller
posted July 10, 2004 09:12 AM

thanks frank/lans i learn few new things(especialy why i get emty box)I can add only one thing red color is 100%better than blue(with or without red rush) i lose many games cuz of red player(

P.S.good tutorial for noobs
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rock_bul
rock_bul


?!
posted July 10, 2004 03:11 PM

read and learn!

y, its nice post here!
for me nothing to learn there, but is cool to have volunteers like frank. b/c who will read here will learn moer and will play betther and every next game will be more dificullty for as good players!
im glad and heppy for this!
if my english is little betther ... but is not!

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first you need to know what exactly you want, then wish it!

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splexx
splexx


Known Hero
posted July 12, 2004 12:49 AM

badge of courage

of course as everybody knows, also gives immune to blind as well as beserk
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Azif..

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