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Heroes Community > Library of Enlightenment > Thread: Inferno tactics and strategies
Thread: Inferno tactics and strategies This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Pavelismus
Pavelismus


Hired Hero
posted May 07, 2009 05:20 PM

lol got me
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ihor
ihor


Supreme Hero
Accidental Hero
posted May 07, 2009 05:57 PM

Sorry for off topic.
Where I can find general information about probabilities of different objects to be placed by different terrain in randoms. IE no crypts on lava, good chances of magic springs on rough, or this depends on the template?
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SAG
SAG


Promising
Supreme Hero
WCL owner
posted May 07, 2009 06:56 PM

Quote:
Sorry for off topic.
Where I can find general information about probabilities of different objects to be placed by different terrain in randoms. IE no crypts on lava, good chances of magic springs on rough, or this depends on the template?

It doesn't depend on template, it's in objects.txt . But why do you need it?

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ihor
ihor


Supreme Hero
Accidental Hero
posted May 08, 2009 01:23 PM

Thanks, it's just interesting for me. It's can help knowing these facts to make correct decisions. Such an information could not be redundant. I will look into objects.txt when have time, thx.
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Darmo
Darmo


Known Hero
True Gentleman
posted May 25, 2009 04:35 AM

@Vilde14
When playing 200% diff. what U should have is 'Luck'
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batoonike
batoonike


Known Hero
posted November 12, 2009 08:42 PM
Edited by batoonike at 22:22, 12 Nov 2009.

Havent seen much magog fans here, I tried the infamous gog specialist Calh and upgraded to magogs day 3. While magogs probably die or are otherwise useless in main battle and demon specialist is 100 times better, 8 speed on lava and fireball looks pretty nice for taking treasuries. Anyone has deeper experience with trying to utilise magogs?
I mean it would be a good psychological attack for the other player: as he sees me taking Calth as main hero, hes 100% sure im total noob and plays worse

Also noticed, that if 3 units are together and the middle one has broken arrow, others full arrow, then they take damage accordingly, so you can still target the middle one with no worries.

Edit: I see that they turn a lot more useless once I get efreets. So Marius still looks great.

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hobowu
hobowu


Known Hero
posted November 13, 2009 03:27 AM

magogs are just too proficient at bbq-ing your own troops =)
only use i can see out of them is when defending siege.

your treasury idea would have merit if efreets weren't so obtainable early on...

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wog_edn
wog_edn

Promising

The Nothingness
posted November 13, 2009 09:15 AM

Magogs could work alongisde with the Berserk-spell, where the opponent's creatures would be close anyways.
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batoonike
batoonike


Known Hero
posted November 13, 2009 09:23 AM

Magogs dont burn your troops, player does! Thats the main reason why I thought one stack of magogs + some fodder would be best. They cant shoot at themselves And if you have "such a weak army" the creeps split up real nice to make sure your magogs can get more than 1 stack in each fireball.
But thats theory of course and possibly it doesnt rock in multiplayer at all.

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fank0
fank0


Known Hero
There are no limits
posted November 13, 2009 11:23 AM

Cahl + magogs on day 2 actually rocks

I am talking TE of course.
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batoonike
batoonike


Known Hero
posted November 13, 2009 11:30 AM

I havent got TE yet. Whats different about Calh and magogs on day 2 there?

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fank0
fank0


Known Hero
There are no limits
posted November 13, 2009 11:35 AM

Well, you always start with 3 stack of gogs, second hero if not Fiona or Ignatius always has gogs, Hall of Sins is always prebuilt

Also, Cahl has improved scouting, + 5 on expert and the ability to retreat from map without a fight when he has expert scouting.

And gogs receive 25 % hitpoint bonus and + 6 growth in all inferno towns, when Cahl reaches level 7.

And i say day two only because you normally build mage guild with inferno on day one
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SAG
SAG


Promising
Supreme Hero
WCL owner
posted November 13, 2009 12:45 PM

yeah, in TE Inferno + Calh is very interesting. But in SOD you may suffer a lot.
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fank0
fank0


Known Hero
There are no limits
posted November 13, 2009 12:59 PM

I feel like i want to play some kind of SOD-ish TE

What i only need is:

1. Army/artifact exchange button
2. Easy split/gathering of army
3. Temporary movement nullifying
4. Level 2 always prebuilt
5. Water spells and artifacts removed
6. Always cobblestone road
7. The improved scouting skill, without the bonus of surrendering with no fight
8. All changes in building requirements and costs of buildings/units
9. Creature specialists bonus to hp and growth
10. The patch that shows artifacts when right click (very useful when the artifact is hidden)

All else i do not need and most of it i do not like


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 13, 2009 01:12 PM

Sag, you should ask Siegfried HERE for scripts. He is working on some but is going too far or too complex IMHO. Now, if he had MP advices he could restrain to essential.
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batoonike
batoonike


Known Hero
posted November 21, 2009 04:35 PM
Edited by batoonike at 21:27, 21 Nov 2009.

Before some math, I have a question aswell: When you build mage guild day 1, do you buy all your heroes magic book or not all? Im kind of bankrupt all the time with inferno, mb its because I spend a few thousand on magic books day 1?

I dont really play much but its fun to analyze stuff. So I did some math on 2 ideas of how one could make demon-farming more efficient, conclusions at the end:

The whole splitting-up-the-stacks-is-cool idea game from the fact, that you theoreticly DO LOSE some demons because of rounding down the numbers. However I wasnt sure if its significant.

Assuming, that
1) Each pit lord rises 50 hp of demons rounded down.
2)You need to have 35hp of dead friendly creatures to rise 1 demon.
3) If your dead stack has too little hp, number of demons is rounded down.

1. SPLITTING UP THE PIT LORD AND DOG STACKS

There should be a significant (?) difference between different combinations of pit lord and cerberi ( aka dog) stack sizes:

Example 1:
For some reason you have 13 pit-lords and 26 dogs. Meaning, you have best possible number of dogs per 13 pit lord.

Case 1: you put all your pits in 1 stack and all dogs in another and get 18 demons.

Case 2: you make stacks of 7 pits, 6 pits, 14 dogs and 12 dogs, you get 18 demons.

As you can see, if you have the smallest number of friendlies to kill for you pitlord stack, you cant really benefit from splitting up the stacks.

Example 2:

For some reason you have 13 pit-lords and 27 dogs, meaning you have an extra dog!

Case 1: all pits in one and dogs in other stack. You would still get 18 demons, so you have to leave that 1 extra dog behind or waste it.

Case 2: Stacks of 7 pits, 6 pits, 14 dogs, 13. dogs. You still get 18 demons.

So if you have "too much" friendlies to kill, you cant benefit from splitting them up.

Example 3: You have 13 pit-lords and 25 dogs, meaning you have 1 dog too little for 13 pits.

Case 1: Pits in 1 stack and dogs in other, you either a) leave behind one more dog and get 17 demons b) waste a dog.

Case 2: Stacks of 7 pits, 3 pits, 3 pit,14 dogs, 6 dogs, 4 dogs, 1 dog. You get 10 + 4 + 3 = 17 demons.

Pretty much similar results with other combinations, so you cant really benefit from splitting up the stacks if you have "too many" pit lords for you killable friendly units.

Conclusion: If you use optimal number of friendlies per pit lord, splitting up stacks doesnt help. (Given that all assumptions are true and I didnt make any mistakes).

2. USING ONLY "OPTIMAL" NUMBER OF PIT-LORDS (7, 14, 21, 28 etc)

If you use a number of pit-lords that isnt a multiple of 7, you lose some demons because of rounding down the numbers. 7 pit lords rise exactly 10 demons, while 1 pit lord rises 1.43, so you will lose 0.43 demons every time you rise with just 1 pit lord.

Example
Week 2 you have 9 pit lords, 24 gogs and 5 dogs, since you built castle and no dogs week 1 (for some reason)

Case 1: You go farming like madman!
In many battles you "translate" your units into demons:
22 gogs => 8 demons, 2 gogs left
2 + 3 dogs => 1 + 2 demons
DEMON COUNT: 11

Week 3 (big poor closed map):
You get 16 gogs and 10 dogs (no hoard building, youre poor):
16 + 2(from last week) = 18 gogs => 5 demons, 5 gogs left.
10 dogs => 7 demons
DEMON COUNT: 11 + 12 = 23

Final army: some stuff + 23 demons + 5 gogs.

Case 2: You use optimal number of pit lords only: 7, 14, 21 etc.

Week 2:
Your 7 pit lords dont have enought gogs, so all gogs remain.
Your 7 pit lords dont have enough dogs so all dogs remain.

DEMON COUNT: 0
(that might be a bit disadvantage since those 11 demons could prove useful though)

Week 3:
You now have 24 + 16 = 40 gogs and 5 + 10 = 15 dogs and 13 pit lords.
Since game is soon over, you turn all into demons:
38 gogs => 14 demons
14 dogs => 10 demons

DEMON COUNT: 24

Final army: some stuff + 1 dog + 2 gogs + 24 demons

SUCCESS! After an hour of math, we have earned an extra demon! OK, its going to get better(maybe?):
b
Example 2:

Week 3: You have 180 imps from external dwellings and scouts and you have saved them for later because you believe in the previous point about saving stuff for later:

You have 13 pits:
Case 1: You use them all at once:
158 imps => 18 demons
18 imps => 2 demons, 2 imps remaining

DEMON COUNT: 20

Case 2: You use 7 pits only, to avoid rounding down the demons.
88 imps => 10 demons
88 imps => 10 demons

DEMON COUNT: 20
You just saved 2 EXTRA imps! Hope they are going to win the game for you...

MAIN CONCLUSION: If you use optimal number of units to rise demons, all the hassle with "stacks of 7 pit lords" will NOT be worth the effort. Saving units for later to convert them all at once (to have less rounding down) is also rather useless, since having demons earlier could help potentially. You will probably only get like less than 10 extra demons if you save all converting for last week.

Correct me if I messed up anything.

Table of the optimal number of units and their hit-points to use with each number of demons. Learn by heart!

http://batoonike.indrek.org/Farm.xls

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted November 22, 2009 09:41 AM

Splitting up your lords means increasing the possibility one of them stacks get attacked!
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TmacV
TmacV


Hired Hero
posted November 23, 2009 06:08 PM

Is it just me or do other players prefer to keep their dogs for main/final battles?

I'm going to assume you're using dogs in your example for just that - an example.
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batoonike
batoonike


Known Hero
posted November 23, 2009 06:57 PM

I ve been reading some and it seemed to me, that its better to turn them into demons, as people keep saying that you never get their 2 or 3 headed attack in against a decent player. They are very good food food for demons too But I dont have much personal experience so the opinion is based on nothing.

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TmacV
TmacV


Hired Hero
posted November 23, 2009 07:44 PM

I've just heard that gog/magogs and imps are the norm - aswell as anything of the map.  I'm no expert and actually don't play Inferno at all (could be why I don't know these things )
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