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Heroes Community > Library of Enlightenment > Thread: Homm3 Questions and Answers
Thread: Homm3 Questions and Answers This thread is 3 pages long: 1 2 3 · «PREV
Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted December 06, 2004 09:02 PM

I think it is connected with 1.4, as remember not just you saying about hydra trick, but many other people too.

Anyway, I just tested it with Adela, who had 1 in attack and 0 for defense, and it went like this:

Basic Armorer and Offense - Golds and everyone else attack Chaos Hydras

Advanced Armorer and Advanced Offense - dragons take care of gnolls, and sometimes freeze, sometimes not

Expert Armorer and Expert Offense - gnolls die, and dragons freeze, though in full topia, Chaos Hydras are first to go


For last two 'scenarios', it's essential that you move surviving gnolls in such position that the dragons, after they kill them, would be in 'groups' of two. Then move hydras from one group to another.

So, prolly primary skills are not that important. Though can't hurt, as well as spells.

Btw, that was one great bonus you had Xarfax.
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tigris
tigris


Supreme Hero
Supreme Noobolator
posted December 07, 2004 08:48 AM
Edited By: tigris on 7 Dec 2004

i've tested xarfax's tactic of attacking a full topia with lvl 1 units. I find this tactic to be very funny I' ve made a few tests and the tactic works indead smoothly.
I've entered 5 scouts, each having 17 pikemen in this formation:5/1/3/1/4/2/1(on grass).First 2 scouts did the job and killed 2 blacks and 2 greens.The third scout doesn't always manage to do so, cos the 3 blacks left don't always manage to kill a green. Sometimes  the green is left with 1 or 2 hp left, and sometimes the attacking pikeman kills him instead, but there is also the case when the green doesn't die.The forth and the fifth scout kill the remaining 2 blacks.Now i don't think that xar went further with this tactic once the tope was reduced to 3 slots..but i did.

here is the standard entry formation and the remaining dragons.I've labeled the fodders to be clearer wich one goes where the following round.The dragons act predictable and kill the creatures with the highest HP(5,4and 3 pikemen).So after the dragons make their move the first round, put your remaining units like this:

Now the only invariable fact after this is that the gold dragons attack the slot with 2 pikenen and for some unknown reason, always from above.After that, 2 possibilities arrise:normally reds have speed 11 so they should go first, but remember the fight takes place on grass, so the greens will have +1 native ground speed so once every two turns they will strike before the reds do.Here's how it works if the reds move first:

The remaining pikeman can attack both the reds and the golds.Attacking the golds they will kill 2 reds, attacking the reds they will kill 1 gold.I think the second choice is best.When the next scout will attack the topia, the greens will go first and in this case you can only choose between the greens and the reds, and i guess killing the greens is the way to do it cos you'll still need the reds to kill the remaining golds.This way i dare say that using 17 heroes with 17 pikemen each you can reduce the nightiest topia to merely several red dragons.So theorethically if you have 42500 gold and 289 pikemen you can do this smoothly.
The only serious reason why this is virtually impossible to aply in a multiplayer game is TIME.The main reason people use this tactic imho is that they want to take a topia as early in the game as possible, so as soon you have enough fodders(maybe take a necro hero as your main the first 10-12 days to gather enough skelletons),enough money to recruit all those heroes(this may work better in an ally game where your partner loans you the cash until you break the topia) they would go for it.Now in a two min/turn game to give/split the army in that exact formation may take a week.In that time you could do much more interesting things than taking a topia that could also give you nothing good.So i reckon this tactic is good for fun in singleplayer or in games with 6-8 min turn.One thing is sure...it's  funny
edit@ in the second and third pic instead of 6 on the label it should be written 7 cos six is obviously the stack with 2 pikemen.Man seems i can't do nothing right theese days no matter how hard i try.lool
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tigris
tigris


Supreme Hero
Supreme Noobolator
posted December 15, 2004 05:44 PM

@revived:
Does someone know at what range(how many hexes) do archers start to deal full damage?This is constant for all level archers?
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Ruho
Ruho


Hired Hero
posted December 15, 2004 08:02 PM

Not completely sure, but it seems to be always 10 hexes.

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Asmodean
Asmodean


Responsible
Supreme Hero
Heroine at the weekend.
posted December 15, 2004 08:06 PM

I think it's 10 too. Easy to test, set up a battle where your hero has expert earth and slow spell, give him some morlae arties and a range of shooting troops.
Have them fight ungraded Dendroids (slowed down they only walk one hex don't they?) I haven't the time or I'd do it myself right now.
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To err is human, to arr is pirate.

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Rhyanna
Rhyanna


Adventuring Hero
Queen of the Harpies!
posted December 16, 2004 06:33 AM

this might just be a touch of a noob to true playing (i've played single player, but i'm not an expert) but...

any tips for how to take out a utopia without being cheap and using stacks of 1 creature?
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I can resist anything but temptation
- Oscar Wilde

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Bonesaw
Bonesaw


Hired Hero
posted January 03, 2005 04:28 PM

Is there a way when playing TCP/IP against a friend that both of us could control two specific towns each starting out?

It would be nice if both towns selected by the player were the same color.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted January 03, 2005 06:45 PM

Yes.

You can change the settings in the rmg.txt file of a specific template, so you and your opponent would start with 2 towns of the same type. You can also setup both towns have fort prebuilt or not, or on which terrain those towns are placed (native or others).
And u can setup if u want to have 1 or more computer-players in your game.....that all can be done (and much more...)
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Better judged by 12 than carried by 6.

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Bonesaw
Bonesaw


Hired Hero
posted January 03, 2005 07:19 PM

Let me be a little more specific.

Lets say, my friend wants to start a random map against me with a Castle and a Necropolis, both his color blue and I want to start the game with a Rampart and a Tower, both my color, red.

I have no experience with templates or any of that stuff.

If there is no way to do it unless you fiddle with the template thingies, is it possible to set it where the friend uses an almost hot-seat turn where his Castle is a different color from his Necropolis, but he still controls them against me (and I would ahve two different colors using the hot seat to control them from my computer.) The only problem would be that we wouldn't be able to trade creatures between the two different colored towns we control (I minor issue that I think we could live with.)

Again, I would like to be able to do this without messing around with template files...
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csarmi
csarmi


Supreme Hero
gets back
posted January 04, 2005 01:32 AM

I can't see the point in playing at 100% and abusing obvious game bugs...

(hydra trick)

Just sad.

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