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Thread: Guide about starting bonuses! | |
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bigbadfly
Famous Hero
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posted February 12, 2008 05:56 PM |
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Guide about starting bonuses!
I have played Homm for a long time, but I am a noob still and I have fount one of the reasons, starting bonus... NEVER ever take artifact as a strating bonus! You usually get something like +1 primary skill artifact that doesn't help you much and only one hero. Depending on the map difficulty, choose money on 130%+ and resource in lower. I have experimented that you really go better if you play a town with a wood and ore start bonus on 100%+ setting and poor map, you can easilly build that marketplace or dwelling to get those guarded treasures and artifacts, but at start you should care more about resources and level 7 dwelling (as we all should know).
I hope this helps some noobies like I am in at least single player...
To some of you veterans, you propably know this already, but, I at least try to help you out, please comment about my guide, it's the first one lol!
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RivalCommander
Adventuring Hero
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posted February 13, 2008 01:52 AM |
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That is not very good starting bonus. The artifact, for example, later can be sold(if you have Tower)for much more money than starting.
At Impossible difficuity thought it might be good to take the ore and wood as a starting bonus....
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Frick
Known Hero
and eternal n00b.
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posted February 13, 2008 07:23 AM |
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Quote: That is not very good starting bonus. The artifact, for example, later can be sold(if you have Tower)for much more money than starting.
At Impossible difficuity thought it might be good to take the ore and wood as a starting bonus....
To be able to sell it at the Tower will set you back 10000, wich is so not worth it.
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Hey you, see me, pictures crazy, all the world I've seen before me passing by
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Jelze
Adventuring Hero
of Electromancy
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posted February 13, 2008 01:31 PM |
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I always randomise my starting bonus but in the case of campaigns, usually an early high level creature is my preferred option.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted February 13, 2008 03:14 PM |
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If you play else than 200%, ALWAYS chose artefact as starting bonus.
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Better judged by 12 than carried by 6.
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bigbadfly
Famous Hero
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posted February 13, 2008 05:23 PM |
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Why artifact? I always get thing like that give you one spell power and that, I think resources are good when playing rampart or dungeon.
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fishjie
Adventuring Hero
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posted February 13, 2008 09:59 PM |
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Edited by fishjie at 22:02, 13 Feb 2008.
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so im playing shadow of death campaign second time through now, on impossible difficulty. i've worked my way to the unholy alliance campaign, iirc, the second to last campaign.
heres how i rank the choices:
1. primary stat increase. since your heroes stay with you throughout the campaign, these stat increases add up and are invaluable imo. they override anything else. exceptions include the last level of a campaign, because contrary to what the game says, you DONT keep the heroes stats at the end of a campaign, they get re-rolled next time around. GRRRR. the other exception is sandro campaign, which is ridiculously easy - so stats dont matter. week 1 i can get 50 or so liches, so who gives a damn?
oh and on a somewhat related note, when playing campaigns, always have your heroes visit ALL the stat increasing places. these add up and make a huge difference over time. when given a choice, i'll take spell power over knowledge, and try to keep my attack and defense the same.
2. logistics artifacts. many levels give you the equestrian glove or some form of movement boosting art. i always take these, because logistics is god.
3. creatures. creatures will help you kill stuff and get rich.
4. resources. resources wont do any good if you cant afford any dwellings. however, getting 20 crystal will help with stronghold town. so i rank it higher than cash.
5. cash.
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Fank0
Known Hero
There are no limits
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posted February 14, 2008 08:33 AM |
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Well, it is template and town dependant.
On rich templates generally you should pick artifact as a starting bonus. Spirit of oppression, necklace of swiftness, some power/knowledge/spell duration artifacts (especially for might heroes early in the game) can help a lot.
On moderately rich templates most towns need to pick resources to secure proper building in case of empty mines or bad luck. For example if wood mine is empty fortress/castle will have trouble getting wyverns/cavaliers and castle. Rampart may have problems even on 130% to get enchanted spring, so crystal should be selected to ensure its normal build order. Tower/dungeon need every piece of resource to develop properly on almost any template.
Picking gold as a starting bonus is a save choice compared to the artifact lottery but most of the times 500-1000 gold is not worth skipping the chance to get some nice artifact.
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HeymlicH
Famous Hero
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posted February 19, 2008 04:59 PM |
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Quote: If you play else than 200%, ALWAYS chose artefact as starting bonus.
I see it the same way. The artifact may be crap. More often than not, you get something, that is worth more than 700 gold, or some wood. You also may get a speed artifact, or the spirit, which wins the game. On 200% I take gold, if I don't know the map/template. If I know, the map is not poor, I still take the art.
Taking ressources I would only consider with castle on random maps and 200% If your way is blocked, upgrading archers may save the game for you.
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