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Thread: Hero map movement help!??!? | This thread is pages long: 1 2 · NEXT» |
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citrusmind
Hired Hero
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posted January 11, 2009 04:59 AM |
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Hero map movement help!??!?
Okay, so I'm still a newb. I feel like I understand battles and skills and spells and basic fighting techniques, but what still baffles is how to move armies around effectively, between main hero, second hero, to clear the most of the map and grow my main as well. so let me try to offer some more direct questions that maybe some of you can answer me. Honestly, I'd like a guide to hero movement.
1. Chaining:
Alright how do you chain heroes to your main and still explore the map? Do you chain in a straight line? I've heard people talking about putting one hero somewhere bringing the army to them doing the battle then bringing the army out to someone else, that's more like a zig-zag is that different? Basically how do you use chains? Do you set up the chain all week or only day seven when new troops are coming??
2. What to clear:
I have come to understand that you don't need to fight every creature. Or even pick up every resource? I don't get how that works or what the guidelines for that are. How do you know what to grab and what to leave alone? How much do you pick up, and how much can you pick up if heroes are locked into a chain?
3. Second hero:
What does a second hero do? What does he clear? Does he head in the opposite direction?
4. Upgrades:
How do you effectively get creatures from your main upgraded and back to him quickly?
5. Magic
Should your main return to the home town to learn all the spells if you don't develop someone with scholar? Should your main ever come back to town? Do you have to buy a mage guild day 1 if your main doesn't come with a spellbook or do people usually bring their main back wk2 when you might buy or have a mage guild?
Basically, I can get the fighting and so on. Are there other threads about this? I read someone's explanation once of flagging all mines day 1 or 2, it sounded like he was able to perfectly move 8 heroes next to every mine and dance back and forth to all of them. How could you know which way to move, are mines always so close with weak enough guards to kill day 2?
Most of all, where should you expect to be at the end of wk 1 and 2 if you are actually to compete with seasoned online players. What main lvl, should you build straight for lvl 7 and castle b/c you are so amazing that you can kill all dwellings for gold?
Hahaha, so many questions.
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Sub_Zero
Adventuring Hero
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posted January 11, 2009 05:21 AM |
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Edited by Sub_Zero at 05:21, 11 Jan 2009.
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chaining
this thread should solve your questions. also try looking at saves from online-games. can realy help a lot
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citrusmind
Hired Hero
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posted January 11, 2009 06:21 AM |
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Thanks for the thread, but honestly, most of the questions I have weren't answered there. No one mentioned anything about flagging mines. No one discussed what is worth taking. Someone mentioned having all heroes connected so anyone can do fighting, but, how will that build up the main?
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Sub_Zero
Adventuring Hero
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posted January 11, 2009 07:30 AM |
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1. basically, you send some heroes around on the map scouting and picking up resources, the number depends on how big the area is and how much you can afford. the main should always follow the road, killing whats comes in his way, never pick up resources with him. now, if you have for example 2 chestes a bit to the right of the road guarded by lets say horde goblins, and a bit farther up to the left of the road you have some resources and another chest guraded by horde imps, you take your army with a scout, kill the goblins, pick up the chests, hand the army to the next scout who kills the imps, pick up the chest and resource and chain the army back to the main who go up the road. this way you do things twice as fast without wasting the mains movement. also, when you get the important troops buid, you need to have a chain from you castle all the way to your main. important troops beeing unicorns, efrets, minotaurs, etc.
2. you only fight what guards something you need and you don't need to pick up resources you don't need for your build if you can do something more valuable with your scouts. stronghold only need wood, ore and crystals for example.
3. if you have a lot to clear, you can use two armies to make things faster. lets say you have 2 efrets on your main and the rest of the army on a second hero who fight something else in a different direction. this is used to speed things up. try keeping a chain so you can get full army if you need to fight some tougher guards.
4. at the end of the week, you should always have a chain from you castle to you main. this way the scouts chain the creatures back to the town to upgrade them, then sends them back to the main.
5. depends on the map. usually you can buy a spellbook in another town. if you have something important near your castle that where to tough for you to clear week 1, now is a good time to return to town, get spellbook and more creatures. if you are far away from your town, u can use the "poor man's town portal" meaning you attack some creatures with a single lvl 1 unit, retreat and then buy him back in tavern while your chains send the creatures back to him in one turn. be sure you don't attack somethin that could kill that lvl 1 creature in round one (if you have tactics you don't have to worry about that).
end of week one your main should have advanced some levels and gotten some stat-boosters. depends a lot on the map. your goal for week 1 is to build high level creatures with citadel/castle and be able to bey them out day 1, week 2. if you can get lvl 7 with castle, than of cource you do it. dont be afraid of attacking dwarven treasuries and crypts week 1 to get more gold.
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citrusmind
Hired Hero
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posted January 11, 2009 10:09 PM |
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I like that poor man's town portal, I never would have thought of that. Though I might call it a rich man's town portal. I suppose if you had excess money you could move him between towns like that for magic. So would you say your main doesn't really move that much of the road ever then?
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Sub_Zero
Adventuring Hero
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posted January 11, 2009 11:06 PM |
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you move faster on the roads, so you shoud focus on keeping on the roads on most randoms. if you see some stat boosters near the road you should get them, but it's not worth it if they are to far away.
of cource, if you see a pandora box guraded by some easy guards or a high level dwelling you should get them, but that's about the only time i would leave the road week 1. week 2 you should start collecting angels from conservatories and wyverns from hives. this is why it's so important to follow the road week 1, scout as much as possible so you have a plan for the newt week.
usually you can take any kind of hive week 2, conservatories can be more of a problem. the ones with 10 and 20 griffins in each stack is easy, but 30 and 40 griffins in each stack may cause problems. the way you do it is saying no when the message appear if you would like to attack the guards, then rightclick on the conservatory. if you see horde it will be 10 in each stack. if you see horde griffins + lots royals it will be 20. anything else may have to wait until week 3 depending on your army.
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citrusmind
Hired Hero
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posted January 11, 2009 11:17 PM |
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I would assume that same principle works with other crypts and treasuries as well?
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Sub_Zero
Adventuring Hero
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posted January 11, 2009 11:33 PM |
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yes, treasuries could be taken with main for gaining experience, i wouldnt go far of the road with my main to take crypts though, take it with a scout.
any crypt can be taken day 1 with any faction except dungeon if you play with no under because thay start on dirt (necro-land). treasuries with horde can be taken as soon as you have those high level creatures week 1. throng dwarves you should usually leave until week 2.
since speed is more important then some low level creatures i would only use my main in fights where he would get good experience or when you expect a lot of losses if you don't use him
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citrusmind
Hired Hero
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posted January 13, 2009 06:31 PM |
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I was practicing last night and I was able to take imp caches pretty well with day 5 unicorns and upgraded elves. Is that average?
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Sub_Zero
Adventuring Hero
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posted January 13, 2009 07:34 PM |
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small imp cashes can be taken from day 1, they don't pose much threat. full imp cashes (swarm or throng + lots familiars) on the other hand can cause you some losses, so unless you really need the money you should probably wait until week 2
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citrusmind
Hired Hero
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posted January 14, 2009 08:36 PM |
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I'd have to agree from the experimenting I did. I was able to take a full one with having two unicorns in the arsenal without terrible losses, sometimes none if the blinds went off. Dendroids were actually very useful, they are probably the supreme blockers of the game considering their special ability.
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Sub_Zero
Adventuring Hero
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posted January 14, 2009 08:49 PM |
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agree, i love dendroids, they just can't seem to die
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fedepuglia
Tavern Dweller
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posted February 10, 2009 06:13 PM |
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Excuse me, I couldn't find the exact topic.. Well (fist of all; sorry for my english if it isn't correct!), in Heroes III.. how can I change a singleplayer map in a multiplayer map? I mean.. I've created a new map, but my intenction was make a map where my brother and I could play with two different players (for example, he blue and I red). But i can't! :S Can you help me please?
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sub_zero
Adventuring Hero
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posted February 10, 2009 06:50 PM |
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new game....multiplayer...hotseat, write in your names, choose map and play
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fedepuglia
Tavern Dweller
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posted February 10, 2009 08:00 PM |
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er, i didn't mean this.. i've explained bad.. if i choose "new game" and "multiplayer", my map doesn't appear.. only in "Single player". So, how can the map become avaible also for multiplayer?
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted February 10, 2009 09:57 PM |
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You have to make at least 2 colors "human players" in the sub menu "map specifications".
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Better judged by 12 than carried by 6.
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fedepuglia
Tavern Dweller
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posted February 11, 2009 02:59 PM |
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yes.. yesterday i tried and it was all ok.. i understood a bit after i write the reply.. however, thanks!
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wombatpete
Tavern Dweller
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posted December 28, 2019 08:33 PM |
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Just started playing Heroes III WOG... where and how do you buy a spellbook for a character that doesn't have one? I'm sure it's obvious, thanks for your indulgence...
Sub_Zero said: 1. basically, you send some heroes around on the map scouting and picking up resources, the number depends on how big the area is and how much you can afford. the main should always follow the road, killing whats comes in his way, never pick up resources with him. now, if you have for example 2 chestes a bit to the right of the road guarded by lets say horde goblins, and a bit farther up to the left of the road you have some resources and another chest guraded by horde imps, you take your army with a scout, kill the goblins, pick up the chests, hand the army to the next scout who kills the imps, pick up the chest and resource and chain the army back to the main who go up the road. this way you do things twice as fast without wasting the mains movement. also, when you get the important troops buid, you need to have a chain from you castle all the way to your main. important troops beeing unicorns, efrets, minotaurs, etc.
2. you only fight what guards something you need and you don't need to pick up resources you don't need for your build if you can do something more valuable with your scouts. stronghold only need wood, ore and crystals for example.
3. if you have a lot to clear, you can use two armies to make things faster. lets say you have 2 efrets on your main and the rest of the army on a second hero who fight something else in a different direction. this is used to speed things up. try keeping a chain so you can get full army if you need to fight some tougher guards.
4. at the end of the week, you should always have a chain from you castle to you main. this way the scouts chain the creatures back to the town to upgrade them, then sends them back to the main.
5. depends on the map. usually you can buy a spellbook in another town. if you have something important near your castle that where to tough for you to clear week 1, now is a good time to return to town, get spellbook and more creatures. if you are far away from your town, u can use the "poor man's town portal" meaning you attack some creatures with a single lvl 1 unit, retreat and then buy him back in tavern while your chains send the creatures back to him in one turn. be sure you don't attack somethin that could kill that lvl 1 creature in round one (if you have tactics you don't have to worry about that).
end of week one your main should have advanced some levels and gotten some stat-boosters. depends a lot on the map. your goal for week 1 is to build high level creatures with citadel/castle and be able to bey them out day 1, week 2. if you can get lvl 7 with castle, than of cource you do it. dont be afraid of attacking dwarven treasuries and crypts week 1 to get more gold.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted December 28, 2019 08:49 PM |
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In the Mage Guild of a town.
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wombatpete
Tavern Dweller
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posted December 28, 2019 08:55 PM |
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phoenix4ever said: In the Mage Guild of a town.
But how? I enter the town, I have the right hero IN the town, I go to the guild - there I see spells on shelves. I see no other options!
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