Таверна | Герои Меча и Магии 4 оффлайн
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Сэр Roland Ironfist, были посланники с отчётами по ТБ и ЦГ. При чём чуть позже прибежал третий - с поправками к первому отчёту по ЦГ и всё О_О. Но если посланец с отчётом по разминке где-то отыщется, то конечно приму его=)
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Итоги Турнира "Разминка", прошедшего на карте "Извержение" признаны окончательными и призовые начисления произведены.
Благодарю всех за участие в турнире! Изменено 10.09.2018 09:44 пользователем Stillness De La Kutuale Hell |
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Турнир "Разминка" - безбонусный турнир на скорость прохождения карты.
Изменено 11.09.2018 23:38 пользователем Stillness De La Kutuale Hell |
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Сэр dnaop-wr
HoMM IV: Граф (4) |
Да-а! А я никак "Извержение" не доиграю...
Изменено 11.09.2018 11:57 пользователем dnaop-wr |
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Сэр Roland Ironfist |
Сэр dnaop-wr, Извержение - карта, на мой взгляд, весьма любопытная. Экономику нужно развивать немного в ином направлении благодаря квестовым домикам.
Изменено 11.09.2018 18:45 пользователем Roland Ironfist |
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Сэр dnaop-wr
HoMM IV: Граф (4) |
Сэр Роланд, да у меня вообщем-то не хватает на это времени и настроения. Но как-нибудь добью, а то жалко сейвы выкидывать.
Вот из трех новых карт в одной слишком много англицкого текста - я столько букв наверно не осилю. |
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Сэр dnaop-wr, выкидывать не надо - присылайте на известное мыло.
На счёт текста в картах... нууу - он правда так необходим для понимания? Если да, то я исправлюсь - расшифрую что к чему=) |
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Сэр dnaop-wr
HoMM IV: Граф (4) |
Иногда текст имеет конкретное значение - в квестах, событиях и т.п. Переведешь неправильно "Убить нельзя помиловать" - и гейм овер. Я стараюсь не ломать голову над большими переводами. К тому же картоделы нередко пользуются феней, которой ни в каком словаре не найдешь. Еще и писать могут безграмотно.
Я как-то перевел хорошую карту из тройки. Китаец перевел ее со своего языка с соответствующими оборотами на английский, я же - с английского на русский. Так коряво получилось, хотя суть вполне понятна - лучше бы переводил своими словами. |
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Результаты прошедших турниров, а т.ж. старт новой серии будут после 25 числа. Винт со всей информацией уехал на восстановление/извлечение данных. Если смогу организовать на другой машине необходимое - всё будет раньше.
Благодарю за понимание |
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Итоги будут опубликованы 01.11.20018
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Сэр dnaop-wr
HoMM IV: Граф (4) |
"Итоги будут опубликованы 01.11.20018" - долго же ждать придется, не доживем наверное.
Изменено 1.11.2018 11:59 пользователем dnaop-wr |
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Сэр dnaop-wr, ну ошиблась слегка.
Забиваю таблицы |
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Предлагаю ознакомиться с предварительными итогами Турнир "Разминка", прошедшего на карте Mystic Vale
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Итоги Турнир "Разминка", прошедшего на карте Mystic Valeпризнаны окончательными и начисления произведены.
Благодарю всех за участие в турнире! |
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Сэр Раэлис
HoMM VI: Безземельный |
Когда следующий турнир? С нетерпением ожидаю
Прошло очень много времени... Если ещё остались живые ведущие, то просьба та же, провести турнир. |
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Сэр Раэлис, ведущие-то есть. Помощника бы, а то со временем категорическая засада=(
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Сэр Gorbik
HoMM V: Барон |
Леди Stillness De La Kutuale Hell, 4.02.2020 02:09Где эти ведущие? По залу славы в 2019 году турниры по четверке не проводились? Вот основные категории и тут турниров НЕТ в 2019 heroesportal.net/land/glory.php?type=H4landless heroesportal.net/land/glory.php?type=H4main Изменено 27.03.2020 17:15 пользователем Gorbik |
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Уважаемые жители, бросаю очередной клич.
Кто готов помогать с подготовкой карт по 4 версии для турниров? |
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Сэр dnaop-wr
HoMM IV: Граф (4) |
Леди Stillness De La Kutuale Hell, 1.04.2020 15:07Леди, так давайте пошаманю. Только в пианиста не стрелять - играет как умеет. |
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Сэр dnaop-wr, ответила в ЛС
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Леди Stillness De La Kutuale Hell
HoMM VI: Амазонка |
Открыт новый турнир Разминка
Турнир "Разминка" - безбонусный турнир на скорость прохождения карты.
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Сэр loom
HoMM VI: Маркиз (8) |
Уважаемые герои!
Я продлил данный турнир, чтобы участвующие в нём, смогли прислать сейфы на мой адрес, для подведения итогов. Наша демонесса в силу сложившихся обстоятельств в реале, пока не может подвести итоги. Прошу отнестись с пониманием! Сейфы отправьте на почту: [email protected] |
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Сэр Warzyw |
Saves sent. I hope I'm not the only one. :P
And I hope that I didn't accidentally break any rules. I did my best to avoid bugs. |
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Сэр loom
HoMM VI: Маркиз (8) |
Сэр Warzyw, cool!
You're not the only one, don't worry! |
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Сэр loom
HoMM VI: Маркиз (8) |
Итоги в Зале Славы Прочего Турнира "Крестьянский бунт" !
Благодарю всех за участие в турнире! Если герои поделятся описаниями прохода (не только победитель), буду признателен. Я, например, в начале ещё пробивал с трудом вражин, но тех же вампиров уже пробить не смог, и доиграть поэтому не смог. Изменено 31.01.2021 16:54 пользователем loom |
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Сэр Warzyw |
Wait, you didn't accept your own save? Does that happen often?
About my previous try (not reported): At first I also did 9 days. I think it will be interesting to compare that passage to Sir Monomach's game. Days 1-3 First I leveled Archery to Master on Treasure Chests from 2 Squires, then broke through Crusaders with that plus Peasant meat, 3 Sprite one-stacks for distraction, 1 Peasant and 1 Wolf to try to take a retaliation for the main Peasant stack, and got more Treasure Chests. As a result, I ended day 3 with Grandmaster Archery and Peasant 1 stacks in Monks' Yellow Area. Night 3 and day 4 At night they attacked and I killed enough of them to finish them off on day 4. What helped in those battles was letting one stack of Monks shoot the hero and only putting Peasants between the hero and the other 2 stacks. So the weakest monk stack could attack the hero and take some damage from retaliations, but the stronger stacks didn't get free shots. Day 5 I took the nearby Treasure Chests, Combat Altar and Veterans' Guild and ended turn near the Champions with Grandmaster Combat and Expert Melee. The rest of Treasures was picked up by Sprites (except Attack, Defense, Speed and Mana Gems, more on that later). Here I considered going for Nature plus Tactics to distract Champions with Sprites while shooting them with Grandmaster Archery (with Attack Gems I would have had enough damage to kill them with Bow), but that was taking too many reloads, so I went with Melee instead. Day 6 I generated (not sure if I reloaded for that) a little obstacle near the corner so that only one stack of Champions could hit me most of the time and the Hero's Stats were high enough to just melee about 12 Champions (one full stack plus one hurt stack) that were typically hitting him. I ended turn close to Griffins and Genies. Day 7 Master Melee was enough (if no bad morale) to kill Griffins that were just 1 step off the way. The Genies insisted on trying to cast Slow and Cowardiance on my hero hidden behind a Sprite. With reloads and 50% Resistance from the Cloak they failed most of the time while Grandmaster Archery killed them. That gave me Grandmaster Melee. Then I attacked the Crusaders just because I could (I could have gone around them, but decided to check if I could beat them) Several saves later I decided to use Cold Water and Potion of Mirth. Several saves after that and several dead Sprites later the Crusaders were dead and I was close to the next level. Then I killed the Nightmares because they were almost in the way and there was an Attack Gem behind them for later. Day 8 was very short (2 saves compared to 25 on day 7). Just dug out an Armor with a Sprite and went closer to the town in the South East. Day 9 was funny. I couldn't reach the North East town, so I focused on pumping my hero's stats. I took the 2 closer towns (South East and North West on the Surface) and then Main Hero came closer to the middle of the map. Somewhere in the middle of the day I got my Main Hero killed and used a previously set up chain of Sprites, Peasants and newly hired Crossbowmen to get him (in form of a Gravestone) most of the Stat Gems on the map. Of course I bought 2 secondary heroes. One of them took a town and prepared to take the Horned Bow. The other came to the middle, preparing to take the North East town on the next day. Day 10 One secondary hero took the Horned Bow (easy with Adamantine Armor and Soulstealer and a lot of other artifacts), then run from a Forest Glenn. Some creature delievered all of that to the Main Hero, who killed the Bandits and gave the Artifacts to the other secondary hero, who easily took the North East town. Then a creature delievered the Artifacts back to the Main hero, who easily defeated 26 Champions, 2 level 1 Knights, 10 Ballistas and 16 Crossbowmen guarding the underground town. With sum of Stats over 500 during battle (counting the bonus for Good Morale) and enough gold to buy 50+ Immortality Potions my hero was totally overpowered at this point. Now, onto the 4 day playthrough. Since there was still some time left, I decided to try again. Archery turned out to be a waste of time, because I only really needed it vs the Monks that gave me the Combat and Melee needed to beat the Champions, but I could just as well skip Archery and go directly for Combat, perhaps using the Cold Water vs Champions (because my hero would be lower level) instead of the Crusaders on the surface (which I could go around). Day 1 I started by attacking the closer Squires with the Hero, all Peasants and Wolfs and 1 Sprite (to make the hero faster, not as a distraction). I lost all Wolves and about 20 Peasants there, which is quite a lot, but I was more interested in preserving the Sprite and not losing too much health on the Hero, because he needed to not die in one hit from the next Squires. I didn't take the other Sprites with me to preserve their movement (needed on the last day). Then the hero took their Treasure Chests (Expert Combat; I wanted Grandmaster Combat for the fight with Champions) and, together with the other 22 Sprites, attacked the Crusaders. Fight vs Crusaders I started by generating a "nychka" for the Sprites. Since Sprites do most of the damage in this fight, we need to consider if this fight is allowed. 22 Sprites have 22*7 health, 21 Crusaders have 21*65 health. 22*7*10 > 21*65, so the battle is allowed (I think that's how it works). At first, Crusaders went near the Sprites and the hero went away from them. Then, the Sprites went in and out of their hiding (catching Morale to go back) to make the Crusaders run back and forth. Meanwhile, the hero shot the Crusaders, eventually killing a bit over 30% of Crusaders. If I reloaded for higher damage, it would have saved me more reloads later. At this point, Sprites went out of their hiding and played hit and run in the open, catching Morale (either Good on self or Bad on Crusaders) and trying to separate the Crusaders to increase the chance of survival (It's easier to run away after hitting when there's only 1 stack of Crusaders nearby). Once about 50% of Crusaders were dead (so there was 1 stack left with -4 Morale), the battle speeded up by a lot, because I could count on Crusaders Bad Morale much more. End of day 1 After the fight with Crusaders (+ Master Combat), the hero killed the other nearby Squires and took their Treasure Chests (+ Grandmaster Combat). The 21 Sprites not needed to carry the hero went forward (towards the Cave Exit). Finally, at save number 50 the day ended. Previous attempt had at most 25 saves in a single day and half of the days had less than 10 saves. Day 2 This day had only 1 fight (Champions). There were not many obstacles in the corner, but the Champions were fat enough that they blocked the other Champions near the corner. With Cold Water, +25% Health Potion, +1 Luck from a Four-Leaf Clover and not too many reloads the Hero was able to survive (-1 Sprite that speeded up the hero, -5 Peasants, -both Potions, +Expert Melee). I left the Treasures behind the Champions for Peasants to pick up later, because I didn't think my Main Hero would need much more experience. The 20 Sprites that were in the front and most of Peasants also went forward. 2 or 3 Peasants who were picking up stuff on day 1 were left behind and recruited some more Peasants. Both the front Peasants and the back Peasants turned out to be useful in the end. Day 3 On this day, I fought Griffins and Genies. For Griffins, there happened to be a small obstacle near the corner, so only one of 2 stacks could hit me at the time. The other stack chose to wait nearby instead of chasing after my Sprite. I tried not to lose too many Sprites, so that was a pleasant surprise. The Genies this time decided to clone my Sprite and I found out the hard way that you can't Drain Life from Illusions. Fortunately, I had a Healing Potion from the Champions. |
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Сэр Warzyw |
Day 3, continued
The day ended with the Hero on the surface, just out of Crusaders' Yellow Area, forward Sprites just out of Black Dragons' Yellow area, forward Peasants half way between the Keymaster Tent and the Cave Exit and back Peasants on the way to the underground town. I actually went back to the end of day 3 from early day 5 to improve logistics (resulting in a dozen or so dead end saves from days 4 and 5), because I wanted the option of taking the Crusader Dwelling on the way. I knew that if I wanted to recruit some units near the North East town through Diplomacy on day 5, then I needed some army, such as Crusaders or Pikemen. Day 4 In the end it turned out that I wouldn't need the Crusaders, but would need the Pikemen for Diplomatic purposes on day 5. This day was rather uneventful. The hero just went forward (towards the Two Way Portal), taking out some easy Black Dragons and flagging the Pikemen Dwelling on the way. The forward Sprites ended their turn at the crossroads, on the way to the North East town. The Pikemen were also heading in that direction. The forward Peasants ended up near the Cave Exit The back Peasants stopped close to the underground town, on the way to the unguarded Treasure Chests there. Day 5 Main hero went through the Red Portal, took the North West (guarded by 5 Champions and 10 Ballistas) town where he recruited a new Archer, Jenova and together they got him killed on the nearby Squires. Jenova flagged the Crossbowmen Dwelling and took the South East town, where she recruited Lady Annavanta. Together, the two attacked the nearby Elves. With some well timed Potions (bought in the North West town) they managed to end the fight with a draw. So they got themselves killed (which was useful a moment later) and freed up Amulet of Fear and some Gold. All 3 heroes were transported to the Through and then Main and Annavanta were delievered back to the North West town by a chain if Sprites, Crossbowmen and Peasants (remember the "forward" Peasants?), while Jenova was left at the crossroads. On the way, Annavanta got some Stat Gems needed later for her battle at the crossroads. Now, Main and Annavanta went to the nearby Abandoned Mine to level her up. Main used Healing Potions instead of Soul Stealer in this fight, which let him kill most of the Bandits but die in the end, when he stopped using Potions. That way, Annavanta got some experience and Main could keep traveling as a corpse. Now, Annavanta with 1 Champion (from the North West town), 10 Pikemen, 10 Sprites and 2 dead Heroes killed the Bandits at the crossroads (not too hard with the Stat Gems and Artifacts she got) and then attacked the nearby Squires, buying 42 of them thanks to Advanced Diplomacy and level 4. Champion and Pikemen then got dismissed because they were out of movement and then Annavanta took out the nearby Crossbowmen and also got dismissed because she was also out of movement. I could have gotten her killed in that fight to let her keep traveling and eventually reach a town but there was no need to do that. Then, 10 Sprites, 41 Squires (1 picked up some stuff near the crossroads) and 2 corpses attacked the North East town. On turn 1, Sprites and Squires went forward and to the right so that the Crossbowmen and Ballistas inside couldn't shoot them because their own walls were in the way. Then, Sprites used hit and run while the defenders did noting. To be honest, the defenders didn't really have a good choice. They could either wait for my mistake or run their shooters into my 41 Squires. I was careful to not let my Sprites kill more than 50% of the enemies, because I didn't want them to count as a "main attacking squad". The forces were: 41 Squires and 10 Sprites on my side and 5 Ballistas, 29 Crossbowmen and 20 Squires and 21 Squires on the enemy side. Their Paladin got herself killed on the neutral Squires next to the crossroads earlier. From there, Jenova used her remaining movement to free up the Halberd of Swiftwatch and some Gold. Main helped a new Archer, whom I called Meduza, get killed on the nearby neutral Squires. Meduza got transported to the Through and then to the North West town by the scraps of the previous chain, also getting a Speed Gem on the way. From there, she went underground through the One Way Portal, grabbed a Combat Altar and gave Amulet of Fear plus some other stuff she didn't need to one of the "back" Peasants. That Peasant then got himself killed on the last enemy town. Final fight I generated a bit of obstacles near one corner then threw a Cloud of Despair found somewhere on the ground on the Champions (to make them act after their heroes and to better distract them with my Peasants) and distracted them with my remaining 3 back Peasants while their heroes approached. Then, their hero kept hitting Meduza, blocking the path for the Champions. Because he had Amulet of Fear, he didn't die and kept blocking the Champions indefinitely. The Champions, unfortunately for them, were not smart enough to stay away from the Halberd's reach. This elaborate plan turned out to be unnecessary, because Meduza had enough Immortality and Healing Potions (with an option to buy more) to maul through the Champions. The End Here are my saves from both tries: drive.google.com/file/d/1CpK0MkEN3gblYCmOs5KBzhMBuXkU3Uay/view?usp=sharing I just removed the most obvious dead ends and exploration saves. The small folder contains just the end of day saves and the final save. Total size is about 84 Megabytes, about the same zipped and unzipped. |
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Сэр loom
HoMM VI: Маркиз (8) |
Sir Warzyw, thank you. I hope everyone will study your passage with interest.
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Сэр dnaop-wr
HoMM IV: Граф (4) |
С переводом у меня плоховато, но думаю суть уловил - монахов надо было бить, потому что они православные и Папу не почитают. Но я как всегда не стал заморачиваться и пошел по пути наименьшего сопротивления - туда, где врагам морды бить легче. Я правда понимал,что медленно, но повторного прохода не делал.
Послание для Сэра loomа. Я когда вышел на площадку, откуда надо выбирать, кого бить - монахов, вампиров, чемпионов или еще кого-то (не помню уже), к кому не сунусь - сразу по морде получаю. И не могу сообразить, с кого начинать. Хотя ведь когда-то ее проходил на чемпионе. Тогда плюнул, не стал играть, и сейвы удалил. Прошло время. Снова начал под настроение, и уже проблем, кого бить, не стояло - всех рядом снес, только монахов кажется не тронул (а может и их снес), но дальше пошел через низ. Это я к тому, что под настроение играется лучше, иначе мысли могут быть рассеяны и трудно принимать нужное решение. |
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Сэр loom
HoMM VI: Маркиз (8) |
Сэр dnaop-wr ну я сам пока не смотрел, ни сейвов, ни прохождения - в других землях турниры заканчиваются, там успевал доиграть по быстрому.
Посвободнее станет, гляну, поучусь может быть чему . |
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