Spolszczenie Do Heroes 3 Shadow Of Death Chomikuj

Heroes of Might and Magic 3 The Shadow of Death PC Game Overview. Heroes of Might and Magic 3 The Shadow of Death full PC game is another expansion of the HoMM 3 game that brings us additional hours of play. It includes the original game and adds fresh campaign and missions. As a result, there is a total of 86 solo missions and 14 campaigns. Heroes of Might & Magic III Shadow of Death Identifier Heroes_of_Might_Magic_III_Shadow_of_Death. Identifier-ark ark:/13960/t03z2q74w. Ocr ABBYY FineReader 11.0. Scanner Internet Archive Python library 0.9.1. Plus-circle Add Review. Reviews There are no reviews yet. Be the first one to write a review. In order to create threads, posts, and interact with the Ubisoft forums you need to have a Ubisoft account with a verified email address. Verifying your email address also improves the security of your Ubisoft account, helps us provide you better support, and ensures you don't miss out on exclusive content, newsletters, and other special offers.

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From Other
The main goals of the SoD campaigns are fine, as well as the diversity on the map, but there are some issues occurring. Many loose ends appear regularly and many which are confusing.
In Gelu's Elixir of Life campaign they forgot to tell you, that you carry over 3 heroes to scenario 3, not just Gelu. I miss-skilled them so much because of that. It's also easy to break a scenario by trading quest-items away and such.
The new holy ground terrain looks really cheap, as if some kid pasted pictures of graves onto it. The lighting doesn't work and one grave-stone is really too big.
The Barbarian campaign is more irritating. The plot doesn't work. They go to all-out-war, because one pupil just escapes the castle. The scenario shows scripted journal entries, sometimes no matter your location. It's doable to return to Bracada when his hero left and conquer the tower-town without resistance. You'll still see the journal entries about being in the second town.
On the other side of the river, the ai acts horrible and just has 4 or 5 scattered heroes running around like sheeps until they resign from their work in the last weeks with no apparent reason. The specialty chain lightning of the Barbarian doesn't work, because he renounced magic. Still, the scenario offers you an artifact to start with, which prevents your creatures to be hit by chain lighting, though no one in the scenario uses it.
Advancing on the final town, you'll find a quest guard. No one knows, why that quest guard should be in the middle of nowhere in one bottle-neck only to let a Barbarian pass. Not only that, the last town which so desperately tries to defend against you, sends all its Behemoths out against you to meet you in the open field. If they'd defended the town, it would have blown the Barbarian's army away. I don't want to spoil further missions for you, but let's say that Krewlod apparently doesn't care about completely pointless manpower (or creature-power) losses.
Bottom line: the Shadow of Death campaigns offer interesting outlines, but contain lots of loose ends and exploitable mechanics. Due to the inconsistencies, they can sometimes be hard to understand.
bevinator
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From United States
Perscienter: The Barbarian campaign is more irritating. The plot doesn't work. They go to all-out-war, because one pupil just escapes the castle. The scenario shows scripted journal entries, sometimes no matter your location. It's doable to return to Bracada when his hero left and conquer the tower-town without resistance. You'll still see the journal entries about being in the second town.

Theokoles Shadow Of Death

I always try to conquer the very first town in the first couple of days of the map, but I don't think the designers realized that it was even possible. 'This hero has a Titan, there's no way anyone could beat that on the first turn!' So you get some weird journal entries, yes, but it doesn't really affect the map that much.
Perscienter: On the other side of the river, the ai acts horrible and just has 4 or 5 scattered heroes running around like sheeps until they resign from their work in the last weeks with no apparent reason. The specialty chain lightning of the Barbarian doesn't work, because he renounced magic.
Usually this is because you've conquered their last city. Generally the hero with the strongest army will try to conquer a city, and the others will flee. By fleeing, they are depriving you of artifacts and experience for defeating them, so if they have a weak army and/or a stack of items, they will desperately try to avoid you. They'll only actually attack you if they think they have a chance of winning. It's kind of a 'screw you' move, but it's both logical and pretty darn clever. If they disappear with items, the only way to get those items back is if they show up in your tavern in a later week, allowing you to hire them.
The lightning thing is secondary, but Yog gets some obscenely powerful items in the second mission so it's not really an issue. He can use magic just fine in a later campaign, too, which is nice. The lightning amulet will prevent them from even CASTING lightning or chain lightning, so you don't really know how much it saves your butt until you don't have it anymore. Aine will cast lightning at your strongest stack almost every single round if you don't have it, which can easily turn the battle against you. If your opponent has one of the immunity amulets, you'll know it when you try to cast the appropriate spell. You'll get a 'That spell will affect no one!' message, so you are free to cast something else instead.
Things like Quest Guards are just there to make sure you don't bypass half the level, and to make sure the narrative DOES make sense. You wouldn't want some random hero getting all of Yog's journal entries by attacking the last city when Yog himself is halfway across the map. There are some pretty irritating uses of border/quest guards and gates, but I don't think this is one of them.
Post edited August 29, 2012 by bevinator
Perscienter
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From Other

Shadow Of Death Game

They probably knew it was possible to conquer Bracada, because the tower-hero always leaves at the fifth day and they even put a sanctuary beneath the city. Aine also doesn't attack that city despite having superior forces. Though it can happen, that the ai attacks you in a campaign with inferior forces.
I forgot to mention, that I defeated Aine first and was able to hire her that week. The plot is completely screwed.
Did I mention, how unreasonable it is to forgo magic in a severe crisis threatening your life?
Concerning the quest guards (which don't make sure that the story makes sense, because it doesn't make sense), there are two solutions:
1. Programm the ai not to go there.
2. Adjust quest guards in a way, that they become some kind of invisible objects, which will only be encountered by the ai.
They just didn't think it through, in my opinion.
Post edited August 30, 2012 by Perscienter
Perscienter
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From Other
In the last missions, Yog was able to use magic again, which made it very easy. Did I miss something in the story-line? I guess it's just chaotic.
Perscienter
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From Other
The Hack and Slash campaign is quite difficult. I have problems in its last, fourth mission. The opponent has Necropolis towns with Cover of Darkness. That's not the problem. The problem is Septienna, its main hero, which is becoming ever more over-powered throughout the game. That hero can teleport between its own towns, while town portal should just teleport you to the next town. That functionality usually belongs only to the Infero towns and is called Castle Gate. Well, I can fight Septienna on cursed ground, which means she'll cast expert stone skin, expert haste, expert shield, blind etc. If I don't fight there, Septienna will quickly demolish my force by casting Armageddon and/or Implosion. Armageddon damage is above 2000, so mostly everything dies. There goes the superior force. Due to bad luck, I could only skill air magic to an expert level on my main hero. I have made some pictures: http://imgur.com/a/TJCpo I feel very much cheated. On screenshot #4 it shows the temporarily hostile town with empty troop slots. Casting visions won't change that. What are the rules for viewing troop strengths in towns? In other scenarios that worked well. Then there is, if course, that arbitrary teleporting between Necropolis towns (which are shown on screenshot #2), which the enemy constantly performs. What is the explanation for that? A secret artifact or does the town-portal skill work differently for the AI? In screenshot #1 Xsi is shown in the east, standing on mountains. He flew there, I guess, but didn't land? I thought you have to land. The fourth question is: do AI heroes in the campaign receive a speed boost? Fifth question is: is there a way to access the save-games playing the opposing party. That would help me answering some questions.
edit: Crag Hack has expert resistance, but that doesn't do much against 2000+ damage Armageddon. Protection fom Fire only reduces the damage by 30% on one stack and that would be the one which dies the next round from Implosion.
Post edited October 18, 2012 by Perscienter
bevinator
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From United States
1. For viewing town numbers accurately, you need Expert Visions and you need to be within 3x your Power tiles of the given town. More on spell effects in #2.
2. If you have Advanced or Expert Earth Magic, then Town Portal allows you to go to any town you control, not just the nearest one. There are a lot of cases like this where spell effects can change dramatically at higher levels of proficiency; you should probably read the manual cover to cover, or at least the section about spells. Lots of spells that affect a single target (Haste, Slow, Stoneskin, etc.) will affect all units on a given side at Expert, and Expert Dispel actually affects absolutely EVERYONE. Other spells get improved benefits: Resurrection at the base level doesn't bring anyone back to life permanently, but at Advanced or higher you get to keep the resurrected creatures after the battle is over.
3. It looks like Xsi is standing on a flat patch of ground. Likely he didn't have enough movement to cross the mountains or the river completely, so he just stopped for the day. He'll likely cast Fly again the next day and go someplace else.
4. No, they don't, but they may have Logistics or be using faster creatures. Your map speed is determined by the Speed stat of your slowest unit. If all of your stacks are Dragonflies or Angels or something, you'll move across the map at incredible speed.
5. I don't know anything about hacking the savegames, but hacking the memory (using something like Cheat Engine) is pretty easy if you know the offsets. There's a hex editing guide over at Gamefaqs. It's a little outdated but it still has some good info.
All of that said, I really hate this particular campaign. The enemy cities are unconquerable half the time, your starting town is almost always gimped, you usually have to search very hard to find a Tavern, and the border guards/gates are generally stacked against you in an infuriating way. For this particular level, I'd suggest taking the hero you get from the jail and parking him right in front of the 1-way portal outside the cursed-ground-castle. Give him a sizable force and try to get him Destroy Undead or Chain Lightning if possible. This will (generally) prevent them from stealing your town and resources, provided he's strong enough to beat them. If Xsi has Fly, though, you need to hunt him down and kill him ASAP. There's a pretty good guide to the SoD campaigns , and to this mission in particular [url=http://www.celestialheavens.com/viewpage.php?id=214]here
Post edited October 18, 2012 by bevinator
Perscienter
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From Other
I know most of the spells very well, e. g. expert haste (all own creatues), expert slow (opposing creatues), expert blind (only one stack) etc.
I know the speed rules as well and Crag Hack has Logistics and Path-finding, but I'm wondering why all AI heroes are sometimes so fast. In MP, it is said, that it has extra movement. So I'm just wondering, if it has the same bonus in SP.
And by the way, why can I sometimes view town's troop stacks without vision and sometimes not? Does it depend on, if there is a hostile hero in it?
Post edited October 18, 2012 by Perscienter
H2IWclassic
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From United Kingdom
Someone's already explained to you about Visions.
As for AI hero speed, perhaps they are Logistics specialists (which gain movement points through levelling), or using only faster units.
Perscienter
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From Other
Finally, I defeated the opponent this mission. I did it in the third run in 4 hours. If you know the map and expand quickly and don't go for unnecessary items with your main hero, the AI doesn't show up for the first weeks. Somehow it also didn't flee, when it had to, unlike in match #2. With the knowledge about the essential items, you can plan your first excursion better. There is a town-portal scroll in the north-west.
I ransacked both Dragon Utopias this time, which prevented the AI from gaining over-powered items. When I defeated its main hero before it had upgraded creatures, I bought it: Septienna, the Nemesis from match #1 and #2. In match #1, she reached 42 defence points with items, negating a lot of Crag Hack's attack boni.
I have made a screenshot of the 'captured' Septienna'.
http://img268.imageshack.us/img268/94/septienna.jpg
She was supplied with creatures from at least 4 Necropolis towns and they are all behind impassable gates. She was in possession of the Cape of Velocity, which grants +2 speed for all creatures, but that does not have influence on the adventure map speed.
This one had no logistics at this point, though I bet it had that one in the previous runs.
Well, there is probably a rule for viewing stacks without visions.
Definitely the most difficult scenario until now. It relies on that window of opportunity and it has to be finished relatively quickly, or the AI over-powers you again.
Post edited November 23, 2012 by Perscienter
KingCrimson250
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From Canada

Shadow Of Death Poem

Man Hack and Slash is a frustrating campaign. Whoever decided that there should be two scenarios in a row where you can't build a tavern should be strung up and shot.
bevinator
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From United States
KingCrimson250: Man Hack and Slash is a frustrating campaign. Whoever decided that there should be two scenarios in a row where you can't build a tavern should be strung up and shot.
Yeah, I'm not really sure why they did that. The Tavern is the most important structure in HOMM, and shutting it out is just beyond irritating. The fact that it prevents you from upgrading the Hall is even worse. I explained in my post above why I hate Hack and Slash, but I'm always up for reiterating. While some of the Armageddon's Blade campaigns are stupidly hard simply by virtue of huge enemy stacks and massive hero stats, none of them are as IRRITATING as Hack and Slash. I really love all of the other SoD campaigns, so it's especially strange that this one particular set of maps is so different. The one that Perscienter had so much trouble with (Grave Robber) is my least favorite map out of the entire series.
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