Goal of the experiment: to determine the pattern of morale and luck rolls when monsters deal a certain amount of damage.
Defining factor: For the experiment to be reliable, it is a mandatory condition that the actions of the player-controlled monsters are absolutely repeatable.
Concepts: Session (as applied to Heroes 1, first introduced by AlexSPl) – this is a complete restart of the executable file (heroes.exe), i.e., exiting the game to Windows and launching it again.
1 game round – actions performed by the player and the computer for each monster, once, or twice in the case of positive morale.
Note: a paralyzed, blinded, or low-morale monster automatically skips its turn.
Experiment: 10 sessions were conducted, with 10 battle rounds in each.
Description: This example examines 1 round of the aforementioned problem (see also the 8 explanatory images of the battle),
1) Riders - Berserk on gargoyles and Defense;
2) Swordsmen - move in front of the peasants;
3) Pikemen - move diagonally down and to the right from the swordsmen;
4) Peasants - strike the dragons diagonally.
Morale and luck rolls are recorded and entered into the corresponding column of the table below:
The following abbreviations are used in the tables:
рвс – upper wall destroyed;
рнс – lower wall destroyed;
нрвс – upper wall half-destroyed;
нрнс – lower wall half-destroyed;
У – luck;
М – morale.
Note: not a single case was recorded in any session where morale (and consequently luck), with such actions (specified above), rolled for the swordsmen or pikemen.
Let's examine this situation in more detail from the perspective of damage dealt by monsters in the first round:
Let's call this situation a full battle repeat (fbr), which is how we will indicate it in the table.
Damage received:
нрнс;
Archer tower on archers: 90 hp (-9 units);
Gargoyles on griffins – 30 hp (-1 unit);
Griffins in retaliation to gargoyles – 21 hp (-1 unit);
Griffins on archers – 26 hp (-2 units);
Archers in retaliation to griffins – 230 hp (-6 units, killed);
Dragons on archers – 958 hp (-74 units, killed);
Peasants with luck on dragons – 1795 hp (-8 units);
Dragons in retaliation to peasants – 578 hp (-578 units, 419 remaining).
All other situations that do not fall under fbr will be called "random battles" (rb) and will be detailed fully in the table.
Based on the results of the experiment (see table), we get:
Session 1 – fbr (90%);
Session 2 – fbr (90%);
Session 3 – fbr (60%);
Session 4 – fbr (90%);
Session 5 – fbr (90%);
Session 6 – fbr (90%);
Session 7 – fbr (90%);
Session 8 – fbr (90%);
Session 9 – fbr (90%);
Session 10 – fbr (70%);
During the experiment, it was established that under certain damage conditions dealt by the archer tower (90 hp to archers) and the catapult (нрнс), there is a full repeatability of battles regardless of the session; specifically, luck rolls for the peasants!
It is also clearly visible that each new session necessarily begins with a "random battle" (rb), after which a full battle repeat (fbr) cycle begins, and characteristically, the 8 rbs in the first attempt of each session are completely different (2 identical ones are marked in light green)!
Only in two sessions (3 and 10) did additional rb appear, which break the fbr pattern.
Of the 5 additional rb, 3 repeated (marked in dark green)!
Out of 10 sessions, in the first experience (attempt), 2 attempts repeated completely, and another 4 partially (marked in gray and light green).
Conclusions:
1) It is obvious that morale and luck in Heroes 1 are fixed given certain player actions, but unfortunately, there are "random battles" that prevent us from speaking of a 100% probability of battle repetition. Nevertheless, the probability of an fbr is very high, see table. Interestingly, in no session did an fbr occur on the first experience (attempt).
2) Morale and luck in Heroes 1 depend on the layout of the battle map rolled in a particular session. The battle map itself is fixed, and given certain human actions that determine this roll, it apparently remains unchanged until the end of the fight (determined by the Damage dealt and the actions leading to fbr). Morale and luck do not depend on time delays.
3) It also becomes clear that based on several damage values (in this case, the catapult and the archer tower!), one can tell which game map was rolled.
Note: In other battles, this can be observed via the damage dealt by monsters.
4) There is likely a certain cycle for rolling the number of battle maps per session, and moreover, the number of such maps is limited!
5) I believe that specifically in the first attempt of each new session, luck or morale can be triggered for virtually any monster, but only in the first (except for those who by definition do not roll these components)! This first attempt seems almost like a cheat.
Note – I don't know if this is a glitch or my inattentiveness in determining the archer tower damage, but as seen in the table, in 1 out of 100 cases during fbr, luck did not roll for the peasants (marked in yellow)!
Such are the ambiguous results and thoughts.
Respectfully, VDV_forever