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A program for calculating the strength of the guard on random maps in Heroes of Might and Magic III, called H3CalcGuards.
The strength of monsters should generally be indicated on the template diagrams.
Well, on our website, everything is indicated in the template description. For example, Jebus:
Zones 1-4 are identical; two of them are starting locations for players. In the other two, the computer can start (if the map settings indicate 3-4 players), or the third and fourth human players. The landscape of these zones corresponds to the starting city. There are 2 villages of a random type (except for Necropolis and Conflux), 4 wood/ore mines, 1 crystal, mercury, gem, and sulfur mine, and 2 gold mines. The contents of the zones: 12000-22000 (1), 5000-16000 (6), 300-3000 (14). Monsters are weak, size - 30. The only exit from the zones is to the central zone 5. The passage is heavily guarded - 45000. The central zone is slightly larger (40). It contains 2 cities with a fort of a random type (but not Necropolis or Conflux) and 4 gold mines. The landscape is always sand. Contents: 35000-55000 (3), 25000-35000 (10), 10000-25000 (10). Monsters are strong. The guards cannot consist of elementals anywhere.
Wicc
Can you use a logarithmic slide rule? And multiply on an abacus? Everyone used to be able to... where is the world going...?
One thing is when simplification and progress are useful, and another is when its appearance changes something in the game. The appearance of computers in chess also caused a lot of changes, but everyone got used to it. I personally am not against these programs; I am all for them and thank the authors immensely. However, when I see on streams how damage for each stack is calculated during a battle, it makes me uncomfortable... But only time in battles will solve the problem. Wicc
Degradation in Heroes is only the loss of interest in them; everything else is the development of individual skill areas. If some area is "closed off" by programs, then development shifts to another area.