Skip to content

A program for calculating the strength of the guard on random maps in Heroes of Might and Magic III, called H3CalcGuards.

User Avatar
#99
Auto-translated
Sav
1. Yes, this is a bug. The problem is that when the generator creates a group of objects, it doesn't take into account that the objects already added to the current group (but not yet placed on the map) should also be included in the count. Because of this, there may be 2 outposts, stables, etc., generated at the respawn – but always within one group.
2. Theoretically, this bug can have critical consequences. For example, if more than 32 experience stones are generated because of this, then when visiting the 33rd experience stone, the hero will mark another object as visited, or even corrupt the information.

3. So, the value coefficient without extra respawns is 1 + 1/5 + 1/2 = 1.7; and with an extra respawn, it’s 1 + 2/5 + 2/2 = 2.4.
That is, it’s still not twice as much, but almost one and a half times.
However, this does not necessarily mean that the guards will also increase by one and a half times; there isn't a direct proportionality here (here I wrote about how the guard strength is derived from the value, if you're interested: http://forum.df2.ru/index.php?s=&showtopic=27998&view=findpost&p=558697).
1. Does the bug duplicate all objects, or only those with guards? That is, if there are 2 outposts or 2 stables, does it also double the number of piles/campsites/treasure zones?
2. The critical consequences lie elsewhere. Because of such duplication, I was able to get out of a treasure zone on a small map with over 100 ducks, taking 6 drowned ones. I doubt anyone would go around exploring various experience stones or even libraries after that.
3. The main point is clear. It’s easier to identify duplicates on maps with a small number of areas containing cities.

Now for new questions:

4. Is it true that the duplicated object will have the guard strength of one object?
5. How can you distinguish between an ordinary low-quality area and a quest-related low-quality area? Sometimes the difference in guard strength is noticeable, but not when the guard strength is 5k; it's hard to tell.
6. Is the player's home town considered when determining the guard strength on the same balance?