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Posts from Battles with neutral creatures.

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In reply to R55Max
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15 years ago
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If the speeds are equal, the turn priority goes to the player who hasn't moved yet. In other words, if it's our turn first and we take some action, and then the speeds are equal, the priority will be given to the opponent because we have already taken our turn, and they haven't. Example:

Our troops: Champion
Griffin
Spearman1
Spearman2


Opponent's troops: Griffin1
Griffin2
Griffin3
Spearman


Turn order: Champion - Griffin1 - Griffin - Griffin2 - Griffin 3 - Spearman1 - Spearman - Spearman 2
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15 years ago
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R55Max, did you ever open help files in Heroes 3?
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15 years ago
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The answer he wanted to hear is much simpler — at equal speed, the attacker will have the first turn in battle!
so your griffins will act first in the Griffin Conservatory — then everything is as Dirty described, taking into account the turn order table for neutrals in objects.
In reply to Captain
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15 years ago
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Captain
R55Max, did you ever use the help function in Heroes 3?

Did you read the instructions for using an electric kettle? When you've been using something for a long time and know the basics, you don't need to refer to the instructions.

The help section says: The entire battle is divided into turns, during which each unit or weapon takes turns performing actions. The fastest creature starts the battle. If both units have creatures with the same speed, priority is given to the attacker.

I knew that priority is given to the attacker when speeds are equal, but I didn't know that when speeds are equal, the turn goes to the player who hasn't moved yet.

Instead of answering and helping, some people like to start by criticizing others for their lack of knowledge.

Dirty, GOD, thank you.
In reply to R55Max
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15 years ago
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R55Max
Instead of providing answers and help, some people prefer to start by criticizing others for their lack of knowledge.
You're lucky that Captain Obvious didn't point you to a presentation or article in English like this one: :D :D :D
Rainalcar
RULES OF TURN ORDER
Every round is composed of four parts, in proper order:
1. Normal phase
2. War Machine phase
3. Morale phase
4. Wait phase
NORMAL PHASE
Creatures play in decreasing order of speed.
If there is a speed tie among opposing units then player's A unit will play first if player's B unit has played just before and vice versa. Further turn order simply alternates between units of player's A and B (alternating rule).
This is true in all cases except the beginning of the 1st round where the attacker always plays first in case of a speed tie.
For all other rounds the rule holds: if A played last in previous round, B will play first in the next in case of a speed tie. War Machines are a factor in this case, even if they are not under player’s control.
If there is a speed tie among units in the same army turn order is determined by left slot rule.
WAR MACHINE PHASE
Ballistas always play before First Aid Tents (left slot rule). Ammo Carts are irrelevant.
If player’s A unit has played just before then player’s B Ballista will play first and vice versa.
If player possesses Artillery and/or First Aid skills he may wait with Ballista/First Aid Tent. Again the turn order simply alternates, for the wait part for War Machines follows immediately.
MORALE PHASE
Units that receive morale in the normal phase and wait instead of acting play here, starting from the first unit that received morale. Turn order of this phase cannot be changed by any speed affecting spell.
WAIT PHASE
Creatures play in increasing order of speed.
If there is a speed tie among opposing units then player's A unit will play first if player's B unit has played just before and vice versa. Further turn order simply alternates between units of player's A and B.
If there is a speed tie among units in the same army turn order is determined by left slot rule (so, not opposite, but the same as in normal phase).
SPECIAL CASE: TOWN SIEGE WHEN FORT, CITADEL OR CASTLE BUILT
Turrets always play before the attacker’s Catapult; Artillery and Ballistics skills are irrelevant.
If the Turret waits it will take its turn in War Machine phase.
If the Catapult waits it will take its turn in War Machine phase.
PECULIARITIES
If the unit is unblinded/resurrected/unpetrified (no matter when it was blinded/killed/petrified) it will take it’s turn as soon it is of highest speed if it is a normal phase, or of slowest speed if it is a wait phase. Alternating and left slot rule apply normally.
If a unit makes a move (or gets bad morale) and is killed and resurrected it will not play again in the same round.
Cloned unit will follow the alternating rule, but it will not follow the left slot rule: if there is a speed tie between 2 or more stacks in the same army, and Clone is cast on either of them, cloned stack will play after all other stacks have played.
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15 years ago
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Yes, that's exactly what I meant. After all, it's so obvious :))) P.S. Darth has finally learned English.
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15 years ago
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Both heroes in the screenshot have only a magic arrow and enough mana.
Here's the question: who has a better chance of winning this battle and why?


P.S. My SoD help regarding the turn order provides the following information:
Combat sequence is broken into rounds. Each troop or war machine can perform one action per round. All combat units take turns completing their actions. Which unit goes first is determined by the unit’s speed rating, with faster units going before slower ones. If there are two creatures of equal speed, the attacker will go first. Actions can consist of moving, engaging in hand-to-hand or ranged attacks, casting spells, using special abilities, waiting or defending.
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In reply to bRitvo4kA
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15 years ago
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bRitvo4kA
Both heroes in the screenshot have only the magic arrow skill and enough mana.
Here's the question: who has a better chance of winning this battle and why?
Green will win because he has a more positive color affinity :D, although I think the outcome is not 100% and depends on how the battle is conducted: wait, who to attack with magic, and when...
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15 years ago
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Green wins (if there are no resists).
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15 years ago
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there is one scenario where blue can win.
If the blue snake immediately kills the green snake, this requires having a significant attack advantage (up to +300%), an attack expert (+30%), and some luck/morale :)
In reply to Captain
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15 years ago
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The defender will win if there are no unexpected events, such as the attacker having a potion of life or the defender having a helmet of titan.
In reply to RomarioGrom
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15 years ago
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RomarioGrom
Green will give him a more positive color:D
And now, the correct answer:
The main thing for green is to kill the top fly with an arrow without waiting, thereby giving the turn to the bottom blue fly and gaining the right to the first move in the 2nd round.
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15 years ago
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With just two flies, it's too easy, and the number of possible outcomes is minimal. A more interesting question is: what if there are 3 flies? Or what if there are 7?
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15 years ago
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It would be even more interesting if there were 7 Hydras.
In reply to R55Max
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15 years ago
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It will be interesting to see what happens with 7 peasants; they kill each other with one hit.

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