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8 years ago
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...and the cannon goes there too.
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8 years ago
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Nodl
Is the topic still active? I can add creatures from HotA, as I have the source code.

That would be great.
Another idea: is it possible to implement a calculation in the program to determine the division of neutral creatures into stacks. We select our army in the program, enter the number of units, then select the neutral creatures and the estimated number (which we take from the guard calculator).

According to the physics: The distribution of neutral creatures into stacks at the beginning of the battle follows its own strict laws and depends on the value of k, which is equal to the ratio of the attacking hero's army strength A to the strength of the neutral army H. The army strength is calculated as the sum of the AI Value coefficients.

Ratio | Number of stacks
0.5 | 7 stacks
0.5 … 0.66 | 6 stacks
0.67 … 0.99 | 5 stacks
1 … 1.49 | 4 stacks
1.5 … 1.99 | 3 stacks
2 and more | 2 stacks
In reply to Nintendo
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8 years ago
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First, I’ll create some new creatures for Haven (there’s a bit of work to do with the asps) + a ballista/cannon. Then we’ll see how much time we have.
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8 years ago
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Nodl
First, I'll create some new creatures for Heroes (there's a bit of work involved with the aspid) + a ballista/cannon. Then we'll see how much time I have.
Awesome! Thanks. :smile54:
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8 years ago
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Added creatures/heroes from the "Cove" faction, as well as satyrs/fangharms. I calculated the stats for the cannon/ballista. I haven't worked on the abilities of aspid/assid creatures yet; it's too much work, and they probably won't be useful in practice. I've contacted the author; if they don't respond, I'll probably post it somewhere on my own.
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8 years ago
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Nintendo
Let's hope it's awesome.
Another idea: could the program calculate the division of neutral creatures into stacks? We select our army in the program, enter the number of units, then select the neutral creatures and their estimated number (taken from the guard calculator).

According to the physics model: The distribution of neutral creatures into stacks at the start of the battle follows strict rules and depends on the value of k, which is the ratio of the attacking hero's army strength (A) to the neutral creatures' army strength (H). The army strength is calculated as the sum of the AI Value coefficients.

Ratio | Number of stacks
0.5 | 7 stacks
0.5 … 0.66 | 6 stacks
0.67 … 0.99 | 5 stacks
1 … 1.49 | 4 stacks
1.5 … 1.99 | 3 stacks
2 and more | 2 stacks

This isn't entirely accurate. There's always some variation in the number of stacks. As far as I remember, it's something like this: 1-2, 1-3, 2-4, 3-5, 4-6, 5-7, 6-7. And what's the probability, for example, that with our maximum army, there will be 1 or 2 stacks of neutral enemy creatures? Who knows. Maybe 50/50, or maybe not.
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8 years ago
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=Lizard=
That's not entirely correct. There's always a difference in the number of units. As far as I remember, it's something like this: 1-2, 1-3, 2-4, 3-5, 4-6, 5-7, 6-7. And as for the probability that, for example, with our maximum army size, there will be 1 or 2 units of neutral enemies – who knows. It could be 50/50, or it might not be.


Yes, you're right. Units can definitely be split into 1 stack, which isn't mentioned in the physics table. Where did you get this approximate range from? I'd like to understand the issue better and maybe send it to the author of the physics table so they can correct it.
8 years ago
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Actually, in Fizmig, it is written in black and white near that very table:
With a probability of 40%, 1 will be added to or subtracted from the number of units obtained from the table. It is clear that the number of units cannot be more than 7. One unit can appear only from 2 units with a deduction of 1 with a probability of 20%.
Therefore, the table can be adjusted:
< 0.5 | 6-7 units
0.5 … 0.66 | 5-7 units
0.67 … 0.99 | 4-6 units
1 … 1.49 | 3-5 units
1.5 … 1.99 | 2-4 units
2 and more | 1-3 units
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8 years ago
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The author probably won't mind, I don't think they'll object.
I've improved the calculator for creatures from HotA, adding support for ballista and cannon. Heroes from the Cove have been added. If you find any inconsistencies, please let me know, and I'll fix them.

For the ballista, the damage for a direct hit is calculated as follows:
-no/basic/advanced artillery - no double damage, damage for a single shot
-expert - with double damage, damage for a single shot

For the cannon, the damage for a direct hit is calculated as follows:
-no/basic artillery - with normal damage
-advanced - with double damage
-expert - with triple damage.
Specializations for ballista/cannon work.

Download link:
http://rgho.st/8kpGyXyf4

Download, extract, and run H3Calc.exe

The source code is here - https://github.com/Nodl/H3Calc/tree/hota
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8 years ago
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Nodl
The author probably won't mind, I don't think he'll object.
Improved calculator for creatures from HotA + ballista/cannon. Heroes from the Cove have been added. If there are any inconsistencies, please let me know, and I will fix them.

For the ballista, the damage for a direct shot is written as follows:
-no/basic/advanced artillery - no double damage, damage for one shot
-expert - with double damage, damage for one shot

For the cannon, the damage for a direct shot is written as follows:
-no/basic artillery - with normal damage
-advanced - with double damage
-expert - with triple damage.
Ballista/cannon specializations work.

Download link:
http://rgho.st/8kpGyXyf4

Download, unzip, and run H3Calc.exe

Source code is here - https://github.com/Nodl/H3Calc/tree/hota
:smile20:
8 years ago
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Curse is not well-implemented. When activated, it causes the calculator to crash.
Also, bless doesn't work correctly on combat units (damage is reduced to a minimum).
Otherwise, the work is excellent.
In reply to serovoy
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8 years ago
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serovoy
The Curse spell is not properly implemented. When activated, it causes the calculator to crash.
Also, the Bless spell doesn't work correctly on combat units (damage is reduced to a minimum).
Otherwise, the work is excellent.
I didn't touch the spells at all. Regarding Curse: if there are heroes on both sides, there won't be a crash; this seems to be an old bug. I will fix the spells for the units, and I will fix this as well. Thanks for reporting the bugs!
8 years ago
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That’s not all. What I said about the curse also applies to all debuffs. And the bonuses from specialists for ballista are not taken into account.
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8 years ago
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The bonuses from specialists for the ballista/cannon provide stat increases (damage is not actually increased). I don't know about armor. Call it a feature or a bug – it's up to you.
8 years ago
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I'm not talking about the damage parameter itself. As the level increases, so does the attack, and with it, the final damage. And this is what the calculator doesn't take into account for all artillery units (except Jeremy and Gurnisson).

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