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Posts from Heroes of Might and Magic V [Game Discussion]
Can someone explain how the initial monster deployment order works in battle? ... I understand that creature initiative plays a role, but I've often encountered various combinations... for example, when attacking the same army, different deployment arrangements result in different turn orders... and sometimes even the opponent's turn order changes... Or, for instance, how can it be explained that a monster with an initiative of 10 sometimes goes before a monster with an initiative of 12?
I've heard that it depends on morale, but I don't know the specifics.
At the beginning of the battle, the position of units on the Initiative Timeline (IT) scale is determined randomly, taking values in the range from 0 to 0.25. Then, the position of units on the IT scale changes in the usual way – depending on their initiative and applied effects. And the unit that reaches the 1 mark goes first. This “initial scatter” system provides some randomness in the battle, forcing players to adapt their strategies to different situations. However, the “initial scatter” may not affect the turn order if the initiative difference is too large. From the Game 5 Manual.
I heard that it depends on the morale, but I don't know the specifics.
Well, I know that subsequent turns also depend on the morale, but does the morale affect the initial setup?
Added 2 minutes later to Игрок I understand that this is from the manual... I would like someone to explain how it all works. For example, what does this mean:Игрок;102882
randomly, taking values in the range from 0 to 0.25.
Игрок
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The initial deployment does not affect morale.
"<0 to 0.25>" means that at the start of the battle, a unit can occupy a position on the ATB scale, either at the very beginning or a quarter of the way towards the first turn (this depends solely on how the dice roll in the computer's random number generator). However, the unit that reaches 1 on this scale first will always go first. And the speed of movement on the scale is initiative. That is, in practice, unit "A" only needs to have an initiative that is one-third greater than unit "B" (say, 12 versus 9) to ALWAYS go first. If the difference is smaller, variations are possible, and the probabilistic values depend on the difference in initiative.
to Player i.e., at the beginning of the battle, there is a random increase in initiative from 0 to 25%.... Like a special ability of one Elven hero (Elite Warrior):) I understand!!! But how then to explain the fact that if you repeatedly attack and arrange the units before the battle in the same way, then there is no longer any talk of "randomness," and everyone will always occupy the same position on the initiative scale!?:confused:
Added after 1 minute P.S. That is, if I want to achieve a different turn order, I have to change the arrangement...
Alan
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2 Alex_R If you set the same number of units for each side, there won't be any "randomness," so no one will restart the battle multiple times to get a better outcome, and the morale/luck/miss chance will also be the same with each identical repetition of turns.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
Thanks to Player and Alan for the help!!! Another question; Is it impossible to identify any patterns in the unit placement? And with the occurrence of, for example, a successful attack... if you know that luck occurs on the 3rd unit, and it's weaker than the one that goes after it, then if you skip the 3rd unit's turn... you can get the luck... In short, that's the kind of pattern I'm looking for!!!
Thanks, Player and Alan, for your help!!! Another question; Is it possible to identify any patterns in the unit placement? And with the chance of a successful attack, for example... if you know that the chance of success appears on the 3rd unit, and that unit is weaker than the one that goes after it, then if you skip the 3rd unit's turn... you can increase the chance of success.... In short, are there any patterns like that?!
Whether luck will work or not is determined by the AI after you click on the enemy... The value is random; you can only hope...
IMHO, Heroes of Might and Magic V is a great game, no worse than the previous installments. But I have some questions:
1. Cutscenes. In the main game, the heroes communicated in a truly mysterious way.
2. Characters. In the main game, Godric had a wrinkled face, but in Hammers of Fate, he suddenly has eyes – did he get plastic surgery?
3. Artifacts. IMHO, it would be great if the developers had kept the stories about finding one or another artifact. In Heroes of Might and Magic IV, these stories added atmosphere and a sense of presence.
4. Interface and controls. They are similar to the interface and controls of the previous installments. IMHO, it would be much more convenient to place the control buttons in different parts of the screen, rather than all on the right or left.
5. Graphics. I don't see any cartoonishness here – the vast majority (or even all) of the objects are not only beautifully designed but also detailed.
IMHO, Heroes of Might and Magic V is an excellent game, and its shortcomings are being fixed by patches!
In my opinion, Heroes of Might and Magic V is a great game, no worse than the previous installments. But I have some questions: 1. Cutscenes. In the main game, the heroes communicated in a truly mysterious way. 2. Characters. In the main game, Godric had a wrinkled face, but in Lords of the North, he suddenly has eyes – did he get plastic surgery? 3. Artifacts. In my opinion, it would be great if the developers had left in the stories about how one or another artifact was found. In Heroes of Might and Magic IV, these stories added to the atmosphere and the feeling of presence. 4. Interface and controls. They are similar to the interface and controls of the previous installments. In my opinion, it would be much more convenient to place the control buttons in different parts of the screen, rather than all on the right or left. 5. Graphics. I don't see any cartoonishness here – the vast majority (or maybe all) of the objects are not only beautifully rendered but also detailed. In my opinion, Heroes of Might and Magic V is an excellent game, and its flaws are being fixed by patches!
1. In Lords of the North, they disabled telepathy. 2. They just made his eyes brighter in Lords of the North. 3. I agree. 4. Why? And you can get used to it, especially in dynamic battles, where you only have 15 seconds to think, and it would take even more time to move the mouse from one edge of the screen to the other... so much time would be wasted. 5. Well, not everything is well-rendered; take, for example, the Djinn or the Gargoyle, and the best is the archer's face – so many wrinkles, as if he's hiding money from the tax authorities, which is why he looks like a hamster. And the Ents, are they the result of an environmental disaster during the Fire Wars? 6. Yes, 7 patches have already been released, and none of them fixed the Djinn model, adding a head to him, nor did any patch change the Gargoyles or fix the peasants; they don't look like peasants at all, more like a monk who drinks a lot of beer, which a peasant can't afford
eXeCuToR
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Why are you picking on the peasants?))) They look disgusting. But what kind of life do they have? It must be hard, that's why they drink. And why immediately beer?) Moonshine has always been around. As for the gargoyles, they are what they are; the Academy made them that way... I don't like them either; they were better in Heroes of Might and Magic III, but maybe someone likes them. It's a matter of taste...
Step aside from the way of a better man than you So you fall at his feet hes the one who betrays you Its the servants devotion for the decay Stand up
Have you seen the gargoyle upgrade? They're cool, with blood on the plaque. And in general, all gargoyles are always stone-like, as in Heroes 5, but at night they come to life and become like they were in Heroes 3. It would be cool if they made it so that when a gargoyle is standing still, it's made of stone, but when it moves, attacks, or defends, it comes to life. :) And in general, the creatures in Heroes 5 are cool, better than in other parts, especially the Dragons of the Elven and Dark Elven factions!:smile49: :smile01: :smile02:
I think Nival made some unnecessary changes to the Academy. I liked it better when they were in the snow, like in Heroes of Might and Magic III. They changed the Nagas and their name, although they could have kept it the same, as it's almost identical. I'd like to see 3D Nagas in Nival's style. The Titans became better, in my opinion. Before, they were awful, like Zeus in a helmet. Don't be offended, but they turned the mages into some kind of scientists, sultans, or Arabs.
I think Nival made a mistake by slightly redesigning the Academy (I liked it better when they were in the snow, like in the third game:( ). They redesigned the Nag and changed the name, although they could have left it as is, it's almost the same (I would like to see 3D Nags in Nival's style). Titans became better, IMHO, because they were awful – those Zeus figures in helmets :) Don't be offended, but they turned the mages into some kind of scientist sultans, or Arabs:D
I think the Titans didn't get any better... It's better to have Zeus in a helmet than some square-headed idiot (magic doesn't even affect him because he's stupid). It was definitely better in the snow. And Rakshasa and Nag... Just add a human head and a snake tail, and you'll get Nag)))
Step aside from the way of a better man than you So you fall at his feet hes the one who betrays you Its the servants devotion for the decay Stand up
I think the Titans didn't get any better... It's better to have Zeus with a helmet than some square-headed idiot (magic doesn't even affect him because he's stupid). It was better in the snow. And the Rakshasa and Nagas... Well, give them a human head and a snake tail, and you'll get Nagas.
I meant that the animations for attacking became more beautiful, probably... But I liked the old ones more!