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But it just turns into carelessness instead of carefully considering the battle plan. Plus, I also noticed that (probably due to rounding) the average is slightly higher than the arithmetic mean. I understand that no one will probably want to touch such a fundamental thing, but a checkbox in HW_rules would be great.
What is the point of it? Imagine damage ranging from 500 to 1500. You randomly get 560, 630, 720, while your opponent gets 1350, 1450, 1200. It would be better if everyone randomly got a value between 800 and 1200, and that would be normal.
I won't even mention how imbalanced it would be in single-player.
But what's the point? Imagine damage ranging from 500-1500. You randomly get 560, 630, 720, while your opponent gets 1350, 1450, 1200. It would be better if everyone had a random range from 800 to 1200, and that would be normal.
Not to mention what an imbalance it would create in single-player.
The 500-1500 range would only affect Necropolis. Other factions rarely accumulate such large stacks or have a smaller damage spread. But for Necropolis, this spread will slow down the accumulation of skeletons, so in the endgame, there will be fewer of them on average. And Shakti will be less effective at the beginning (due to the same loss of troglodytes). As will Conflux, which will be less confident in attacking with air units.
And in single-player, do people even play with HW_rules?
Мой любимьій размер - тройка. Будь то конса, утопа или сиськи ICQ:5676388
The damage range for each unit in a stack is calculated separately. Therefore, it is perfectly natural that the more units there are in a stack, the lower the probability that the entire stack will deal damage close to the minimum or maximum. That's the math.
Specifically, if you have one unit in a stack with damage, say, 2-5, then the probability of dealing 2, 3, 4, or 5 damage will be the same. But if there are 100 such units, then the probability of dealing 200 or 500 damage will be much lower than 350.
UPD: I read that the author is aware of this. Then, in my opinion, there is no need to change this, even if it is possible. It is perfectly logical that the more units there are in a stack, the smaller the damage range should be. If the range is made equally likely, it will be unnatural from a mathematical and logical point of view – a clear negative for the gameplay in the end.
An interesting mod for Heroes 3, The Succession Wars Mod v0.8.1, has been released. It's especially for fans of Heroes 2. I'm not sure about the balance, but it's worth checking out for something different. It seems to be even compatible with the HD-mod. You can download it from the VK group.
For some reason, I haven't seen any information about an interview with our Heroes of Might and Magic fans, commemorating the 20th anniversary of Heroes 3:
https://www.cybersport.ru/news/geroi-nashego-vremeni-kto-do-sih-por-igraet-v-homm3
An interesting approach; it would be great to see the CIS finals covered in a similar way.
If a hero in a castle has 200+% mana, then the hero teleported to that castle receives a mana vortex bonus. If it's less, then the hero in the castle receives the bonus. Hard to remember...
I'm watching the streams, people are trading, and they're all thinking about the price. It's interesting – if I've already decided on a template, I almost always know exactly how much I'll value the best castle and color. Do people really add a hundred to the price per minute just for psychological effect? I just don't understand the ethics of the eastern bazaar. Enlighten me.
Hello everyone, please help me understand:
The Phoenix, under the Berserk spell, didn't attack a unit below it that was standing next to it, but instead flew one tile up and attacked two units. What could be the reason for this behavior?
We were playing a TC3 map under HD+ (latest version for both), with the SuperPack_Rus 1.5 plugin enabled. We also disabled the "Tournament Rules" option.
Berserk. Nuances of attack and defense. - Did you watch it?
Are we talking about this?
It is known that creatures under the Berserk spell sometimes behave quite strangely, namely: they skip their turn when they could attack. This is because any unit under the Berserk spell can only attack the right (for the attacking side) / left (for the defending side) cell of two-cell units. In the screenshot below, the Champion, who is under Berserk, can attack both the Cavalier and the enemy Champion (the distance to both creatures is the same). The target is chosen randomly. So, if the Champion is chosen, the attack will be made (the right cell of the Champion is available for attack). If the AI chooses the Cavalier, then our Champion will simply skip his turn, because the right cell of the Cavalier is not available for attack in this case (the Champion does not have enough speed). If you remove our second Champion, the skipped turns will disappear (with a 50% probability, the enemy Cavalier will be attacked and even with a decent damage bonus). Attention! This technique can lead to a battle loop, when 2 units under Berserk remain within reach of each other, but neither unit has enough speed to strike at the "tail" of the other.