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7 years ago
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This is not a bug. When the AI controlling a human unit (during an auto-battle or with an uncontrolled ballista) decides it’s time to retreat, it suggests this to the player. When using Blind or Berserk, keep in mind that even an uncontrolled ballista can allow the enemy to escape (it depends on luck: whether the AI deems it’s time to retreat or not). After agreeing to retreat, there might be another message offering to bribe the enemy instead of retreating, but this happens much less frequently.
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7 years ago
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Awesome! ))) A mega-feature!
In reply to Sav
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7 years ago
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Sav
This is not a bug. When the AI controlling human troops (in auto-battle or with an uncontrolled ballista) decides it's time to retreat, it suggests this to the player. When using Blindness/Berserk, keep in mind that even an uncontrolled ballista can allow the enemy to escape (it depends on luck: the AI will decide whether it's time to retreat or not). After agreeing to retreat, there may be another message offering to buy off the enemy instead of retreating, but this happens much less often.
That's rough. Does this only happen with a ballista/cannon? Will it work with a catapult?
7 years ago
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This only works for ballistas/cannons (and for regular units in auto-battle, including in quick battles). It never works for ranged towers, catapults, healing huts, or berserk units. The logic is as follows: a ballista/cannon is a regular ranged unit, and the AI controls it according to general rules (which include the option to retreat). The other machines (as well as units under berserk) are controlled by the AI according to their own special rules, which do not include the option to retreat.

Usually, the AI wants to retreat if there are only a few units left and it sees that they can all be defeated in one turn. It should also be noted that this question about retreating is asked only once per battle. If the player refuses to retreat, they will not be offered this option again in that battle.
In reply to Sav
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7 years ago
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Sav
This only works for ballista/cannons (and for regular units in auto-battle, including in quick battles). It never works for ranged towers, catapults, healing huts, or berserk units. The logic is as follows: a ballista/cannon is a regular ranged unit, and the AI controls it according to general rules (which include the option to flee). The other machines (as well as units under berserk) are controlled by the AI according to their own special rules, which do not include the option to flee.

Usually, the AI wants to flee if there are few units left and it sees that they can all be defeated in one turn. It should also be noted that this question about fleeing is asked only once per battle. If the player refused to flee, then they will not be offered this option again in that battle.

Every day brings something new; you never know everything. Thank you for the answer!
In reply to Nodl
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7 years ago
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You didn't know that? Seriously? :eek: Looks like you haven't played the single-player mode in a while :D
In reply to Dirty_Player
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7 years ago
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I kill monsters, then place archmages on top of them, followed by gargoyles on the second layer, and then another gargoyle on top of their corpses. So, there are three layers of my creatures stacked on top of the monster's corpse, and the opponent resurrects them from under all those corpses of their own monsters. Shouldn't they not be resurrected if they are covered like that?
7 years ago
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Your corpses don't interfere with the enemy resurrecting those who are in the same cells.
You can't resurrect while your living units are there.
In reply to Grando
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7 years ago
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Al Feyn
Your corpses don't prevent the opponent from resurrecting those who are in the same cells.
You can't resurrect while your living stack is there.

and in the Conflux, as it was before, if you place them and they get killed, they wouldn't be resurrected, as far as I remember?
7 years ago
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No idea, bro. Don't forget that it's possible you came here from a parallel universe where the soda might not have been resurrected in this situation. But in this universe, it's resurrected, and it always has been. And now, no one here will even understand what you're talking about.
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7 years ago
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I've noticed the movement calculation error on sand for the second time. Once, during Hell's stream, it showed that he could reach the Castle with 100 movement points remaining. He moved forward and then backward along the road, but he didn't have enough movement points to reach the Castle. Recently, I experienced a similar situation. I cleared a Dungeon on sand, and the game showed that I had 280 movement points remaining. I entered the Dungeon, forgetting to remove the hero, which cost me 150 movement points. However, the game still showed that I had 155 movement points left. I exited the Dungeon, but I couldn't reach the town.

https://www.twitch.tv/videos/383736146?t=03h39m04s
7 years ago
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Everything is calculated correctly. You can see that the first time, the cost of the path to the castle was 290, after spending 150 movement points, it became 270, and after spending another 150 movement points, it was back to 290. In all three cases, the correct value was displayed: that is, exactly how many movement points were needed in that situation to reach the city, and this number depends on the number of movement points the hero currently has. This is a feature of the last movement points and the fact that sometimes the cost of a diagonal movement is reduced to the cost of a straight movement, and sometimes it isn't (see physics and all that), but the HotA pathfinding algorithm takes this feature into account and shows what the cost of the path is right now, with the current number of movement points the hero has (that's why it showed 290 in two cases and 270 in one).
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7 years ago
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Understood, thanks, still need to learn and learn, it's difficult)

Sav, can you also explain one thing — why are there sometimes 2 relics on respawn on Jebus, what does it depend on, or is it not directly tied to the frequency of filling, or does it depend on the size of the respawn?
7 years ago
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There are no restrictions on the number of relics on Jebus. Frequency is not about quantity. It is a relative parameter that simply indicates that valuable objects will appear less often than resource piles. No precise information can be extracted from it.

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