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Posts from A guide to Heroes of Might and Magic I!

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18 years ago
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Good day to all, dear fans, professionals, and simply those who appreciate such an exciting game as Heroes 1!

Everyone knows that the third part of Heroes is still the most popular, followed by the fifth, second, and fourth parts. In my opinion, the first part has been unfairly forgotten, and it lacks the amount of information, such as guides, manuals, and programs, that are available in other parts.

Currently, I am trying to create a guide that will be useful not only to fans of Heroes but also to true professionals and tournament players!
In this regard, I ask for your help in this noble endeavor. I ask all interested users to post all the information they have in this thread (it can be from other sites, with a link to this site). This information will definitely be included in this guide, with the source indicated (username, website, etc.)!
If you have your own observations, nuances, secrets, programs, or any other information, as well as developments in this area, please also post them in this thread.

Together, we can revive Heroes 1 and attract new fans to this incredibly exciting game!

HEROES 1 IS A GREAT GAME!

Sincerely, VDV_forever
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18 years ago
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Here are some interesting notes on Heroes 1: /topic/2923/
In reply to Kamikaze
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18 years ago
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It's a shame that few people are interested in this project. However, sooner or later, I will finish it!:smile24: (Two sections are already ready:smile03:) Sincerely, VDV_forever
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18 years ago
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it’s just that not everyone plays Heroes of Might and Magic I – I, for example, am just starting to learn it =) and I would like to learn the intricacies of the game myself =)
In reply to RAPER
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18 years ago
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RAPER;117417
Not everyone plays Heroes 1 – I, for example, am just starting to learn it =) And I would like to know the intricacies of the game =)

Oh, there are many intricacies in Heroes 1!
The more I play, the more I like the first game. :smile03:

Sincerely, VDV_forever
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18 years ago
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1. The game features three different unit speeds: low, medium, and high. Units with low speed move one cell, those with medium speed move two cells, and those with high speed move three cells. However, this does not apply to flying units. They always fly across the entire area. But if their speed is reduced, not only does their turn come after faster units (i.e., initiative decreases), but the length of their path also decreases. 2. The battlefield is a 7x5 cell area. If you imagine a grid, it will look like the one in the second and third Heroes games (i.e., it consists of hexagons).
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18 years ago
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As far as I understand, Djinns have the ability to destroy an enemy with their attack without dealing damage! Is that true? And how is the number of destroyed units (based on HP) calculated?
In reply to RAPER
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18 years ago
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RAPER;117739
As far as I understand, Djinns have the ability to destroy an enemy unit with their attack, without dealing damage! =););) Is this true? And how is the number of destroyed units (based on HP) calculated?
A Djinn can halve the size of an enemy unit. I don't remember the exact probability, but it's around 10%.
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18 years ago
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Kyle, thanks, and also, thanks for adding to my observation =))););) or rather, for its accurate interpretation =).
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18 years ago
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I've decided to make my modest contribution to the good cause of VDV;)
Maybe everyone knows this already, but it might come in handy:)

Map Movement
.

Despite the fact that there are roads on the maps, they have no effect on the hero's movement, meaning it is not mandatory to follow the paths!
In addition to the speed of the slowest monster in the army, artifacts also affect the hero's land movement distance.
The hero's movement distance is determined at the start of the game day. Changing the army composition (replacing slow monsters with fast ones and vice versa) or adding artifacts during that day will no longer affect the movement distance.
The hero's sea movement distance does not depend on land movement distance and is equal to 15 units regardless of the speed of the army's units. Visiting a Lighthouse gives all heroes +5 sea movement units. Embarking and disembarking from a ship consume all remaining movement units for the current day. Sorceress possess a double sea movement bonus.

The hero's land movement distance depends on the speed of the slowest unit in their army.

That is, if the creature's speed is:

Low / Slow - the distance will be 10
Medium / Medium - the distance will be 12
High / Fast - the distance will be 15

As in other Heroes games, the terrain plays a significant role here and hinders the Hero's progress one way or another.

Movement costs by terrain:

Snow - Movement distance is reduced by 1.5 times
Swamp - Movement distance is reduced by 1.5 times
Desert - Movement distance is reduced by 2 times
Diagonal - Movement distance is reduced by 1.5 times

However, there is one caveat... Movement across snow, swamp, and desert does not affect the speed of the Barbarian. For them, only the restriction for diagonal movement applies.

Now about such indicators as morale and luck.

Morale


Morale is the ability of a unit to sometimes attack a second time (if the morale value is positive) or not attack at all (if the morale value is negative).

Sources of morale increase:
1. Constant: the property of a Knight hero, the presence of all units from one source (Castle or neutral), artifacts, the hero being in a town with a tavern.
2. One-time - visiting a statue, a buoy, or an oasis.

Sources of morale decrease:
1. Constant - presence of units from more than 3 different sources, the "Fizbin of Misfortune" artifact.
2. One-time - visiting an empty graveyard or a shipwreck

Maximum and minimum morale are +3 and -3 units respectively.

Troop morale modifiers

Visiting a statue: +2
Visiting a buoy: +1
Visiting an oasis: +1
All units of one race: +1
Units from three different races: -1
Knight hero (Knight bonus): +1

Luck


Luck is the ability of a unit to sometimes double the damage. High luck increases the chance of dealing maximum damage during battle.

Troop luck modifiers

Visiting a faerie's ring: +1
Visiting a fountain: +1

Luck can be increased through artifacts. The increase limit is 3 units.

Army


A hero's army must include at least one unit, and a maximum of five. Unlike later versions of the game, all five units must be of different types; attempting to place a unit of an existing type into an empty slot will merge those troops. Heroes can exchange troops and artifacts - to do this, simply move one hero next to another. To split the army between heroes or between a hero and a garrison, hold the Shift key during the transfer. To dismiss a unit, simply click the Dismiss button on its screen.

Number of units in an enemy unit


Exact numbers can only be known for heroes if the "Identify Hero" spell is used. However, words like "few", "lots", etc., represent specific values.

Troop quantity designations

Few / Few - 1-4
Several / Several - 5-9
Pack / Pack - 10-19
Lots / Lots - 20-49
Horde / Horde - 50-99
Zounds! / Zounds! - 100 and more

Damage


The amount of damage dealt when attacking a particular unit is calculated using the following formula: - Damage1*N*(Attack1/Defense2), where:

- Damage1 - damage of the attacking unit's creature. It can vary randomly between maximum and minimum values. You can make a unit deal maximum damage using the "Bless" spell, and minimum damage using "Curse".
- N - number of fighters in the attacking unit
- Attack1 - total attack value (unit + hero) of the attacker
- Defense2 - total defense value (unit + hero) of the attacked unit

The resulting value is rounded up.

That's all for now... If I've helped with anything, I'll be glad)))
Materials taken from HeroesPortal.ru...
In reply to Lu41k
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18 years ago
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Lu41k;117845

Damage


The amount of damage dealt when attacking a unit is calculated using the following formula: - Damage1*N*(Attack1/Defense2), where:

- Damage1 - the damage of the attacking unit in the squad. It can randomly change between maximum and minimum values. You can use the "Bless" spell to make the squad deal maximum damage, and "Curse" to make it deal minimum damage.
- N - the number of units in the attacking squad
- Attack1 - the total attack value (squad + hero) of the attacking side
- Defense2 - the total defense value (squad + hero) of the defending squad

The resulting value is rounded up.
This formula doesn't work!
Example: 196 peasants attack 1 dragon.
According to the formula, we have 1*196*(2/12)=32.6
but my peasants deal 69

Added 2 minutes later
Besides the speed of the slowest monster in the army, artifacts also affect the hero's movement range on land.
Does this refer to the "Boots" artifact or some other artifact?
In reply to Kamikaze
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18 years ago
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Kamikaze;117983
Do you mean the artifact "Boots" or some other one?
yes, and also the artifact "Compass"

(damn, 30 characters)
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18 years ago
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I've been testing, and... I've found a formula for calculating damage in Heroes 1

When calculating damage, if the ATTACK level of the attacking unit is higher than the DEFENSE level of the defending unit:

Damage = D1 * Q1 * Xi
i = |A1 - Z1|
Xi = 1.1^i,

where:
i - the difference between the attacker's attack and the defender's defense
X - the damage coefficient
1.1 - the damage increase coefficient
D1 – the damage of the attacking unit
Q1 – the number of attacking units
A1 – the attack level of the attacking unit, taking into account the hero's attack level
Z1 - the defense level of the defending unit, taking into account the hero's defense level

Example: 100 peasants attack ogres. The attack level of a peasant is 1. The damage of a peasant is 1. The defense level of an ogre is 5. The attack level of the Hero is 13.
i = (1 + 13) - 5 = 9
X9 = 1.1^9 = 2.36
Damage = 1 * 100 * 2.36 = 236

Added 3 minutes later
When calculating damage, if the ATTACK level of the attacking unit is lower than the DEFENSE level of the defending unit:

Damage = D1 * Q1 * Xi
i = Z1 - A1
Xi = 0.9^i,

where:
i - the difference between the attacker's attack and the defender's defense
X - the damage coefficient
1.1 - the damage increase coefficient
D1 – the damage of the attacking unit
Q1 – the number of attacking units
A1 – the attack level of the attacking unit, taking into account the hero's attack level
Z1 - the defense level of the defending unit, taking into account the hero's defense level

Example: 100 peasants attack a dragon. The attack level of a peasant is 1. The damage of a peasant is 1. The defense level of the dragon is 12. The attack level of the Hero is 1.
i = 12 - (1 + 1) = 10
X9 = 0.9^10 = 0.35
Damage = 1 * 100 * 0.35 = 35
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18 years ago
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Thank you all very much for providing the information; it will definitely be reflected in the comprehensive guide that will be released in the first quarter of 2008! I am posting an example of this guide, or rather its initial version, in this section for your review. All suggestions and comments are welcome. Sincerely, VDV_forever
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