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

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In reply to VDV_forever
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18 years ago
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By the way, the formula can be simplified:
Damage=D1*Q1*(1.1^i) and Damage=D1*Q1*(0.9^i)

Added after 20 hours 11 minutes
to VDV:

I reviewed your work and would like to note a few things:
- excellent work, especially thanks for the artifacts and magic!
- description of the "curse" ;) from "protection"
- in the exterior, the "hut" in the "Cyclopes Isle" tournament could hold 6 archers :eek:
In reply to Kamikaze
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18 years ago
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Kamikaze;118287
By the way, the formula can be simplified:
Damage=D1*Q1*(1.1^i) and Damage=D1*Q1*(0.9^i)

Added 20 hours 11 minutes ago
to VDV:

I reviewed your work and would like to note a few things:
- excellent work, especially thanks for the artifacts and magic!
- description of the "curse" ;) from "protection"
- in the external appearance, "booth" in the "Cyclopes Isle" tournament had 6 archers :eek:

Thank you! At least someone looked at it and appreciated it:o

I would like to note that only some of the sections have been completed, and the inactive sections will be filled in as time permits.

- description of the "curse" ;) from "protection" (it's not quite clear what you mean, can you elaborate? // VDV_forever)

- in the external appearance, "booth" in the "Cyclopes Isle" tournament had 6
(really? I'm just as surprised as you are, I tested it on 30 booths.:eek: If possible, please send this save to VDV_forever@BK.ru)

Thank you again! I will be glad to hear all your comments, clarifications, and additions:smile24:

P.S. I will be back on Monday:smile24:

Sincerely, VDV_forever
In reply to VDV_forever
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18 years ago
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VDV_forever;118482

1. description of the "curse" effect from the "protection" spell (it's not quite clear what you mean, could you provide more details? // VDV_forever)

2. in the "Cyclopes Isle" tournament, the "hut" building generated 6 units.
(well, I'm as surprised as you are, I tested it with 30 huts. :eek: If possible, please send this save file to VDV_forever@BK.ru)


1. In your reference guide, the description for the "curse" spell is the same as the description for the "protection" spell. You need to change that.

2. I forgot my flash drive with the save files at home. I wanted to send it, but I don't have it right now :D. I'll do it tomorrow.
In reply to VDV_forever
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18 years ago
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VDV_forever;118482
- in the "Cyclopes Isle" tournament, the "hut" building in the outer area generated 6 units per week.
(Well, I'm as surprised as you are; I tested it with 30 huts. If possible, please send this save file to VDV_forever@BK.ru)

I hadn't thought about it before, but it seems that units accumulate in the outer dwellings. That is, if no one visits a particular dwelling for a week, the increase in units is added to the existing number the following week.
In reply to Kamikaze
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18 years ago
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Kamikaze;119754
I hadn't thought about it before, but: it seems that units accumulate in external dwellings. That is, if no one visits a particular dwelling for a week, then the increase is added to the existing one the following week.
Yes, that's correct... and the same applies to the second game and the fourth... only the third game is an exception...
In reply to Kyle
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18 years ago
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Kyle;119757
Yes, that's right... and the same thing happens in the second and fourth games... only the third game is an exception...
But "In the Wake of Gods" is not an exception ;) The units also accumulate there... I remember it clearly.
In reply to Ta Kotoraya...
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18 years ago
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I would like to start by thanking VDV for creating such an unusual and colorful guide, but I have a couple of questions... I'm not even sure whether it's better to write them in a private message or directly here...
P.S. Anyway, I'll try to prepare a list of things I disagree with by Monday...
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18 years ago
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Go ahead and write it right here; “two heads are better than one, and many are ideal.” ;)
In reply to Alex_R
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18 years ago
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Alex_R;119942
I would like to first thank VDV for such an unusual and colorful guide, but I have a couple of questions... I don't even know whether it's better to write in a private message or directly here...
P.S. Anyway, I'll try to prepare what I disagree with by Monday...

You can leave your comments in this thread; it will be very interesting to read them and take them into account in the next version.

We are eagerly awaiting Monday.

to all:

I would be very grateful to anyone who shares pictures of monsters and buildings found in castles (preferably in GIF format).

P.S. By the way, this guide will include a few more sections.


Sincerely, VDV_forever
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18 years ago
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Yes, the manual is very good.
In reply to RAPER
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18 years ago
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Troops:
1. The maximum army for the starting Sorceress hero is 20 butterflies and 4 woodcutters.
2. The maximum army for the starting Wizard hero is 10 centaurs and 4 gargoyles.
Regarding butterflies and dwarves – if you show me a save file, I might change my mind, but as for gargoyles, I'm 100% sure that in all my hero experience in Heroes 1, I've never seen a starting hero with 5 gargoyles.
Magic:
Curse – doesn't grant +3 defense; instead, it deals damage equal to the minimum.
Antimagic – protects against all magic (both good and bad), similar to the Dragon specialization.
Teleport – a poor example with 2 squares (teleport doesn't affect dragons; let's use a hydra instead, as it often has to do this).
Berserk – in my opinion, this magic lasts until either the "berserked" stack attacks someone or the duration of the magic ends (the caster's magic power). Let me explain: there have been instances where a moving unit, "berserked," chased a "flying" unit across the map, even though a Tower was constantly shooting at it and the hero's lightning was striking it (the berserk effect didn't disappear). As a result, 1 gargoyle (while defending a castle) could defeat, for example, n cyclops.
Haste – grants an unequal number of movement squares. After casting this spell, the monster on which it was cast will move next, regardless of its "native" speed or the speed of the enemy monsters. I can't say the exact number of squares, but the fact is that any monster under the effect of "Haste" can reach an enemy directly opposite it, and consequently, the neighbors (occupying 2 squares).
Artifacts:
Medal of "Phizbin" – reduces the owner's morale (not luck) by -2 and seems to have the property of "not being transferable" to friendly heroes – it can only be obtained from an enemy, as a reward for defeating them.
And in general, there is no negative luck in Heroes 1.
P.S. Almost all of this information is based on personal observations.
In reply to Alex_R
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18 years ago
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Alex_R;120142
The haste spell grants a varying number of movement squares... after casting this spell, the monster on which it was cast will move next, regardless of its "native" speed or the speed of the enemy monsters, and the exact number of squares cannot be specified - but the fact is that any monster under the effect of "haste" can reach the enemy directly opposite it, and consequently, the adjacent enemies (occupying 2 squares).
1. It's unclear what "a varying number of movement squares" means.
- Does it mean when the spell is cast on the same unit?
- Does it mean that it depends on the magic power?
- Does it mean that different units move different distances?

If it's the third option, then it's already clear, so what is your disagreement?

2. "can reach the enemy directly opposite it, and consequently, the adjacent enemies"
Again, the question is: does it mean that the units are in their starting positions?
In that case, it's not always true that it can reach the adjacent enemies, because the first, third, and fifth rows protrude to the left.
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18 years ago
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Here is a save file with 20 fairies and 4 gnomes!
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In reply to Kamikaze
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18 years ago
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Kamikaze;120163
1. It's unclear what it means that the number of passable cells is not the same.
It means that a unit under the effect of "acceleration" will move, for example, 4 cells, regardless of its "native" speed: 1 (slow); 2 (medium); 3 (fast)... I don't think I need to explain that in the first case, the effect will be +3, in the second +2, and in the third +1 ;)
Kamikaze;120163
If it's the third option, then it's already clear, so what's your disagreement?
I don't know what you meant by the third option, but I don't think that when (for VDV) the magic effect "acceleration" is written
"increases the squad's speed" - it's clear to everyone (including you);)
Kamikaze;120163
2. "reaches the enemy opposite him, and accordingly, the neighbors."
Again, the question: does this mean that the units are in their starting positions?
In that case, not always will it reach the neighbors, because the first, third, and fifth rows protrude to the left.
Yes, of course, it meant that the units are in their starting positions, and regarding the neighbors - read my quote to the end, and you will find your mistake yourself;)

Added after 7 minutes
Kamikaze;120164
Here's a save with 20 fairies and 4 gnomes!
If this save is to confirm my words, I welcome you, but I'm afraid you were inattentive to my comments again ;)
for reference, I'll say that in the VDV reference, it says that the maximum army for a sorcerer is 18 butterflies and 5 gnomes - which I, in turn, doubted and proposed my version of 20 butterflies and 4 gnomes...
P.S. So, are you for me or against me?
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18 years ago
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Alex R;111111
This means that a unit under the effect of acceleration will move, for example, 4 squares, regardless of its "native" speed: 1 (slow); 2 (medium); 3 (fast)... I think I don't need to explain that in the first case, the effect will be +3, in the second +2, and in the third +1.
This post describes your information completely differently (+1)
Alex R;111111
"increases the speed of the unit" - then everyone (including you) will understand everything.
For example, a Unicorn unit!
Alex R;111111
If this save is to confirm my words, then I welcome you.
This save is indeed to confirm YOUR WORDS! So, thank you for the welcome ;)

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