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Posts from - A reference guide and manual in Russian for Heroes 3.

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20 years ago
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Greetings to all fans of the Heroes of Might & Magic III universe!

I would like to invite you to participate in a project dedicated to creating a reference guide for HoMM III.

The topic itself is not new. There are many individual resources dedicated to describing the physics of the Heroes world, but despite all efforts, it is extremely difficult to find an information source that can be unequivocally classified as a reference guide.

This work does not claim to be original and is the result of compiling various official (Player's Manual) and unofficial (forums and websites) sources dedicated to describing the internal world of the game.

The file in Excel and PDF formats can be found at the following link:
http://vk.com/fizmig

At the moment, the work on the project is not yet fully completed, if it is even possible to complete it... :) Therefore, I would be grateful if anyone would like to participate in it and share their opinions, knowledge, and advice. An updated version of the document will be posted at the specified address for all those who wish. A link to the author will definitely be included. :)

Not all the information provided in this reference guide can be considered official, because it contains observations and assessments of players who wished to share their opinions about the features of the game. But, nevertheless, in general, it достаточно realistically reflects the physics of the Heroes world and will undoubtedly be useful to any beginner.

Given the above, any comments, clarifications, and explanations are welcome. Any suggestions regarding a more optimal form of presenting the information provided will also be valuable.

Sincerely,
AmberSoler
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18 years ago
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Ley;118043
And again, the question arises :):
Amber, tell me one thing – when you start playing in a team of two against a computer-controlled opponent on the same computer, is there a possibility to "steal" heroes from each other? So, is this another bug in the game or a feature?
I don't play in a team with anyone... :) So, I can only reason based on common sense, which suggests that you shouldn't be able to "steal" anything from anyone... :) But how exactly does this manifest in your case? Does the hero change color, or does it wander into your tavern?
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18 years ago
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AmberSoler;118059
How exactly does this manifest in your case? Did the hero change color, or did he wander into your tavern?

Here's the situation:
Two allied castles are next to each other. One (red) is inside a castle, specifically within the castle itself (so it's not visible on the map). The other (blue) comes to visit him to learn magic (or replenish mana, it doesn't matter). When you press the spacebar, the heroes switch places, but the blue hero loses his hero. That is, on the next turn, the blue hero's hero will be added to the red hero, but with the red flag... That's what happens.

The question remains.
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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18 years ago
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Interesting. I'm hearing about this for the first time. I think it's up to the players to decide – it depends on how they agree. Playing with an ally always has its own nuances – and what difference does it make whose colors the hero plays under? You can take something and probably give it back, right? And if you don't give it back, are you really allies? :) In my opinion, you don't get any advantages in that case, so you can consider it a quirk... That's my opinion.
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18 years ago
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AmberSoler;118084
That's interesting. I'm hearing about this for the first time.

I think it depends on the players and how they agree. Playing with an ally always has its own nuances – and what difference does it make whose color the hero is playing under? You can take something and give it back, I guess? And if you don't give it back, are you really allies? :) In my opinion, you don't get any advantages in that case, so you can consider it a gimmick... That's my opinion.

What do you think, could this trick be used with a computer-controlled ally? Because if it works, it could be used in a blitz game...;)
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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18 years ago
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Ley;118086
What do you think, could we pull off such a trick with a computer-controlled ally? Because if it works, we could use it in blitz mode... ;)
Have you ever seen a computer-controlled ally stay in a town (so it wouldn't be visible)? I haven't, so I doubt it would work with them. :)
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18 years ago
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AmberSoler;118089
Have you ever seen a computer-controlled ally stay in a town (so they aren't visible)? I haven't, so I doubt that would work. :)

Why? And if you set "add" a hero to a castle in the editor, will he (the hero) be there? If so, he will only stay there until his turn, i.e., while the red player (human) is moving. Does this possibility exist, or am I mistaken?
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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18 years ago
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Ley;118093
Why? And if you set "add" a hero to a castle in the editor, won't he be there? If that's the case, he'll only stay there until his turn, i.e., while the red player (human) is taking their turn. Does such a possibility exist, or am I mistaken?
He will simply be in the town, I think - at the bottom...
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18 years ago
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AmberSoler;118109
He will just be in the town, I think - at the bottom...

Okay, fine. Maybe this method is not viable. Then, here's another suggestion:

What if you "scare" the ally by introducing another computer-controlled opponent, whose army power is stronger than your ally's, but weaker than the human player's... - this might make the ally stay in the castle, as they will "fear" the enemy, and the opponent, in turn, will be afraid of the human player... What do you think, is it possible to create something like that? :)

You could consider such a mini-scenario plot as a blitz strategy.
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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18 years ago
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Ley;118226

You could consider such a mini-scenario plot as a blitz.
The condition of any task should provide a 100% guarantee of fulfilling all the intended ideas. This one cannot be reliably fulfilled because the AI will not have the same strategy from turn to turn. You can't force it to sit and wait. :) And it will be located in the city, not at the top, but at the bottom.
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18 years ago
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AmberSoler;118236
Any task should have a 100% guarantee of fulfilling all intentions. This one cannot be guaranteed because the AI will not have the same strategy from turn to turn. You can't force it to just sit and be afraid. :) And it will be located in the city, not at the top, but at the bottom.

Why is it impossible? I tested it on one map, although I didn't try it with allies, but making the AI climb into a Castle is quite possible ;), so if it starts to fear me, do you think that an allied AI won't show fear on its side? In other words, will the AI ally behave like that? (Of course, the issue of hiring 2 heroes is solvable; otherwise, it will buy one, and there will already be two in the Castle, which ruins my idea..., but if this is taken into account...:))

In short, do you think it makes sense for me to go to such lengths, to try to do something, to "create something new"?
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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18 years ago
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Ley;118288
Why is it impossible? I tested it on one map, although I didn't try it with allies, but it's quite possible to make it so that the computer can enter a Castle. ;)
I'll repeat. And it will be located in the city, not at the top, but at the bottom. If it's an ally, you won't be able to enter the city.
So, what do you think - is it worth it for me to bother, to try to do something, to "create something new"?
It always makes sense to try to "create something new". ;)
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18 years ago
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AmberSoler;118302
I'll repeat. And it will be located in the city, not at the top, but at the bottom. If it's an ally, you won't be able to enter the city.

Don't speak too soon... :)
AmberSoler;118302
It always makes sense to try to "create something new." ;)

In general, if my "miracle" succeeds, I'll send it to you to take a look – the idea might be crazy, but if it all works out... :) - then it already has meaning, which means I didn't suffer in vain... :)
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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18 years ago
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Features of the Admiral's Hat
(the mechanism for recalculating land-based movement points into sea-based movement points and vice versa).

Calculation Basis

M – the hero's base movement point reserve, mp (depends on the set of artifacts, SCS units, and the level of development of the hero's secondary skills). It is formed directly when boarding/disembarking.
M’ – the base sea reserve, mp (depends on the level of development of the Navigation secondary skill and is 1500/2250/3000/3750 mp)
M(current) – the current reserve of mp on land
M’(current) – the current reserve of mp at sea

Let's introduce an intermediate coefficient K, which is constant for each hero at his current level of development, such that

K = M’/M

In this case, when boarding a boat, the remaining mp is recalculated using the following formula:

M’(current) = (M(current) - m) * K,

where m is a constant equal to the cost of movement points for boarding (disembarking) and is 100 mp for direct boarding (disembarking) and 141 mp for diagonal boarding. This constant does not depend on the presence of roads or the type of terrain from which the boarding/disembarking takes place.

When disembarking, the formula will look like this:

M(current) = (M’(current) - m) / K

The cost of mp for boarding and subsequent disembarking (without movement on water) will be:

Delta = m * (1 + 1/K) = m * (1 + M/M’)

Bonuses

Worn boots and gloves increase (for calculation purposes) the base reserve M by one and a half times their bonus value, i.e., boots – by 600 mp, and gloves by 300 mp, thereby significantly reducing the coefficient K. If the hero manages not to remove them when boarding a boat, then the increase in the value of M will ultimately lead to a loss of 37% of sea movement. The opposite is also true – if you put them on before disembarking, this increase will give us 58% of free movement out of thin air! That's where the bug lies. In my opinion, this is the only point that can be interpreted as a deliberate use of the navigation bug. Everything else is a natural game mechanic, embedded by the developers.

An Oasis and a Pond increase the current reserve of mp. However, if after this you do not open the hero's window even once, but simply get into a boat, then we observe a distortion in the calculation, which consists in the fact that the bonus is added to both the value of M(current) and the value of M, which, as a result, after boarding the boat, reduces the number of sea movement points. If you open the hero's window, then everything falls into place – the current movement reserve remains unchanged, and the base one returns to its original (uninflated) value.

Conclusion:

When boarding a boat, you cannot get a navigation bonus; it is formed only when disembarking from it. And it is formed only in the case of deliberate manipulations by the player with artifacts and units. A simple experiment showed that the movement point reserve can be as large as you want (limited only by the machine's ability to operate with large numbers). This is the essence of the bug with navigation bonuses, but it can only be applied deliberately – it will not occur by chance.

***
These are my personal observations. If anyone can add information on this subject or comment on their observations, which will help clarify my calculations, I will be grateful.
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In reply to AmberSoler
18 years ago
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I would like to see a more detailed description of hero specializations in specific spells in the reference guide.
For example, Adel, who specializes in blessing, enhances the effect of the blessing spell. However, it is unclear by how much it enhances the effect and what exactly is enhanced. Is such an expansion planned?
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18 years ago
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Sega;119082
I would like to see a more detailed description of hero specializations in specific spells in the reference guide.
For example, Adele specializes in blessing, enhancing the effect of the blessing spell. But how much does it enhance, and what exactly is enhanced – it's unclear. Is such an expansion planned?
Specialization is an interesting question, but it requires a lot of time for "research," unfortunately... :) If I get a chance to work on it, I will add it.

Regarding Adele's special ability, I don't fully understand it – I tried to test its effect on units, but I didn't find a clear dependency.
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