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I didn't say that the proposal regarding the castle on the template is bad. I just don't have enough experience playing on templates to discuss it. Hunters join Waishan with a probability of:
*A small digression*: As a rule, the morale of all neutral units is not defined. I checked this many times with an Elf and a Silent Hunter. Then, the mood characteristic comes into play:
The Mood property can take the following values:
Friendly, Aggressive, Hostile, or Wild. Next, we look at the manual:
For neutral armies, the total strength of the army is equal to the sum of the hidden Power characteristics of all creatures. For
the player's army, it is also the same, but it is additionally modified by the army's Morale and Luck values, plus
some artifacts:
Squad_Strength = Base_Squad_Strength * (1 + C * Morale) * (1 + C * Luck) *
Artifact_Modifier,
where C is a constant that takes the following values:
» C = 0.0173, if Morale/Luck > 0
» C = 0.0122, if Morale/Luck < 0
Artifact_Modifier = (1 + ΔInitiative/10)
ΔInitiative is the value by which the squad's Initiative increases from the hero's artifacts.
The "Raise Dead" and "Resurrection" spells – Game Mechanics
(addition)
Heroes of Might and Magic V
(3.0)
330 Heroic Corner: heroes.ag.ru
Example: the army consists of one squad of 100 peasants, its Morale is +5, and its Luck is
+3. The hero has an artifact that increases the initiative of the peasant squad by 10%. The peasants have a
Strength value of 41 and an Initiative value of 8 (and, therefore, the Initiative increases by 0.8):
Squad_Strength = 41 * 100 * (1 + 5 * 0.0173) * (1 + 3 * 0.0173) * (1 + 0.8 / 10) = 5060
Let's assume that the strength of our army is greater (and Waishan, having Luck at the start, will have a greater strength). The so-called
"Mood coefficient" depends on the Mood value of the neutral army and the presence of the "Diplomacy" skill in the hero. This coefficient will be compared with the Strength Ratio after
certain random transformations. If the neutral army is stronger than the hero's army, there will be a battle.
» Mood_Coefficient = 0.5, if the Mood value is Friendly
» Mood_Coefficient = 1.0, if the Mood value is Aggressive
» Mood_Coefficient = 1.5, if the Mood value is Hostile
» Mood_Coefficient = 2.0, if the Mood value is Wild
» If the hero has the "Diplomacy" skill, the Mood_Coefficient is reduced by 0.2.
The boundaries of the intervals for joining and engaging in battle are calculated based on the Mood_Coefficient, and then
compared with the Strength Ratio:
Joining_Threshold = (random number from 1 to 7) * Mood_Coefficient
Battle_Threshold = Joining_Threshold + 3 * Mood_Coefficient
» Interval 1: If the Strength Ratio < Joining_Threshold, the neutral army engages in battle.
» Interval 2: If Joining_Threshold < Strength Ratio < Battle_Threshold, the neutral army
joins for money.
» Interval 3: If the Strength Ratio > Battle_Threshold, the neutral army joins for free.
Next, let's take the worst-case scenario:
1) Joining_Chance = -5% with a Wild Mood
2) +5%, if the hero and the neutrals have the same alignment (good/evil – as in the calculation of Morale)
3) +5%, if the hero and the neutrals belong to the same castle
4) +5%, if the hero's army has exactly the same creatures as the neutral army (regular and
upgraded creatures are considered different)
5) +10%, if the hero has the "Diplomacy" skill
6) +20%, if the hero has a specialization in creatures from the neutral army
Result: With a probability of 40%, in the worst case, Waishan will recruit the hunters.
Maybe I messed something up, but there's definitely not 10% there. At least 15. -5 + 20 = 15.
*A small digression*: As a rule, the morale of all neutral units is not defined. I checked this many times with an Elf and a Silent Hunter. Then, the mood characteristic comes into play:
The Mood property can take the following values:
Friendly, Aggressive, Hostile, or Wild. Next, we look at the manual:
For neutral armies, the total strength of the army is equal to the sum of the hidden Power characteristics of all creatures. For
the player's army, it is also the same, but it is additionally modified by the army's Morale and Luck values, plus
some artifacts:
Squad_Strength = Base_Squad_Strength * (1 + C * Morale) * (1 + C * Luck) *
Artifact_Modifier,
where C is a constant that takes the following values:
» C = 0.0173, if Morale/Luck > 0
» C = 0.0122, if Morale/Luck < 0
Artifact_Modifier = (1 + ΔInitiative/10)
ΔInitiative is the value by which the squad's Initiative increases from the hero's artifacts.
The "Raise Dead" and "Resurrection" spells – Game Mechanics
(addition)
Heroes of Might and Magic V
(3.0)
330 Heroic Corner: heroes.ag.ru
Example: the army consists of one squad of 100 peasants, its Morale is +5, and its Luck is
+3. The hero has an artifact that increases the initiative of the peasant squad by 10%. The peasants have a
Strength value of 41 and an Initiative value of 8 (and, therefore, the Initiative increases by 0.8):
Squad_Strength = 41 * 100 * (1 + 5 * 0.0173) * (1 + 3 * 0.0173) * (1 + 0.8 / 10) = 5060
Let's assume that the strength of our army is greater (and Waishan, having Luck at the start, will have a greater strength). The so-called
"Mood coefficient" depends on the Mood value of the neutral army and the presence of the "Diplomacy" skill in the hero. This coefficient will be compared with the Strength Ratio after
certain random transformations. If the neutral army is stronger than the hero's army, there will be a battle.
» Mood_Coefficient = 0.5, if the Mood value is Friendly
» Mood_Coefficient = 1.0, if the Mood value is Aggressive
» Mood_Coefficient = 1.5, if the Mood value is Hostile
» Mood_Coefficient = 2.0, if the Mood value is Wild
» If the hero has the "Diplomacy" skill, the Mood_Coefficient is reduced by 0.2.
The boundaries of the intervals for joining and engaging in battle are calculated based on the Mood_Coefficient, and then
compared with the Strength Ratio:
Joining_Threshold = (random number from 1 to 7) * Mood_Coefficient
Battle_Threshold = Joining_Threshold + 3 * Mood_Coefficient
» Interval 1: If the Strength Ratio < Joining_Threshold, the neutral army engages in battle.
» Interval 2: If Joining_Threshold < Strength Ratio < Battle_Threshold, the neutral army
joins for money.
» Interval 3: If the Strength Ratio > Battle_Threshold, the neutral army joins for free.
Next, let's take the worst-case scenario:
1) Joining_Chance = -5% with a Wild Mood
2) +5%, if the hero and the neutrals have the same alignment (good/evil – as in the calculation of Morale)
3) +5%, if the hero and the neutrals belong to the same castle
4) +5%, if the hero's army has exactly the same creatures as the neutral army (regular and
upgraded creatures are considered different)
5) +10%, if the hero has the "Diplomacy" skill
6) +20%, if the hero has a specialization in creatures from the neutral army
Result: With a probability of 40%, in the worst case, Waishan will recruit the hunters.
Maybe I messed something up, but there's definitely not 10% there. At least 15. -5 + 20 = 15.
So many centuries
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me
19.08.2008 СК Олимпийский.Я запомню это навсегда!!!
Как играть онлайн в Герои 5??Ответ здесь
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me
19.08.2008 СК Олимпийский.Я запомню это навсегда!!!
Как играть онлайн в Герои 5??Ответ здесь