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Posts from A program for determining luck/morality in Heroes 3!

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Monza;190848
In a Fort Seil tournament, this would give a certain advantage.
Also, when reviewing the results of old tournaments, it should be kept in mind that they were achieved on a version of the game with the Naga Bank bug.
A firm decision is needed.
When I placed it there, I somehow thought that gems would be given there, but when I tested it, it turned out to be sulfur... Well, I didn't remove it. But in general, I don't think it's that critical for offline play. But for online play, it matters, IMHO!
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I'm tired of constantly checking the game manual to understand what "small" or "large" troop count means, especially since the descriptions are the same in both the complete collection and Shades of Darkness. I've slightly modified the resource file, so now the description of the troop count is accompanied by an explanation.
This file is for the complete collection. Place it in the data folder.
This file could be included in a patch.
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Monza;190934
This file could be included in the patch.
Great file! But it shouldn't be included in the patch! I have the English version, and it messed everything up.... :( It would be amazing if there were separate Russian and English versions!!!!

P.S.: By the way, does anyone know how to make the English version support Russian fonts? Because when you load a save file made in the Russian version, the names of cities and heroes are distorted :(
Thank you in advance!
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Unfortunately, I don't have an English version of this file. If you are playing the English version, then the patch that fixes the executable file won't be suitable for you either. Or do you only have the English resources?
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Monza;190974
Are you playing the English version?
Monza;190974
Or do you only have English resources?
What is the difference between the first and the second?
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The patch will be for all versions, but it is currently only ready for the Complete Collection. Based on the suggestions, the patch will include:
1) Fixing the "bug" with morale and luck (executable file fix + cranim);
2) Fixing the bug with the Naga Bank;
3) Fixing the default value of 0 to 1 in the army split window;
4) A file that specifies the number of neutral creatures in numbers.
Am I forgetting something?
In reply to Dirty_Player
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Dirty_Player;190976
What is the difference between the first and the second?
Most of the descriptions and text found in the game are stored in resource files (names of monsters, cities, heroes, dialogues, biographies, etc.). This is done to facilitate localization into other languages; you simply need to translate the resource files without touching the executable.
You can install the complete collection and update the resource files to the original English versions.
Alternatively, you can install the English version of the game.
Some believe that the executable itself is English, and the executable from the complete collection may differ significantly.
In reply to Монца
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Monza;190981
Most of the descriptions and text found in the game are stored in resource files (names of monsters, cities, heroes, dialogues, biographies, etc.). This is done to facilitate localization into other languages; you simply need to translate the resource files without touching the executable.
You can install the complete collection and update the resource files to the original English versions.
Alternatively, you can install the English version of the game.
Some believe that the executable itself is English, and the executable from the complete collection may differ significantly.
I have the English complete collection! So, we can only determine the patch's functionality through practical testing! :(

P.S.: And it would also be possible to change it so that instead of Stronghold, it displays (50-99), instead of Stronghold (50-99); it would be more convenient, IMHO.
In reply to Dirty_Player
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Dirty_Player;190984
And also, you could make it so that instead of Horde, it shows not Horde (50-99), but just (50-99), it's more convenient IMO.
I think it's the opposite, actually) You look at the troop size, and instead of Legion (1000+) dragons, it'd be (1000+) dragons. Kind of ugly, it hurts the eye.
Or another example: instead of Few (1-4) angels, it'd be (1-4) angels. That's not proper Russian.
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Traffic Light of Morale and Luck (v0.4)

This version implements emulation of clicking on the traffic light signal. Instructions are included.

Also, I figured out how to make it so that a squad is divided into n-1 and k+1. For example, we divide 17 pikemen, and in the division window, the default is 16 and 1, etc. We might include this in the patch.

The program may not find the qtintf70.dll library; I will fix it. Also, the program incorrectly predicts morale in the case where a squad dies, and that squad already had its morale penalty removed.
In reply to AlexSpl
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I tested the semaphore (version 3) a little and realized one thing. Whether luck will work or not is determined before the attack, and morale is determined after! So, when we attack with a red light for luck, the luck works, but when we attack with a red light for morale, it's not a certainty... because after the attack, R changes, and it will be different... correct me if I'm wrong... :confused:
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Dirty_Player;191262
So, when we attack during the red light for luck, the luck effect triggers, but when we attack during the red light for morale, it's not guaranteed... because after the R attack, it changes, and it will be different.... correct me if I'm wrong... :confused:
A similar situation, but I tested it with the very first version of the semaphore (and also not with a modified cranim.txt), and I thought I was just not clicking the mouse fast enough. I also noticed that for everyone who attacks twice, it's impossible to time the morale effect, because after the first R attack, it changes.
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The patch is ready for the complete collection from Booki.
Includes a fix in the monster information window.
Modified cranim
Fixed the Naga-bank bug
Changes in creature descriptions (numbers are added)
It is currently being tested; I hope it will be available for all versions in a couple of days: Russian and English SoD, Russian and English Platinum.

The question remains: should the patch include a quick separation of single units? (when splitting a unit, a single unit will be separated immediately).
Those with the English Platinum version, please take a look at the ARRAYTXT.TXT file.
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2Dirty Player, Kyle: Yes, it's easy to predict luck, but morale is actually calculated after the attack, and to predict it, the program performs arithmetic and logical operations, similar to those that the game itself performs. In version 4, click emulation is implemented. That is, you simply place the mouse cursor on the desired monster, hold down the desired key, and when the program calculates that the condition for morale/luck to trigger is met, it will automatically click. In version 4, morale is predicted almost always. Exceptions are in the instructions. For monsters that attack twice, morale and luck are predicted only for the first attack. But this can be fixed. Ideally, the program will predict morale in any case.

Added 23 minutes later
2Monza: since separating the single-unit selection only improves the interface and does not change the game mechanics, this improvement should be included in the patch as an optional feature. Let the user choose. And release the patch! We'll test it.
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Monza;191347
A request for those who have the English version of the game: could you please take a look at the ARRAYTXT.TXT file?
I have the English version! But where can I find this .txt file?

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