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

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#511
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2AlexSpl and Monza
Can you explain how the actions of stacks – attack, defense, wait, movement range, etc. – numerically (even approximately) affect the parameters responsible for morale, luck, and abilities?

Movement range doesn't affect anything. That is, it doesn't matter where the stack moved, or from where it attacked, etc. Wait and defense – yes (i.e., they change R). Attack – yes.

Added after 11 minutes
During an attack, the following happens:
1) Luck check (changes the value);
2) Attack cycle: the number of changes to R = min(stack size, 10);
3) Luck check during retaliation;
4) Retaliation cycle (similar to point 2);
5) Morale check.

So, there is a difference in which stack to attack.

Added after 5 minutes
It's unlikely that you'll be able to speculate with wait, except perhaps in long battles. But it can be fixed if it's critical...

Oracle of Luck and Morale :)

1. Fixed incorrect prediction in case the stack dies;
2. Changed the interface.
In reply to AlexSpl
#512
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AlexSpl;192621
Changed the interface.
I also suggest bringing the menu to the look standard for Windows
And show the instructions with the default text file viewer.
The blue background hurts the eyes.
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#513
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2) Attack cycle: the number of changes R = min(unit size, 10);
Does R change by min(unit size, 10), or does min(unit size, 10) "random" changes occur?

ORACLE for morale, luck, abilities, etc. sounds a bit too long. Can we just call it PYTHIA? :-)
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#514
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2Fireball: Now all the changes are pseudo-random, and considering that we have the same "seed" at the beginning of the battle, they are not random at all. You can actually influence morale and luck by attacking units with different numbers (and only if the number was less than 10 or became so after the attack). Furthermore, luck/morale/abilities, etc., are also influenced by cast, weight, and defense. Moreover, defense has an interesting effect (if it's after the weight, it doesn't affect anything at all). The non-randomness is evident, at least from the fact that the "traffic light" only reads "luck," and morale is already calculated. Oracle, because I still don't understand how this program works at all :)))

2Alex_R: How can I fix the save files?
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#515
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AlexSpl;192644
2Alex_R: How can the save files be fixed?
Honestly, I don't know how, but it's known that somehow, during online play, information is recorded on the map (where the game is played) for both the opponent and the player. Also, when saving, it not only remembers the "current state of affairs," but also the player profiles (possibly with passwords)... in general, such a saved game cannot be launched without one of the original opponents:
1) From your computer (by loading it for one or two players) in HotSeat mode.
2) From your computer, but with another online opponent...
3) Possibly even with the correct profiles, but from a different machine (I'm not sure).

P.S. Also, I haven't figured out why yet, but sometimes "data correction" is required, i.e., when loading a previously saved game, the player joining the game has inconsistent data on the map, and it's necessary to send a copy of the map from the "creator" of the load...
And another point... once, after a game, I decided to look at one of the random maps through the editor. After opening and closing it (without making any changes or saving), the map automatically became 1 byte or kilobyte in size... in general, it self-destructs... perhaps this is also an element of protection against viewing the map in the editor during or between games, or it was just a one-time bug (I haven't tested it anymore)...
...in general, it's better to consult with experts - I still know very little about all this - and I understand even less...

But perhaps the most important thing is to ensure that one of the players cannot independently or with someone's help (other than the actual opponent) load the save file in any form (for one or two players) - then the issue of opening save files during the game or in the break between save-load will be resolved.
Even if it's not possible to fix viewing the map itself, it's "child's play" compared to "opening" the save file
#516
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to Alex_R: You described a mechanic that exists in Heroes of Might and Magic V, right?
In reply to Монца
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#517
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Monza;192661
to Alex_R:
You described a mechanic that exists in HoMM V, right?
Yes, I did – here’s what I wrote:
Alex_R;192360

Is it possible to fix online saves in Heroes 3, like it was done in Heroes 5?
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#518
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Now if it were possible to make it so that a password from both players was required when loading a save, that would be super :)
I think this is easily implementable in TE, but as for SoD, I don't know....
In reply to Dirty_Player
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#519
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Dirty_Player;192678
I think this is easily implementable in TE, but as for SoD, I don't know....
That's just the thing—I suspect that all of this is unrealistic, because Horn would have surely done it by now ... could it be that even the "baevtsy" never had such a desire? .... I don't believe it!:)
P.S. In any case, even if they tell me that it's impossible - that is also a result ... in some way it will put my mind at ease .... thanks in advance :)
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#520
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2Alex_R: Based on SoD, hardly... I'll have to rewrite the entire logic for handling save files. "Cosmetics" won't be enough here :)

2Монца: I'll redo the interface. It will be 100% Vista compatible :))))
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#521
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Alex_R;192686
That's exactly what I suspect – that all of this is unrealistic, because Horn would have already done it... Could it be that the "Baev" team never had such a desire? I don't believe it!:)
Well, I suspect that it's possible in The Third Era, because there are dialog boxes there, for example, for setting up alliances or choosing secondary skills... The Sphinx works on the principle of entering a word. You could implement a procedure where a password is entered before the start of the first turn. Upon loading, confirmation is requested. If the password is incorrect, then EXIT... Just as an example... I think that with the help of ERM, this is possible.
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#522
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Wow, just wow... I didn't finish reading to the end—I got tired. One thing is clear: you tried hard and thought even harder, and if what you intended actually works, then congratulations—you have buried your own beloved SoD; not for everyone, of course, but certainly for a certain number of players... Thank God there are my favorite Heroes 2 and TE, which can be played normally according to the "old traditions" without weighing down my PC with piles of auxiliary programs. Personally, I have never used a single program and will not use them; even the /nwc scouting cheat code is something I've only started using recently, and I still dig for heroes the old-fashioned way, by hand—and yet I still play, and this Game brings me pleasure!
I feel sorry, but then again, I can even be glad; perhaps now there will be even more players in Heroes 2 and TE. As for you, keep going in the same vein; perhaps you, as an undoubtedly talented programmer, will create a couple more programs, listen to a few "lazy" guys, and release something similar... the brain shuts off, only programs work, performing this or that action, simplifying, replacing... where on earth are you rolling your Heroes!? ;-)
_____________
add: Programmers, you would be better off directing your strength and talent into a slightly different channel. You could write a program that does the opposite—detects unauthorized access, catches cheaters getting morale 10 out of 10, etc., or, for example, write a proper Random Generator for Heroes 2, or even come up with and implement a mechanism (the idea already exists) for this morale that eliminates the randomness factor from Morale, Luck, Resist, so that battles are fully calculable or... yes, there is a huge virgin land of unplowed ideas—you would be priceless! But here, IMHO, you've directed your efforts into the wrong channel!

Respectfully.
Тот, кто борется - может проиграть, кто нет - проиграл уже (с)
В прошлом "Координатор турниров Лиги Героев" (www.heroesleague.ru)
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#523
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Dust, you haven't figured anything out!

Added 1 minute ago
or even came up with and implemented a mechanism (it even exists in theory) that would exclude the factor of randomness from Morale, Luck, Resistance, so that battles could be fully predictable.

We've already done that.

Added 14 minutes ago
Morality and Luck Indicator

The interface has been changed. Apparently, this is the final version. There is no point in developing it further.

Added 2 hours 55 minutes ago
GSC needs information: map format, "weight" of objects, wishes regarding content, etc. If you are willing to share, I am ready to try.

2Monza: Don't delay the patch! :)
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#524
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Good day to all.

Is anyone else having problems with the encoding?

Sincerely, K0Lb@zeeR.
Attachments 1
1 file attached • Total size: 72.6 KB
:smile13: [ТУРНИР] "Гонка за Лидером" :smile13:
:smile28: [M] "Я и моя тень" - "I am and my shadow" :smile28:
:smile16: "Быстрая смерть" - "Fast Death" :smile16:
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#525
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I was going to say the same thing... but Kolbazzer got here first!

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