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

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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
In reply to gamer-kirill
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gamer-kirill;198884

The question is as follows. If Gnolls attack Zombies, and the hero has an attack of 5 and the Attack Expertise skill, then with a damage of 2-3 for the Gnoll (let's take the minimum value = 2), the total damage will be 2 + 0.03 + 0.3 = 2.6.
1. The attack value itself is not important, but rather the difference between the attacker's attack and the target's defense. There is a 5% bonus for each point of advantage.
2. Attack Expertise provides an additional 30% of the base damage, i.e., 2 * 0.3 = 0.60.

Therefore, the question is - how did you calculate it? What does "2 + 0.03 + 0.3 = 2.6" mean?
AlexSpl;198886
2Monza: Are you sure that the starting MP for Heroes is always the same?
I also checked - indeed - it gives 1630 MP, which means that its maximum is determined. The minimum needs to be tested.
AlexSpl;198886
2AmberSoler: You can also add information about the clover field (no +2 bonus for neutral creatures without a Hero).
Who are you referring to as "neutral creatures"? ;) The bonus only applies to units from neutral cities (Fortress, Conflux, Stronghold). No other units receive it.
Монца;198928
to AmberSoler:
I mean Dendroids.
Check it yourself again. Vampires can easily replenish their health by attacking Dendroids.
Stick;199257
There are two questions:
1. Do Master Gremlins have a penalty in melee combat?
2. Do the spells Force Field and Wall of Fire, as well as stones, logs, and puddles, create obstacles on the battlefield that impose a penalty for ranged attackers?
1. Yes. There is a penalty. (Fanatics, Mages/Archmages, Observers/Evil Eyes, Titans, Medusas/Queen Medusas do not have a penalty).
2. No, if the distance to the target is 10 hexes or less in a straight line, then the penalty does not apply. Regardless of obstacles.
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Who do you refer to as "neutrals"? Only units from neutral towns (Fortress, Conflux, Stronghold) have the bonus. No other units receive it.

Fortress, Conflux, Stronghold – that's what we're talking about. Just check it!
In reply to AlexSpl
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AlexSpl;199290
Fortress, Conflux, Stronghold - that's what I'm talking about. Just check it!
For example, Air/Storm Elementals (Conflux) have +2 to luck on a clover field. Regardless of whether they are controlled by a hero or are standing on the adventure map... I don't understand what you mean exactly.
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AlexSpl;199290
Fortress, Conflux, Stronghold - that's what I'm talking about. Just check it!

I checked. Kirr attacks goblins. Kirr has a wyvern, a thunderbird, and a centaur. Against me are neutral goblins. All units except the centaurs have +2 luck.

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It seems like it only displays in the window that luck has increased, but in reality, it doesn't.

Added 3 minutes later
to Amber:
regarding the multiplayer in Heroes, do you only determine the upper and lower limits through testing?
I understand that MP depends only on the speeds of the monsters (unless there are additional conditions). For example, with Valeska, she will always have archers (or maybe a pikeman?) plus she specializes in archers, so she will have a constant MP of 1630.
The same applies to Shakti.
Or am I mistaken somewhere?
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to Monza
You are right about Valeska. Ufretin, Gem, Piquedram, Kalch, Ignat, Galtran, Stracker, Dragon, Wistan, Gretchin, Tiraksor, Lacus, Kalt, Moner, Pasis, as well as all the heroes of Castle and Dungeon are in a similar situation.

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In reply to AmberSoler
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AmberSoler;199272

2. No, if the distance to the target is 10 hexes or less in a straight line, the penalty does not apply. Regardless of obstacles.
Not quite! The castle wall creates its own penalty! Even if the distance is 5 hexes, but there is a wall, the arrow will be broken... But if the catapult destroys the wall, the arrow will fly straight ;)

Added 2 minutes later
Monza;199313
I understand that MP depends only on the speeds of the monsters (if there are no additional conditions). So, for Valeska, she will always have archers (or maybe a pikeman?) plus she specializes in archers, therefore, she will have a constant MP of 1630.
The same applies to Shakti.
Or am I mistaken somewhere?
That's correct, +1 speed from the specialty is taken into account when calculating MP!
In reply to Dirty_Player
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Dirty_Player;199317
Not quite! The castle wall creates its own penalty! Even if the distance is 5 hexes, but there is a wall, the arrow will be weakened...
Don't mislead people. The castle wall halves the damage in addition to the distance.
Because these are not the same thing.

There are two mechanisms for calculating ranged damage - one depends on the distance (10 hexes), the second - on the presence or absence of a castle wall. During a siege, most ranged units initially shoot at a quarter of their strength. And these mechanisms work independently for each unit, and do not apply to all units. For example, Mages/Archmages do not have a penalty when shooting through castle walls, but they do have a distance penalty. Snipers, for example, do not have a distance penalty, but they still shoot at half strength through a castle wall...

So, all ranged units do not have a penalty when shooting at a distance of 10 hexes or less.
Obstacles on the battlefield do not interfere. But the wall is a different matter. ;)
Dirty_Player;199317
But if a catapult destroys the wall, the arrow will become direct;)
If the distance is more than 10 hexes, the arrow will still be weakened.
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Do the castle walls create a penalty for obstacles for archers only for the attacking side, or for the defending side as well?
In reply to Stick
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Stick;199451
Do the castle walls create a penalty for obstacles for archers, affecting only the attacking side or the defending side as well?

Only the attackers, of course... this is one of their main functions.

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A question arose. I searched the manual and couldn't find the answer. If it's there, please let me know where. If not, I think it would be worth adding. We attack with 7 stacks of Trolls (speed 5), for example, against 7 stacks of Imps (speed also 5). The question is, in what order will the stacks move a) in the first round, b) in the second round, c) in subsequent rounds? If a) is pretty clear, then b) and c), as far as I know, work a little differently. And one more comment, about the connection between artifacts that increase magic resistance and ranged attack, and the corresponding secondary skills. In my opinion, it wouldn't hurt to add this to the manual.
In reply to smallest
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to smallest
It's unlikely that such a rule is mentioned in the reference, as there is a simple rule (although it's a bit lengthy to explain :D) regarding the turn order.
The stack with the highest speed goes first. In case of equal speed, the following takes precedence:
a) First, the attacking stack.
b) Then, the stack that is positioned higher in the initial formation (before repositioning using the secondary skill "Tactics").

This same sequence is maintained when moving on to subsequent rounds...
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Alex_R;199774
to smallest
It's unlikely to be found in the reference, as there's a simple rule (though it's a bit lengthy to explain :D) regarding the turn order.
The stack with the highest speed goes first. In case of equal speed, the following takes precedence:
a) First, the attacking stack.
b) Then, the stack that was higher in the initial formation (before rearranging with the secondary skill "Tactics").

I am familiar with this rule.
The same sequence is maintained when moving to subsequent rounds...

It seems that it isn't maintained :( If it were that simple (which is what I used to think), I wouldn't have written this. :)

+ If there are many stacks with the same speed, does that mean all the attacker's stacks go before all the defender's stacks? In other words, which is more important: a) or b)?
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it seems like it's not being saved. If it were that simple (which is what I used to think), I wouldn't have written this.

I read somewhere that the turn order changes in the next round. Perhaps this is confusing the turn order with a tactic that the computer often uses: it skips a turn, (usually with cavalry or a similar unit), moves closer at the end of the round, and attacks first at the beginning of the next round!
Военное дело просто и вполне доступно здравому уму человека. Но воевать сложно.
In reply to Ivanhoj
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Ivanhoe;199781
I read somewhere that the turn order changes in the next round.

Again, how exactly does it work if there are multiple units with the same speed?

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