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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
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2AmberSoler: Have you checked? Don't pay attention to the fact that the game shows two horseshoes :)
In reply to smallest
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smallest;199779

+ if there are many stacks with the same speed, then wouldn't all the attacker's units move faster than all the defender's units, in other words, which is more important: a) or b)?
Let's consider your example:
7 stacks of Trogols attack 7 stacks of Imps (Trogols are either upgraded, belong to Shakti, are on their own territory, or have an artifact that gives +1 speed; in this case, they will also have a speed of 5, like the regular Imps).
The top stack of Trogols moves first, then the top stack of Imps, then the second stack of Trogols, and so on. The bottom stack of Imps moves last, and in the next round, the top stack of Trogols moves again. But if, for example, one of the Trogol stacks uses the "wait" command, then it will move last in the first round, and in the second round, the top stack of Imps will move first...

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Aivengo;199781
(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!
This is only possible if the cavalry has a higher speed than all your units. Even if one of your stacks has the same speed as the cavalry, the cavalry will still move last in the first round (regardless of whether it delays its turn or you both delay it; in the second and any subsequent round after that, you will move FIRST!
There are many ways to change the turn order, but the rule of movement remains constant!!! ... it's just that if the opponent is also "monitoring" the turn order, they can use countermeasures to prevent you from moving as you want, but any situation can be calculated... and no matter how many times you try, if you follow everything sequentially, the situation "what if in some round, a different stack moves first" will never arise.

Added 10 minutes later
smallest;199779
I know this rule.
It's clear that you don't understand the rule.
smallest;199779
which is more important: a) or b)?
"a)" is more important (that's why it's "a" :) ), but it's only important for the first round, or rather, only for the very first action in the battle; after that, everything follows point "b," and the principle of "left moves - right moves."
In reply to Alex_R
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Alex_R;199816
Let's analyze your example:
7 stacks of Trogols attack 7 stacks of Imps (Trogols are either upgraded or belong to Shakti, or they are on their own territory, or they have an artifact that provides +1 speed) then they will also have a speed of 5, just like regular Imps)
The top stack of Trogols moves first, then the top stack of Imps, then the second stack of Trogols, and so on. The last to move is the bottom stack of Imps, and in the next round, the top stack of Trogols moves again, but if, for example, one of the Trogol stacks had pressed "wait," then it would move last in the first round, and in the second round, the top stack of Imps would move first...

and after the top stack, the top Trogol, then the second Imp, and then the second Trogol, etc... is that correct?

and also... if there are Angels with the same speed of 11 and other troops with a speed of 9, for example, then after "wait," will both the Angels and the other troops of the defender move first, or only the Angels?
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I had an idea (quite possibly not a new one) — to add materials about battle tactics to FizMig. About all sorts of tricks — luring monsters, not finishing off stacks, who the AI will attack first, which unit will move first, etc., etc. — it may not seem all that complicated, but beginners would find it very interesting to learn at least the most useful tricks! As well as various complex tactics — like how to take the maximum Dwarf Treasury by week 1, day 7, for example... — there’s a lot of interesting stuff in the tactics section on HeroesWorld (thanks to those who write it:))! And I think not only on HeroesWorld... In short, the problem is that all this knowledge is kind of scattered, and if it were brought together in one place, it would be simply super!

Of course, you’ll have a question — why don’t you do it yourself, WhiteLizard? I can’t do it, not even because I lack the time, but because I don’t have enough experience!!!

За всем следят машины благодати и любви.
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A very important aspect: how the AI moves. 1. That is, the path of a neutral unit across the battlefield. For example: 1.1. If my unit is on the left at the top, the AI runs horizontally and then diagonally upwards. 1.2. If my unit is on the left at the bottom, the AI runs diagonally downwards and then horizontally. and so on. 2. What are the exceptions to the rules, such as how monsters go around obstacles (clockwise, counterclockwise) if the number of hexes to run is the same from any side. 3. What determines the change in the AI's behavior (surely everyone has noticed that even the next day, neutrals may run differently). 4. Surely players can find other points that need clarification.

Индивидуальный и клановый рейтинги Heroes World
Handmade
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2Kamikaze: The algorithm for constructing a path for a squad from point A to point B (regardless of obstacles and other squads) was discovered and described by me on the Heroes Community. The path can be constructed quite realistically, even with just a pencil and paper.
The first stage (moving forward):

a) Mark the source hex as "0";
b) Mark all the empty hexes adjacent to the hex marked as "0" as "1";
c) Mark all the empty (and, of course, without marks) hexes adjacent to the hexes marked as "1" as "2", and so on.
d) Repeat this procedure until the destination hex is marked.

As you can see, a "mark" means the distance (by ground) from the source hex.

The second stage (moving backward):

a) n := [the mark of the destination hex];
b) Among the hexes adjacent to the hex marked as "n", choose the one marked as "n-1" with the highest priority value (see the picture below).


This hex will be the second to last in the chain of hexes from the source hex to the destination one.

c) n:=n-1;
d) Repeat b), c) until n=0.

As a result, you will find the whole chain of hexes from the source to the destination hex.

I understand that this theory is of little practical use, but it's a good idea to create a computer program based on this theory that could imitate real battles.

The theory of 2-hex ground moving creatures is nearly the same. All the distances should be measured from the creature's head. Hexes where heads of creatures cannot stand must be marked as "*" (except the hex left [for attackers] / right [for defenders] to the source hex [head hex]. Such a hex should be marked as "1"). Hexes where neither heads nor tails of creatures can stand must be marked as "N". The second stage is the same absolutely.

The priority of hexes is as follows:

--4--3--
5--UN--2
--6--1--

You can also find the rules for attacking with fire/acid breath (dragons, phoenixes), as well as the rule that allows you to determine whether a squad will turn before attacking.
In reply to AlexSpl
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Please add the following information.

If the secondary skill "Tactics" is present in both the attacking and defending heroes, the tactical bonuses are canceled out.
For example, if the attacking hero has a basic level of Tactics, and the defending hero has an advanced level, only the defending hero will be able to organize the troops before the battle, as if their skill level is only "basic". If both heroes have the same level of Tactics, there will be no tactical formation.

Sincerely.
In reply to WhiteLizard
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WhiteLizard;201322
I had an idea...

It seems like I've heard this somewhere before :rolleyes:
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And what does the effect of the artifact "Arrows of Angel Feathers" mean – increasing archery skill by 15%? Does this mean that the damage of archers increases, or how does it work?
In reply to Stick
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Stick;201731
What does the effect of the artifact "Arrows of Angel Feathers" mean - increasing archery skill by 15%? Does this increase the damage of archers, or how does it work?

Yes. This artifact only works if the secondary skill "Archery" is present.
In reply to smallest
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smallest;201732
yes. but this art only works if you have the secondary skill "archery".
Hmm... really? Are you sure?
In reply to Dirty_Player
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Dirty_Player;201733
Hmm... really? Seriously? Are you sure?

Why don't you check it yourself?
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Algorithm for constructing a path for a squad from point A to point B

0.1. Take a screenshot of the battlefield (grid, snow) with a minimum number of obstacles and squads (without war machines).

0.2. Print it, take a pencil and eraser, draw all sorts of obstacles, and also select point A and point B.

First stage.
1. Hex A is assigned the label 0.
2. All adjacent free hexes are assigned the label 1.
3. Continue numbering the hexes until hex B receives its label (the label is the distance of the hex from hex A).

Second stage.
Let's say, for example, that hex B received the label 9.
4. Among the hexes adjacent to hex B (the destination), select those that have the label 8.
5. Among the selected hexes, we will be interested in the hex with the highest priority:

--4--3--
-5----2-
--6--1--

For example, if the upper right and lower right hexes have the label 8, then we choose the lower hex, as it has the higher priority of 1 (and the upper right only 3).

The found hex will be the second to last in the A-B path.

6. Now we are looking for hexes adjacent to the found one and having the label 7, and so on.

7. Repeat the described procedure until you reach the hex with the label 0.

The path is built.

For creatures occupying two hexes, the path is constructed similarly (when constructing, we ignore the fact that the squad can turn). The hex to the left (for the attacker) / to the right (for the defender) of the "head" of the creature receives the label "1". Only hexes that the "head" of the squad cannot reach (because the "tail" does not fit) are marked, for example, with the label "N".

You can find out whether a creature will turn before attacking by the difference between dest and source, where dest is the distance to the destination in hexes from the left edge of the battlefield (right, if you are the defender), and source is the corresponding distance to the starting hex. If this difference is negative, then the squad will turn, otherwise - no.

P. S. If a hex can receive multiple labels, then choose the smallest one:
5 * 7 (Here, hex "*" receives the label "6", and not "8").
In reply to AlexSpl
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AlexSpl;201884
Algorithm for constructing a route for a squad from point A to point B

Interesting, where does this come from? Is it based on empirical data or theory? :)
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2smallest: This was determined empirically :)

Everyone knows that the direction of attack for dragons does not match the direction we set.

So, there is a general rule for attack. Each unit occupying one hex has two types of attack: main and "from the flank" :) Here, everything is simple: if the unit cannot perform the main attack, it attacks from the flank.

Two-hex units also have an additional type of attack:
D--O
--G-O
D--O

G - "head" of the creature, O - main attack, D - additional.

The order is as follows:
1. Main attack;
2. Additional attack;
3. Attack "from the flank".

Using these rules, you will never make a mistake with the direction of attack of your dragons.

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