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

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#1
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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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#351
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I've already added these two points to the reference guide. It will be included in the next issue! :) So, you can confidently continue in the same vein; I'm sure there are many untranslated articles that would be of interest to specialists and others... ;)

P.s. Continuing the conversation that started on one of the friendly forums – perhaps we can actually find an English-speaking enthusiast to translate FizMiG's main findings from Russian into English? :)
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FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

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#352
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AmberSoler;201907
I've already added these two points to the guide.

And what is the second one? If the first one is about the turn!
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#353
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What about tactics for capturing resource locations?

За всем следят машины благодати и любви.
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#354
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2WhiteLizard: First, we need to bring these tactics to a common denominator.
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#355
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smallest;201945
and what is the second one? if the first one is about the turn!
The second one is about the direction of the attack. I’ve seen all these points before (in the English version, and not just these), but I haven’t had time to work on the translation.

Added 3 minutes later
WhiteLizard;201952
What about tactics for capturing storages?
Only storages? There’s a lot to be done if we start talking about tactics... I’m ready to consider adding a corresponding section to the reference, but I don’t have time to create it right now – there’s a lot of information, and everything needs to be carefully reviewed... And something was said about a denominator at the top... And that also needs to be addressed. ;)

If anyone wants to help me adapt the text files (my computer is full of these stories :)), then we can talk... Sorting conditions and options, creating a battle scheme (we’ll have to develop a language of symbols – who’s ready? :)), checking the story against reality, etc.

But for now – just ideas, and there are many of them.

To AlexSpl. Yes. :)

To Monza.
We are only talking about the internal mechanics of the game. There isn’t much text, but it’s important to accurately convey the meaning, it’s pure mathematics, to be more precise. There is no need to translate philosophical topics, but formulas and their descriptions, logistics, damage, and special abilities – that’s what we’re talking about. It would be great to link all of this to the reference...
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#356
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regarding strategies for developing a specific city, in my opinion, Vic came up with a pretty good format in his article (because it's important not only how to take over but also why, i.e., what to strive for), so if anyone is willing to do the same for another city, there's already a template, you could say :)
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#357
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smallest;202065
In my opinion, Vic came up with a pretty good format for development strategies for a specific town in his article (because it's important not only how to take something but also why, i.e., what to strive for). So, if anyone is willing to do the same for another town, there's already a template.
If I remember correctly, we're talking about an old article about tactics for developing Castle. Also, I'll reiterate that development tactics go beyond the format of a reference guide. By definition, because a reference guide shouldn't contain information with the key "IMHO." That's more the domain of a textbook, which we're not aiming to be...

If taking the "can" on the second week can still be considered "reference information" because no one is interested in your opinion about this mechanic – it either works or it doesn't. Repeat the actions described in the method for capturing the "can," and it's yours. But a development strategy for a town, by definition, cannot be absolute – there are as many opinions as there are people. Physics is still facts, not opinions... That's the difference.
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FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

#358
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it would be possible to collect this information as well, and it would serve as a supplement to the physical stats.
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#359
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to AmberSoler
Thanks to the tournament organized by Kolbassera, it was determined that, in addition to winning, the condition “capture all mines” also requires capturing all beacons.

Sincerely, Kamikaze!

Индивидуальный и клановый рейтинги Heroes World
Handmade
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#360
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AmberSoler;202071
If I remember correctly, we're talking about an old article about development tactics for Castle. Also, I repeat that development tactics go beyond the format of a reference guide. By definition, because a reference guide shouldn't contain information that has the key "IMHO." This is still the prerogative of a textbook, which we don't claim to be...

If capturing a "can" (a resource location) on the second week can still be considered "reference information" because no one is interested in your opinion about this mechanism – it either works or it doesn't. Repeat the actions described in the method for capturing the "can," and it's yours. But a development strategy for a city, by definition, cannot be absolute – there are as many opinions as there are people. Physics is still facts, not opinions... That's the difference.

Please don't judge too harshly.
Let's say someone wrote in the reference guide (with "reference information") a method for capturing a specific "can" on the second week with specific troops from a specific city, and it works, and you just need to be able to repeat it. Now, in practice, what do we have, in my opinion? The number of troops can change significantly on the second week, depending on various buildings and the difficulty of battles in the first week (and we can also remember the hero's level and skills :). Therefore, the possibility of applying this exact specific algorithm will not often be available. Therefore, in this case, the specific actions in this algorithm will no longer play a role, but rather its idea, based on which we can say whether we can apply it with the troops we have or not. And it is already ceasing to be "reference information" and has the key "IMHO." Of course, in this case, you can completely forget about the idea (which, in my opinion, is primary here, while the algorithm itself is secondary) and leave only the algorithm itself, but then, in my opinion, its "reference" value will decrease significantly because you will have to think about the idea yourself and then implement it in your case.

P.S. I recently read a math reference guide; it contains both a large table of indefinite integrals and methods for solving integrals of a specific type. Why not do something similar here?

P. P. S. By the way, why is the conversation immediately about the second week, and not the first? It is generally accepted to start with the first one :) or are there no specific mechanisms there? :rolleyes:
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#361
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2 smallest. I completely agree with all your arguments. This is indeed an endless amount of information, which ultimately creates some difficulty in its structuring.

I am not against the idea of organizing tactical schemes in one collection; it is a very useful endeavor, undoubtedly. I just don't see my role in this process. FizMiG is not suitable for hosting text materials, as I have said repeatedly. And combining several schemes into one table to make it a reference guide is technically impossible - it's not the right data format.

I thought about this issue at the beginning. In the end, I had to abandon this idea.
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#362
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It's time to find out the conditions for recruiting neutral creatures. The clause about the Hero's "inner strength" is especially unclear. What exactly is that?
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#363
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The Art of Diplomacy, or What Hero Charisma Is.

As is known, each neutral unit on the map receives a certain numerical characteristic when a save is generated, which determines the degree of its hostility. The higher the hostility of the unit, the less chance the Hero has of joining it to his army. This value is the only unknown in the problem of joining neutral units. Let's call it X (the degree of hostility assigned by the map designer is already reflected in this number). The new version of the "traffic light" determines this unknown value.

Docile units always join the Hero's army, while it is impossible to join bloodthirsty units (see the "Diplomacy and its application" section of the manual by AmberSoler).

1) We calculate the strength of the Hero's army. The army's strength is equal to the sum of the products of the number of warriors in the unit by the strength of the warrior in the unit
(PA = sum[i=1,7](N*AI_Value). It seems that in early versions of FizMiG, there was a table of warrior strengths. For example, the strength of a centaur is 100, a royal griffin is 448;

2) We calculate the "internal strength" of the Hero, which depends on his attack and defense. Hero_Power = sqrt((1 + 0.05*att)*(1 + 0.05*def));

3) The total army strength is equal to the product of the Hero's "internal strength" and the army strength. Army_Power = floor(Hero_Power*PA);

4) We calculate the strength of the neutral army. To do this, you need to know their exact number. We do not take into account the probability of the appearance of an upgraded unit. Neutrals_Power = N*Neutral_AI_Value, where N is the number of neutrals, Neutral_AI_Value is the strength of the neutral in the unit;

5) We find the ratio k = Army_Power/Neutrals_Power;

Note.
The number k is placed in a memory area of 4 bytes (in short, it is truncated from Extended to Single), and then reloaded into the st register of the mathematical coprocessor (in short, it is expanded from Single to Extended), which entails a slight distortion of this coefficient, but this fact can almost always be ignored.

6) We find the "relative army strength" SF of the Hero:
a) If k >= 7, SF = 11;
b) If 1 <= k < 7, SF = floor(2*(k - 1)) - takes values from 0 to 11 (not to 10!);
c) If 0.5 <= k < 1, SF = -1;
d) If 0.333 < k <= 0.5, SF = -2;
e) If k <= 0.333, SF = -3.

7) If the Hero's army contains the same creatures as in the neutral army, or their upgrades, the charisma increases by one (let's call such creatures in the Hero's army recruiters);

8) If the number of recruiters is strictly greater than the total number of other warriors in the Hero's army, then the charisma increases by another unit, and it does not matter whether the recruiters are in one or more units;

9) Each level of Diplomacy (Diplomacy_Level) increases charisma by one unit. Diplomatic artifacts (as well as morale and other modifiers not mentioned here) do not increase charisma;

10) At the Easy level, the Hero receives a free unit of charisma (due to a hidden basic level of diplomacy) even at birth. Computer players are deprived of this advantage (in general, the scheme for joining neutrals is slightly different for them).

Let's call the sum obtained in points 7-8 sympathy (Sympathy, ranges from 0 to 2).

Note. Joining magma, ice, and energy elementals will not be helped by earth, water, and fire elementals (sympathy does not increase).

Thus, the scheme described above is perfectly consistent with the material from AmberSoler, with the exception of the point about the distribution of recruiters and the fact that the presence of units from only one castle in the Hero's army somehow affects charisma.

So, we find the charisma: Ch = SF + Diplomacy_Level + Sympathy.

9) If Ch >= X, the neutral unit will join:
a) for the sake of the idea, if Sympathy + Diplomacy_Level + 1 >= X;
b) for money, if Sympathy + 2*Diplomacy_Level + 1 >= X.

Note. X is an integer, as is the charisma Ch.
The minimum value of X is -4 (for docile neutrals), the maximum is 10 (for bloodthirsty units).
Charisma Ch ranges from -3 to 16.

P. S. Thus, if the hostility of the neutral unit is greater than 6, then you will never be able to join it for free (2 + 3 + 1 = 6). If the hostility is greater than 9 (i.e., if the unit is bloodthirsty), then you will also not be able to join it for money
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#364
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AlexSpl;202405
The art of diplomacy, or what is a Hero's charisma.
Note: X represents a whole number, just like the charisma of Ch.
The minimum value of X is -4 (for compliant neutrals), and the maximum is 10 (for bloodthirsty units).
The charisma of Ch ranges from -3 to 16.
I'm not so sure about the downsides... the level of bloodlust for neutrals is set by the editor - from 0 to 10.

And if you don't delve too deeply into the numbers and calculations, then the hero's attack/defense influence diplomacy, while magic has no effect!
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
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#365
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2Captain: Nevertheless, that's how it is. For example, susceptible units have -4 hostility, and the minimum charisma value is -3, meaning that such units will always join and do so for free: both joining conditions are met. The number X is not exactly the hostility value set in the editor. You can verify the information in my previous post using the traffic light method. Diplomacy is one of the most useful secondary skills.

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