Skip to content

Posts from A guide to Heroes of Might and Magic I!

5.0 (3 ratings)
In reply to VDV_forever
User Avatar
Auto-translated
Good day, dear fans of Heroes 1!

January 17, 2009. The 21. Ranking table of the best online players in Heroes 1 section has been updated with the 2008 ranking, based on materials from 2 resources: www.heroesworld.ru and www.heroesportal.net. The ranking on these resources is maintained by Kamikaze and Sub-Zero, respectively, and they deserve all the praise for that.

Unfortunately, on the www.hommportal.ru resource, only one tournament was held in 2008, and the ranking for the year was not calculated, which is a pity…

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
In reply to VDV_forever
User Avatar
Auto-translated
Good day, dear fans of Heroes 1!

January 23, 2009 Section 24, "The History of the Creation of Heroes of Might and Magic 1 (Download the game)," has been added to the reference guide. This section contains material gathered from more than 7 online sources, as well as a chronological account of the events of that time.

In this section, the ability to download the game has also been added, which may become available (we very much hope so) immediately after the approval of the letter from the Heroes community, fans of Heroes 1, which will be addressed to Buku in March. I urge all fans of Heroes 1 to read the letter and support this idea.


Three new sections: 22. Hotkeys, 23. History of Heroes of Might and Magic 1, and 24. History of the Creation of Heroes of Might and Magic 1 (Download the games) are now available on every page of the site.

A file (Changes to the Reference Guide V_3.0) has been added, which will contain all your changes and additions that will be included in the next version of the site.

More details here: http://handbookhmm1.narod.ru/news.html

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
User Avatar
Auto-translated
Important: during the game, I found out that the heroes appearing in the computer-controlled taverns have an army different from the army of the hero appearing in the player's tavern!
PS: Well, the fact that the computer sometimes manages to "dig up" heroes that are already in the player's tavern is probably known to everyone.

Индивидуальный и клановый рейтинги Heroes World
Handmade
User Avatar
Auto-translated
Using authoritative sources, it was discovered that not only
heroes appearing in the computer's taverns have an army different from the army of a hero appearing in a human's tavern!
but also
posted by Catch
The computer can dig up not only a different army than a human's hero, but any army at all. That is, the army of a hero dug up by the computer is always random. Moreover, this is characteristic not only of the first, but also of the second heroes

Индивидуальный и клановый рейтинги Heroes World
Handmade
Auto-translated
to Kami, I noticed that too. But I didn't think it was important and assumed I was mistaken.
In reply to Монца
User Avatar
Auto-translated
I was reading your guide the other day. I was interested in Heroes of Might and Magic I – I wanted to see what it was like at the beginning.
So, I wanted to point out that there seems to be a syntax error on this page. It says:
handbook_homm1

Barbarian castle objects
....................................
Lair Produces 5 wolves weekly. 1000. Requires a hut
Ogre House Produces 5 wolves weekly. 1000. Requires a hut
It might not be critical, but just in case...

Думающий поймет. Действующий совершит. Дорогу осилит идущий ©
In reply to Kamikaze
User Avatar
Auto-translated
Kamikaze
Important: during the game, I learned that the heroes appearing in the Tavern of the Hive have an army different from the army of the hero appearing in the Tavern of the Castle!

I completely agree, I've seen it myself. I'll add to that.;)
Kamikaze

PS: Well, and the fact that the computer sometimes manages to "dig up" heroes sitting in the Castle's Tavern, I think everyone already knows.

It's known, but I haven't seen it even once:o .
Can you make 2 saves:

1st, where there are 2 heroes in your Castle;
2nd, where, when the turn changes, i.e., on the next day, one of the heroes who were there before is missing.

Of course, not from day 7 to day 1:p

As soon as I see it, I'll add it, but it seems like it goes into the bugs...
Catch

The computer can "dig up" not only a different army for a hero from the Castle, but any army at all. That is, the army of the hero "dug up" by the computer is always random.

In fact, not always. In some cases, the hero hired by the computer will always have the same army. I couldn't find a pattern in the saves. I can show it with an example after the Tournaments.

Sincerely, VDV_forever

Added 7 minutes ago
Dr Motor
I once read your handbook. I was interested in something about Heroes of Might and Magic 1 - I became curious to see what it all started with:)
So, I wanted to say that there seems to be a syntax error on this page, it says:

It might not be critical, but just in case...

I would give 2 pluses, but the limit is set by the rules;).
Thank you very much, you noticed correctly, I will add it here soon, http://handbookhmm1.narod.ru/V_3.1.html, and then I will fix it.:smile02:

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
In reply to VDV_forever
User Avatar
Auto-translated
I just remembered that the guide lacks information about when (in what situations) defending units receive a defense bonus during a siege. Is no one interested in this?
In reply to AlexSpl
User Avatar
Auto-translated
AlexSpl
I just remembered that the guide lacks information about when (in what situations) defending units receive a defense bonus during a siege. Is no one interested?

Of course, it's interesting! I would be very grateful to you!:smile03:

We had a small discussion (on ICQ) the other day, which boiled down to what the actual probability is for a hero to gain a specific skill.

That is, what is currently in the guide: http://handbookhmm1.narod.ru/11.html (Based on materials from www.rahem.pisem.net)

The information on another resource: http://hommworld.grantpalin.com/Homm/heroes.html is completely different.

No one can say for sure what the actual probability is:smile32:

I ask for your help with this difficult question. I really want to get reliable information. To be honest, I have doubts about both sources...

Sincerely, VDV_forever

Added after 21 hours 13 minutes
Good day, dear Heroes 1 fans!

January 30, 2009, changes were made to the guide that were suggested by you. The implemented points are shown in strikethrough.

I would like to express my gratitude to GrayFace, Alex_R, Kamikaze, Zelya, Dr Motor, ThatOne for their additions, clarifications, and ideas!

News

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
User Avatar
Auto-translated
Siege in Heroes of Might and Magic I

As you know, the fortress wall occupies the fifth vertical line of the siege arena and consists of five destructible sections (towers). Each section provides protection to the defending units from ranged attacks and can be destroyed by one or two hits from a siege weapon (catapult). Only those defending units that are located behind the fortress wall receive the defense bonus, i.e., on the 6th or 7th vertical line. Note: a unit on the defending side that occupies two hexes is considered to be located on the n-th vertical line if its right hex is on that vertical line. The bonus is +4 to the Defense parameter and does not depend on the number of undamaged towers. Note: a partially destroyed section continues to provide the aforementioned bonus.

Before we consider the situations in which the defending side receives a bonus, let's examine the defensive ranged tower.

The Defensive Ranged Tower is considered an indestructible unit with a base attack of 2 and damage of (2-3)*k, where k depends on the number of buildings in the Castle: k = 5 + 4*m + n, where
m is the number of warrior dwellings built,
n is the number of other buildings, including the magic guild (always considered one building).
Furthermore, the attack of the ranged tower can be increased by:
- the attack of the defending Hero;
- the level of the magic guild.

Example: Yog (2-1-1-1) defends the Castle Besenji, which has a Hut, a Shack, and a Lair built, as well as a level 3 Magic Guild, a Well, and a Shipyard. Then the defensive ranged tower will have an attack of 2 (base) + 2 (Yog) + 3 (level 3 Magic Guild) = 7 and damage of (2-3)*(5 + 4*3 (three warrior buildings) + 3 (Well, Shipyard, and Magic Guild)) = (2-3)*(5 + 12 + 3) = 40-60.

Thus, the tower is another ranged unit that cannot be blocked or killed. Without a Hero in the Castle, in the worst case, its attack is 2 and damage is (2-3)*5 = 10-15, and in the best case, the attack is 6, and the damage is (2-3)*(5 + 4*6 + 5) = 68-102.

Note: The standard formula is used to calculate the damage, i.e., the tower's damage can be increased/decreased depending on the defense of the attacking unit.

Rules to determine whether a defending unit receives a defense bonus in each specific situation
Let's number the sections from 1 to 5 from top to bottom.

The defense bonus is NOT received:
You can skip this on the first reading

1) when the 1st section is destroyed:
- units behind the fortress wall, located on the 1st or 2nd horizontal line,
when attacked by ranged units from the 1st horizontal line.

2) when the 2nd section is destroyed:
- a unit behind the fortress wall, located on the 1st horizontal line, when attacked by ranged units from the 2nd or 3rd horizontal line;
- a unit behind the fortress wall, located on the 2nd horizontal line, when attacked by ranged units from the 2nd horizontal line;
- a unit behind the fortress wall, located on the 3rd horizontal line, when attacked by ranged units from the 1st or 2nd horizontal line;
- a unit behind the fortress wall, located on the 4th horizontal line, when attacked by ranged units from the 1st horizontal line.

3) when the 3rd section is destroyed:
- a unit behind the fortress wall, located on the 1st horizontal line, when attacked by ranged units from the 4th or 5th horizontal line;
- a unit behind the fortress wall, located on the 2nd horizontal line, when attacked by ranged units from the 3rd or 4th horizontal line;
- a unit behind the fortress wall, located on the 3rd horizontal line, when attacked by ranged units from the 3rd horizontal line;
- a unit behind the fortress wall, located on the 4th horizontal line, when attacked by ranged units from the 2nd or 3rd horizontal line;
- a unit behind the fortress wall, located on the 5th horizontal line, when attacked by ranged units from the 1st or 2nd horizontal line.

4) when the 4th section is destroyed:
- a unit behind the fortress wall, located on the 2nd horizontal line, when attacked by ranged units from the 5th horizontal line;
- a unit behind the fortress wall, located on the 3rd horizontal line, when attacked by ranged units from the 4th or 5th horizontal line;
- a unit behind the fortress wall, located on the 4th horizontal line, when attacked by ranged units from the 4th horizontal line;
- a unit behind the fortress wall, located on the 5th horizontal line, when attacked by ranged units from the 3rd or 4th horizontal line.

5) when the 5th section is destroyed:
- units behind the fortress wall, located on the 4th or 5th horizontal line, when attacked by ranged units from the 5th horizontal line.

Of course, the penalty disappears (regardless of the presence of walls) if your ranged units attack while located on the (5-7)th vertical line, and also if the defending units are not behind the fortress wall, i.e., on the (1-5)th vertical line.

In other words:

Let the ranged unit be on the horizontal line with number N and any vertical line V < 5, then:

1) if the tower on this horizontal line is destroyed, then the ranged unit attacks without penalty against units opposite, above, and below (N - 1, N, N + 1).
2) if the tower is destroyed on one horizontal line above or below the ranged unit, then the ranged unit attacks without penalty against units on the two horizontal lines following the destroyed tower with numbers:
a) N - 2 and N - 3, if the destroyed section is above the ranged unit;
b) N + 2 and N + 3, if the destroyed section is below the ranged unit.
3) when the central tower is destroyed, the extreme ranged units (1st and 5th horizontal line) can additionally attack units on the 5th and 1st horizontal lines without penalty, respectively.
4) in all other cases, ranged units attack with a penalty.

The first screenshot demonstrates rule #1.
The second screenshot demonstrates rule #2.
In the third screenshot, the central unit of hydras, strangely enough, receives a +4 bonus to defense (rule #4), and the top one does not (rule #2)!
In screenshot #4:
a) trolls attack without penalty only the hydras on the 5th horizontal line (rule #3, no central tower);
b) archers attack without penalty units #2, 3, 4 according to rule #1 and unit #5 according to rule #2;
c) centaurs attack without penalty unit #1 according to rule #3 and units #2, 3 according to rule #2;
d) druids in this situation attack all enemy units without penalty (units #1, 2 according to rule #2; units #3, 4, 5 according to rule #1);
e) orcs attack without penalty only the hydras #4 and #5 (rule #2).
In the fifth screenshot, none of the defending units receive a bonus, because the druids are already "on their territory" (5th vertical line). If they were one vertical line to the left, the goblins and orcs would feel much better, but the hydras would still not receive a bonus (rule #1).
User Avatar
Auto-translated
2VDV_forever:

Regarding the probability of gaining skills in HoMM I (v1.1, Book)

Knight
2: 20% 60% 10% 10%
3: 60% 20% 10% 10%
4: 20% 60% 10% 10%

5: 25% 25% 25% 25%

6: 20% 60% 10% 10%
7: 60% 20% 10% 10%
8: 20% 60% 10% 10%
9: 20% 60% 10% 10%

10+: 25% 25% 25% 25%

Barbarian
2: 70% 20% 5% 5%
3: 20% 70% 5% 5%
4: 70% 20% 5% 5%

5: 40% 40% 10% 10%

6: 70% 20% 5% 5%
7: 20% 70% 5% 5%
8: 70% 20% 5% 5%
9: 70% 20% 5% 5%

10+: 40% 40% 10% 10%

Sorceress
2: 5% 5% 20% 70%
3: 5% 5% 70% 20%
4: 5% 5% 20% 70%

5: 10% 10% 40% 40%

6: 10% 10% 30% 50%
7: 10% 10% 50% 30%
8: 10% 10% 30% 50%
9: 10% 10% 30% 50%

10+: 20% 20% 30% 30%

Warlock
2: 5% 5% 70% 20%
3: 5% 5% 20% 70%
4: 5% 5% 70% 20%

5: 10% 10% 40% 40%

6: 10% 10% 50% 30%
7: 10% 10% 30% 50%
8: 10% 10% 50% 30%
9: 10% 10% 50% 30%

10+: 20% 20% 30% 30%

It is interesting to note that after the ninth level, the Sorceress and Warlock develop in exactly the same way!

Other observations:
As you know, the minimum damage in the game is 1 HP, and the maximum damage that can be inflicted by one unit (even if it is 1000 dragons) is 32000 HP (excluding Djinns with their ability). Although dragons can deal 64000 HP with their fire breath.
The bonus damage for attack skill superiority is also limited from above, and the bonus for defense skill superiority is limited from below (I already wrote about this).
In reply to AlexSpl
User Avatar
Auto-translated
Dear AlexSPL, your material is simply unique!

Thank you very much for this comprehensive information on castle sieges, as well as on the probability of gaining skills; it will definitely be published in the reference guide!
I even think that this material (on castle sieges) should be made into a separate chapter.


1) Perhaps you could dispel all the speculation about the catapult? That is, it currently states that the catapult:

“One or two hits from the catapult are required to destroy the walls.
Note - The hits of the projectiles and their number for destroying the walls are random. The catapult cannot miss, i.e., it cannot inflict no damage.”


Recently, I have the feeling that this information is not correct, since there is some kind of pattern.

In total, there are 5 towers and 4 walls between them (counting from top to bottom).

In the first round, the catapult shot destroys either tower 2 or tower 4 (100%), as well as wall 2 or wall 4!
It has also been noticed that if a tower is destroyed in the first round, in the second round, the walls adjacent to this tower will remain intact, because the catapult will fire at the opposite end!
The destruction of the walls themselves, in my opinion, directly depends on the number of buildings constructed in the castle. That is, the more buildings, the higher the probability that the catapult will break through a wall rather than a tower with the first shot! The probability that, with a fully built castle, the catapult will break through a wall in the first round is almost zero.
These are my thoughts.

2) Regarding the question about the probability of gaining skills.
This is the third version I have seen. But it seems to me to be the most accurate, so section 11 will be completely rewritten according to your figures.

How did you determine these dependencies? Not by countless trials, surely. I would be very grateful if you revealed this secret. It is a mystery to me.

P.S. I am amazed by your deep knowledge. After studying your material today and testing it in practice, I realized that I still have a very, very long way to go before I fully understand the game…

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
In reply to VDV_forever
User Avatar
Auto-translated
2VDV_forever:
1) I'll try to figure out the catapult issue. I also noticed that it initially targets the second or fourth tower (it would be better to avoid the term "wall" to prevent confusion);

2) The rules were obtained using the Oracle (there aren't that many variations), and the probabilities were taken directly from the source code. Otherwise, I would have had to run a lot of tests (and that's assuming that the probability of gaining skills doesn't alternate, although in reality, it does!).

P. S. I spent a very long time searching the internet for any information about Heroes, collecting it bit by bit. I still have a stack of printed materials at home (back then, I didn't have my own computer). Of course, I would have liked to find everything at once and in one place :) But, alas... And now we have an entire website dedicated to this wonderful game! Thank you for creating this reference guide!

So, having a good understanding of the game mechanics is, of course, great. But, as you yourself understand, tactics and strategies for successful gameplay are much more interesting. I suggest systematizing the known tactics for conducting battles, strategies for developing cities, etc., and adding them to the reference guide. This would be a great gift for all fans of "Heroes I"!

I've been looking for a long time for a monumental artistic work about Heroes I (something like "How I Became a True Warlord of Erathia" by milordvsk)! Can you help me with that?
In reply to VDV_forever
User Avatar
Auto-translated
VDV_forever

In total, we have 5 towers and 4 walls between them (counting from top to bottom).

In the first round, a catapult shot destroys either the 2nd or 4th tower (100%), as well as either the 2nd or 4th wall!
5 towers + 4 walls = 9 points. But we only have five. A wall is just an image. It's a component of the tower (like a tower has 2 HP, which can be destroyed in one or two hits).

Индивидуальный и клановый рейтинги Heroes World
Handmade

Statistics

Welcome our newest member: Emil