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

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In reply to Kamikaze
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#617
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AlexSpl checked today, in real-time mode, that the program (for Heroes 1) incorrectly determines the number of MP of the heroes killed in battle, who then appear in the tavern. :(

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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#618
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2VDV_forever: "Clouds" can be obtained by artificially guiding the program along the desired branch. 2Dirty_Player: Thanks for the Conflux, I'll take a look. And the morale and luck of units that attack multiple enemy units at once (dragons, hydras, etc.) shouldn't be predictable (I haven't implemented it). 2Kamikaze: If possible, could you provide more details? 2VDV_forever: Also, if it's not too much trouble, could you provide more details? The program simply reads the MP value from memory. Before the redemption, the killed Hero's MP may not be initialized/filled with "garbage" values, etc.
In reply to AlexSpl
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#619
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AlexSpl
2Kamikaze: If possible, please provide more details.
I don't know how to provide more details. When I hover the cursor over the unit being attacked, a number appears. However, the actual damage dealt during the attack is different.

Индивидуальный и клановый рейтинги Heroes World
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#620
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AlexSpl
2VDV_forever: You can obtain "Tuчки" by artificially guiding the program along the desired path.

How is that possible?:confused: Could you please explain in more detail.
AlexSpl

2VDV_forever: Also, if it's not too much trouble, could you elaborate. The program simply reads the MP value from the RAM. Before the hero is recruited, it may not be initialized or filled with "garbage" values, etc.

Here's the situation (as an example):

1) I observe the MP of the computer-controlled hero, Luna-Sorceress, using the program. It corresponds to the value that the program displays!

2) I kill the computer-controlled hero, Luna (Luna's army consists of dwarves, which slow her down, and fairies). I look at the program, and the MP values have increased, as if Luna had just appeared in the tavern with only fairies!

3) I resurrect Luna, and what do I see? In addition to the fairies, she also has dwarves:eek:, even though the program said that there shouldn't be any dwarves:smile38:

4) As soon as I recruit her, the value in the program changes again to the correct one, i.e., the MP that corresponds to the Sorceress with fairies + dwarves.

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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#621
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Wlk777
Dude, sorry for the off-topic, but how do I install an animation speed booster? After reinstalling Windows, it seems to have disappeared...
You know what... I wouldn't even recommend it, because if you're not too bothered by watching the monsters move during combat, it's better not to install it. The animation speed boost is artificial and interferes with the gameplay, specifically affecting the chance of morale/luck, the amount of damage dealt, and the activation of monster special abilities!
In reply to Alex_R
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#622
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Alex_R
You know... and I wouldn't even advise you to do it, because if you're not too bothered by watching the movement of monsters in battle, then it's better not to install it, as the animation speedup is artificial and interferes with the gameplay, specifically, it affects the chance of morale/luck, the amount of damage dealt, and the activation of monster special abilities!
Where did you get this information?
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#623
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Alex_R
You know... and I wouldn't even advise you to do it, because if you're not too bothered by watching the movement of monsters in battle, then it's better not to install it, as the animation speed increase is artificial and interferes with the gameplay, specifically, it affects the chance of morale/luck, the amount of damage dealt, and the activation of monster special abilities!
It doesn't bother me, but I think it's best to respect your own and others' time as much as possible. And regarding everything else - where did you get this information from? :confused:
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#624
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As is known, Heroes can be offered Wisdom and a Magic School in the general order (in a random order, based on the probability table for secondary skills for a specific Hero class, as with all other skills) and forcibly. If a Might Hero has not been offered Basic Wisdom in the general order by level 6, it will definitely be offered to him at level 6. Advanced Wisdom, in the worst case, can be obtained at level 12. Expert Wisdom – at level 18. If Wisdom was offered, for example, at level 2 in the general order, then the Might Hero will be able to choose its next level no later than level 2 + 6 = 8, and so on.

General rules
Might (Might Hero)

Wisdom. If a Might Hero is offered Wisdom at level i, the next level will be offered no later than level (i + 6).
Magic School. If a Might Hero is offered any Magic School at level i, the next level (Basic, Advanced, Expert of one of the four Magic Schools) will be offered no later than level (i + 4).

Magic (Magic Hero)

Wisdom. If a Magic Hero is offered Wisdom at level i, the next level will be offered no later than level (i + 3).
Magic School. If a Magic Hero is offered any Magic School at level i, the next level (Basic, Advanced, Expert of one of the four Magic Schools) will also be offered no later than level (i + 3).

A skill offered forcibly will always be in the left slot. With the exception of the case when Wisdom and a Magic School must be offered forcibly. Then Wisdom has priority over the Magic School.

So, there is a bug (it is precisely a bug) due to which Elementals receive forced levels of Wisdom and Magic Schools not as Magic Heroes, but as Might Heroes. This means, for example, that after receiving Advanced Wisdom at level 4, you will have to wait until level 10, in the worst case, for Expert Wisdom, and not until level 7!

LM Oracle 3.75

2VDV_forever: This means that this number is stored in the memory cell until purchase. There is nothing you can do about it.

2Kamikaze: Are all the parameters set correctly? By the way, the cursor has nothing to do with it. You don't need to hover over it at all. The damage calculation depends only on the parameters you entered.
In reply to Wlk777
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#625
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In the topic Rules for online games in HoMM3 and formulas for calculating rating there is a link to animation accelerator
Клан Homo homini

Charity suffereth long, and is kind; charity envieth not; charity vaunteth not itself, is not puffed up,
Doth not behave itself unseemly, seeketh not her own, is not easily provoked, thinketh no evil;
Rejoiceth not in iniquity, but rejoiceth in the truth;
Beareth all things, believeth all things, hopeth all things, endureth all things. Charity never faileth...
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#627
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Wicc
Where did you get this information from?
Well, it was discussed back in the fall, I think, but basically:
the morale drop, the amount of damage, and the activation of abilities depend on a certain variable that changes during the process, between the moment your unit is activated and the moment you click for it to act...
The computer always makes moves without thinking, and its actions are repeated, but when you consider your move, you can change the future outcome of the battle...
In general, I didn't fully understand it myself, but I know that everyone who uses accelerated animations has interfered with the game structure:smile26:

In one offline tournament, vbn discovered this bug in the cranim.txt file, which was later equated to a cheat program that changed the game structure, and the player's result was annulled (and he was the winner of the tournament)...
here is this topic

And then there was this topic, pay closer attention around page 48
In reply to Alex_R
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#628
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Wicc
Where did you get this information from?
The original cranim.txt file does not affect the drop rate of morale/luck, but if you edit it in the right way, then miracles will start to happen, and Alex R is partially right...
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#629
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A new version of the traffic light program is ready (LM Oracle 3.79). It includes: - Significantly accelerated the process of building the skill tree and searching for skills (+15 levels - less than one second, +20 levels - around 10 seconds (HoMM III), 30-40 seconds (HoMM II)! Previously, a tree with +20 levels took 6-8 MINUTES to build!); - Fixed a memory leak when repeatedly building large trees; - It has become more convenient to work with the skill tree. I decided to resume work on the program after reading the topic "On the internals of offered skills when leveling-up a hero" (Heroes community). I recommend everyone interested to read it!
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#630
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LM Oracle 3.80f (zip archive, 221508 bytes)

The number of trees is limited for each specific set of secondary skills allowed on the map. Specifically, there are only 255 of them. This means you can predict your Hero's development by comparing the skills offered at each level-up with the trees from a pre-created database.

Let me explain: for example, for Crag Hack, there is only one tree where he is given Diplomacy at the second level. This means that if this happens (the chance is 1/255), then all other level-ups will no longer be a secret for you. With Logistics, it's a bit more complicated: you need to wait a little to understand what tree is in front of you.

The new version allows you to build any tree (Options -> Research Mode) and shows the number of the current tree.
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#632
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It doesn't work... It doesn't write anything at all...

OS - Windows 2000,
Heroes Version: 4.0 (English)
Cranim.txt is missing.
Attachments 1
1 file attached • Total size: 118.7 KB
Клан Homo homini

Charity suffereth long, and is kind; charity envieth not; charity vaunteth not itself, is not puffed up,
Doth not behave itself unseemly, seeketh not her own, is not easily provoked, thinketh no evil;
Rejoiceth not in iniquity, but rejoiceth in the truth;
Beareth all things, believeth all things, hopeth all things, endureth all things. Charity never faileth...