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

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20 years ago
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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
17 years ago
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the formula for calculating attack/defense for monster experts: Def = Def(bas)*(1 + N/n*0.05) should be changed to a more accurate one: Def = Def(bas)*(1 + [N/n]*0.05), where [] represents taking the integer part of the number.

What is the size of the backpack? I counted 64, and nothing more fits in it.
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17 years ago
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FizMiG, p. 66
In order for a unit stack to be affected by the Hypnosis spell, the total number of hit points of the R units in this stack must be at least: R=(SP*25+50)*(1+[N/n]*0.03) ...
This doesn't make sense.
It seems that it should have said "...no more than..."

For the "spells used in HMM III" section, the same applies.
17 years ago
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I have a question and a comment. Question: aren't crystal dragons considered "undead" monsters like golems and gargoyles? The help section states that these dragons are essentially animated statues (like golems and gargoyles). Comment: 2 ifrits are not the best army for the first week. They are inferior not only to a monster with 3 moves but also to ten upgraded elves with centaurs and fifteen storm riders with fairies. I tested this on the same map.
17 years ago
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I meant an army for Inferno; you won't find anything better than two Ifrits.
In reply to Kluka
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17 years ago
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Kluka
FizMiG, p. 66
Doesn't make sense.
It seems that "...no more than..." was meant.
By the way, yes! :) I didn't think there would be logical inconsistencies in this section. Thank you very much - because I believe that this is one of the most important sections of the reference guide!
Dr. VAD
I have a question and a comment. Question: do crystalline dragons belong to the "undead" monsters like golems and gargoyles? The help section says that these dragons are essentially animated statues (like golems and gargoyles).
Let's proceed not from the mythology of the Heroes world, but from physics - that is, from reality... The undead cannot be resurrected - this is a fact, and it is quite explainable. You cannot add life to Golems or Gargoyles. Crystalline Dragons are easily resurrected - hence the conclusion is quite obvious - they definitely belong to the category of living (Alive)... ;)
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17 years ago
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Here's a situation that doesn't fit the cost calculation scheme for Movement Points described in FizMiG: A hero on snow with gremlins has a small number of remaining MP. The hero can make one diagonal step and one straight step. But he can't make a straight step and then a diagonal step! (I can provide the corresponding save file). Apparently, to make a diagonal step possible, the required MP should not be the amount deducted when making that step; in the described situation, it's higher (150 MP vs. 141 MP?). See also the situation with the possibility of a diagonal step on grass always being possible when a straight step is possible; there, fewer MP are required than are deducted (100 MP vs. 141 MP). It's reasonable to assume that the required (and not the deducted!) MP for a diagonal step depend on the terrain (according to FizMiG, taking into account the Pathfinding skill and not taking into account creature affinity). Another test will need to be conducted.
In reply to Kluka
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17 years ago
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In practice, I've noticed the following:
- If a hero has a minimal amount of movement points, they will move diagonally or sideways on grass (regardless of the army composition and secondary skills).
- If a hero is on any terrain with a movement penalty, and has a minimal amount of movement points:
a) A hero with non-native troops and without the "Pathfinding" skill will not move at all!
b) A hero with only native troops and without the "Pathfinding" skill can only move sideways.
c) A hero with non-native troops, but with the "Pathfinding" skill, will only move sideways if the level of the "Pathfinding" skill is less than the terrain penalty.
d) A hero with non-native troops, but with the "Pathfinding" skill, will move diagonally if the level of the "Pathfinding" skill is greater than or equal to the terrain penalty.
Also, don't forget about the hidden properties of monsters, such as the "Nomad," as well as the order of troops in the army, the typical composition, and their influence on the hero's movement...
P.S. I haven't conducted specific tests, so the accuracy of the information is not 100% guaranteed, but the essence is this! :smile13:
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17 years ago
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Kluka
???
Or, when you say "minimum number of movement points," do you mean not 1 movement point, but something else?
In this case, it's literally: "if a hero has enough movement points to move horizontally, then he can also move diagonally - provided there are no movement penalties." That is, either there are no penalties at all, or the hero has a corresponding level of the Pathfinding skill.

The other comments from Alex_R do not contradict my observations, so they have been added where appropriate. :)
Thank you for the information.
In reply to AmberSoler
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17 years ago
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Yes, that's correct. I apologize for not understanding immediately. In my opinion, it's better to write "how many movement points are required for a step" rather than "where you can go with a certain number of movement points," but it's not that important. In the "artifacts" section, due to the chaotic arrangement of artifacts within the group, you missed the Helm of Chaos.
In reply to Kluka
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17 years ago
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Kluka
In the "artifacts" section, due to the chaotic arrangement of artifacts within the group, you lost the Helm of Chaos.
Systematizing artifacts is definitely a task that goes beyond higher mathematics... Well, unless you arrange them alphabetically... :D Thank you for the clarification.
In reply to AmberSoler
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17 years ago
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I noticed a small error, even a minor typo. In the section about units, the differences in characteristics are highlighted in blue. However, this highlighting is missing for the upgraded lizards in the damage column. It might not be critical, but it's still worth noting.
17 years ago
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A question arose that cannot be answered using the manual. In the Thieves' Guild, there are general player characteristics: Builds, Fights, etc. What do they mean?
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17 years ago
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Berserker

It has long been known that units under the Berserker spell sometimes behave rather strangely, specifically: they skip their turn when they could attack. This is because any unit under the effect of the "Berserker" spell can only attack the right hex (for the attacking side) / left hex (for the defending side) of two-hex units. In the screenshot, the Champion under "Berserker" can attack both the Cavalier and the enemy Champion (the distance to both units is the same). The target is chosen randomly (depends on R). So, if the Champion is chosen, the attack will be made (the right hex of the Champion is available for attack). However, if the AI chooses the Cavalier, our Champion will simply skip his turn, because the right hex of the Cavalier is not available for attack in this case (the Champion does not have enough speed). If we remove our second Champion, the skipped turns will disappear (with a probability of 1/2, the enemy Cavalier will be attacked, and even with a decent damage bonus!).

This feature can lead to a battle loop, where two units under "Berserker" remain within reach of each other, but neither unit has enough speed to strike at the "tail".
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17 years ago
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It's interesting why the manual (p. 50) states that the maximum number of stacks during a battle is 6, when some players, including myself, have encountered 7 stacks. And secondly, how do these formulas apply, and how can they help? For example, I have 5 Angels, 25 Vivs, and 50 Archers. I'm attacking a horde of Ifrits. Do I need to know their exact number to calculate the stacks? For example, using Visions, we found out that there are 60 of them. How do I find k? In other words, do I need to sum the health of my stacks to find A?
In reply to Lider1
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17 years ago
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The section related to unit distribution within stacks, which was written in the physics engine, clearly needs further refinement. The number of units seems to be related to their coordinates on the map, and perhaps something else influences it as well... therefore, it is not recommended to blindly trust everything without preliminary testing.

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