Skip to content

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

5.0 (1 rating)
User Avatar
#1
Auto-translated
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
User Avatar
#383
Auto-translated
I think you can calculate the number of stacks yourself. It directly depends on the hero's army strength. I might not be able to do it with 100% accuracy, but I'm sure that using formulas, it won't be a problem...
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
User Avatar
#384
Auto-translated
2 Ley
It certainly depends on the strength of the hero's army. However, there are also some "corrective coefficients." At a minimum, these are the coordinates of the battle point, which can change the number of stacks. Of course, 7 stacks won't come from 1, but two are quite possible. Therefore, based on the strength of our army and the neutral army, we can only determine the INTERVAL of the number of stacks (a range of either 1 or 2 units). It is also interesting to consider the factor of transferring the correction coefficient to the number of stacks from one map to another. There is an opinion that on maps of the same size (and possibly even different sizes), the correction coefficient for the number of stacks is the same at points with the same coordinates. However, whether this is actually the case is something I don't know. If so, then knowing the exact coordinates, the strength of our army, and the strength of the neutral army, we can really predict the number of stacks. But this is only if there are no other factors, such as the influence of the type of aggressiveness of the neutral troops, and if there is no dependence on the specifics of the hero with our troops...

Орден Фениксахаризматический :) лидер
User Avatar
#385
Auto-translated
It seems like AmberSoler has abandoned the guide. If you know English, it might be interesting to check out a similar work by Rainalcar from a friendly Heroes community forum.
In reply to AlexSpl
User Avatar
#386
Auto-translated
AlexSpl
It feels like AmberSoler has abandoned the guide.
It seems a bit harsh, in my opinion... ;) Work is being done as time allows. But I can't update the archive after every comma I add... :) Most of the above has already been reflected in the guide; some issues (such as the distribution of archers within stacks) are not fully covered due to a lack of reliable information – I haven't tested this myself, so I can only refer to the authors (Tourist, Maximus, etc.).
Сначала было слово...
FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

In reply to AmberSoler
User Avatar
#387
Auto-translated
http://homm3world.narod.ru/

Another update to the reference guide is available for everyone who still tries to stay up-to-date. :)

Several new articles have been added, and all corrections and additions to the text that I received from fans and professionals of the game have been made. Thank you to everyone who sends their comments and shares their observations on the topic.

For my part, I try to reflect all the new information I receive. Unfortunately, not always promptly - but nevertheless, as enough information accumulates, it will definitely find its place in the reference guide.

I also added some graphics - now the units, artifacts, and secondary skills are a little more visually appealing. Although the book has become quite a bit heavier as a result... :) But I think it won't hurt.

In short, welcome!
Сначала было слово...
FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

User Avatar
#389
Auto-translated
On page 7, the names of two heroes seem to be listed incorrectly. Instead of Laretta, it should be Labeta. Instead of Borgus, it should be Boragus.
User Avatar
#390
Auto-translated
1.1 Skills, troops, and hero specialization at the start

1. Why is the maximum MP for Beastmasters and Witches equal to 1700 (which corresponds to SCS = 6)?
I believe it should be 1560 (Gnolls - 4).
2. Vistan - current: 1560 1560, should be: 1630 1630 (specializes in Lizardmen)
3. Verdish - current: 1700 1700, should be: 1560 1560
4. Boragus - current: 1630 1630, should be: 1560 1630 (Orc unit possible)
5. Kilgor - current: 1630 1630, should be: 1560 1630 (Orc unit possible)
6. Adrien - current: 1630 1630, should be: 1560 1560
7. It would be good to change the names of some creatures (such as LightCrossbowman or PrimitiveLizardman).

1.10. Probability of spell drops in the city's magic guild (a separate calculation is performed for each slot in the guild of mages), %

1. The sorting does not affect the columns with percentages, which leads to amusing results: for example, after sorting the spell level in ascending order, the probability of Haste dropping in Inferno becomes zero, etc.
2. The given figures were most likely taken from the game's resources and do not provide an idea of the probability of a specific spell dropping in the guild, i.e., they do not help answer, for example, the question: what is the probability that Haste will actually appear? Respected Ecoris (from the hero community) calculated the real probabilities of spells appearing in the guild, and he deserves respect for that. I checked it yesterday, just in case - everything is OK. The image is in the archive.

5.12. Berserk. Nuances of attack and defense
It can be added that flying units under Berserk:
a) do not see obstacles, which causes them to skip turns when they actually cannot land;
b) do not calculate distances on the battlefield in a completely normal way.
In reply to AlexSpl
User Avatar
#391
Auto-translated
AlexSpl

7. It would be good to change the names of creatures (such as LightCrossbowman or PrimitiveLizardman).
+1! This also applies to goblins.

1. In the artifact properties for diplomacy, the description states Diplomancy +x. In reality, these artifacts only reduce the cost of surrender and nothing more.

2. Mutara and Mutara Drake have an incorrect starting number of troglodytes listed. It says 30-40 (like everyone else), but in reality, it can be as low as 17. :confused: And the number of eyes is not indicated. Do they not appear? :confused:
In reply to AlexSpl
User Avatar
#392
Auto-translated
AlexSpl

1. Why is the maximum MP for Beastmasters and Witches equal to 1700 (which corresponds to SCS = 6)?
The tests were conducted on TE (where you can see the numerical values of the movement reserve), so there may be discrepancies here - if SoD and TE have different source files.
AlexSpl

1. Sorting does not affect the columns with percentages, which leads to amusing results: for example, after sorting the spell level in ascending order, the probability of Haste appearing in Inferno becomes zero, etc.
You just need to select the entire range (the entire table) for sorting. Then everything will work correctly - you most likely only selected the first two columns, which led to the distortion. This is a feature of Excel, so all questions should be addressed to a certain Gates... :)
AlexSpl
The image is in the archive (see the attachment, the image can be enlarged).
Where exactly can I see the archive?
AlexSpl

b) The distances on the battlefield are not calculated in a completely standard way.
How exactly is this calculation done?

Added 10 minutes ago
Dirty_Player

1. In the properties of artifacts for diplomacy, the description says Diplomancy +x. In fact, these artifacts simply reduce the surrender price and nothing more.
Yes, of course... I was transferring this from an old archive - there were times when the effect of these artifacts was not entirely clear... :) I will fix it.
Сначала было слово...
FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

User Avatar
#393
Auto-translated
I've edited the previous post and added a link to the archive. More details about Berserk can be found in the online "Round Table" section. I don't remember exactly where. I'll send you the link later if you can't find it. Why hasn't the "Diplomacy" section been updated?

Added 26 minutes ago
Berserk
here and here, and a note on the next page.

Diplomacy
here
Adding information about X:
Compliant: X = -4
Friendly: X = 1..7
Aggressive: X = 1..10
Hostile: X = 4..10
Savage: X = 10
In reply to AlexSpl
User Avatar
#394
Auto-translated
AlexSpl
Why hasn't the "Diplomacy" section been updated?
Okay, I missed that question, sorry. I need to look into it... :)

Regarding the Berserker, I will definitely update the article, and I'll include the screenshots you provided in the other thread. It's interesting and very useful information.

P.s. I understand that you have a lot more to say on the topic, as you're digging quite deep into the source code... :) I'd be glad to hear it.
Сначала было слово...
FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

User Avatar
#395
Auto-translated
Here is the material about game time and related events (a revised version of my article in English):
WEEK/MONTH EVENTS
Week events:
1. No growth weeks happen with 75% probability, while +5 growth weeks happen with 25% probability. As a consequence, there is a 0.2% probability for a specific creature +5 growth week (there are 126 possible creatures in total).
2. There can never be a double growth week.
3. There can never be a week of neutral creatures.
Month events:
1. No growth months happen with 50% probability, double growth months happen with 40% probability, and plague months happen with 10% probability.
2. Only the following creatures may experience double growth: Serpent Fly Griffin Centaur Gremlin
Hobgoblin Gog Troglodyte Harpy
Lizardman
Pegasus Wolf Rider Wight
Imp
As a consequence, there is a 3.3% probability for a specific creature double growth month. The only exception to the rule is when a Grail is built in an Inferno town: all the following months will be Imp double growth months.
3. There can never be a +5 growth month.
If you happen to get a Week/Month of unapgraded creatures whose dwelling you already upgraded in your town, you will not receive a bonus.
Plague months have the following characteristics:
- All unpurchased creatures are cut in half, rounded down.
- All dwellings produce 0 creatures (exception below).
- Any dwelling which has a horde building built is immune to the effects of plague. Thus, a Castle with a Griffin Bastion produces Griffins normally. Similarly with Dwarves, Dendroids, Imps, Cerberi, Skeletons, Gnolls, etc.

I still need to add the conditions for monsters fleeing and becoming offended in the diplomacy section, in case of a refusal to join. I wrote the article in English, so I need to translate it. I will post it tomorrow.

I will search for the material in the archive. I think there should be something else there.
In reply to AlexSpl
User Avatar
#396
Auto-translated
By the way, regarding spells. I did the same calculation myself, but for The Shadow of Death. It seems to be quite similar.
User Avatar
#397
Auto-translated
By the way, regarding spells. I performed the same calculation myself, but for The Eastern Expedition. It seems to be similar.
The difficulty lies in the fact that the game places spells sequentially, and, of course, if a spell appears in a certain slot, it cannot appear again, so P5 = 1 - (1 - P)^5 is an incorrect formula.

For probabilities, you need to calculate a sum of this type:

P5 = W(0)/S + sum[i = 1..n][W/S * W(0)/(S - W)] and so on. If anyone understands probability theory, please let me know how to simplify this calculation. I found the probabilities using a computer.
In reply to AlexSpl
User Avatar
#398
Auto-translated
AlexSpl
The difficulty lies in the fact that the game places spells sequentially, and, of course, if a spell appears in a certain slot, it cannot appear again, so P5 = 1 - (1 - P)^5 is an incorrect formula.
Why doesn't it work? I calculated it using this formula. I think it should be accurate... Could there be a significant error?