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A program for determining luck/morality in Heroes 3!Auto-translated
2vbn: I forgot the main thing! It only works with the Russian version 4.0. Sorry!
And I wouldn't recommend running quick battles yet (the program simply doesn't have time to process everything). The goal of this version is to demonstrate that the quick battle resembles a real battle. The program handles the log of a regular battle quite well (so far, only problems with weight, defense, etc. have been noticed).
Owners of the English version will have to wait a little.
By the way, I recently noticed that the traffic light also works on WoG (if you choose the SoD 3.2 version). Maybe it also works on TE? :)
A question for AlexSpl. Are there online players who, for the sake of ranking, will use cheating programs if it's impossible to determine that they are cheaters? Most hacking tools are quite complex to use, and cheaters practically don't use them. Now, the LM Oracle program has appeared, which is almost impossible to detect, it is easy to use, and offers significant advantages to the player who decides to use it. Since the program is already known and anyone can use it, there is no guarantee that the opponent will not use it. Accordingly, players must either trust each other or everyone should use this cheating program. Regarding "trusting each other" - unfortunately, many (even highly skilled) players are very distrustful and may well use LM Oracle to ensure that they are on a level playing field. What is your goal in developing such programs? Do you want every online player to use these tools? Don't you think that this will ruin the game and make it uninteresting? I would compare such programs to giving dynamite to children with the words "Look what a cool toy, it explodes wonderfully! Be careful and nothing will happen to you."
There will be no version 3.81. Unfortunately, every method has its limits. Even in a simple battle, it is quite difficult to record, for example, wait or defense. As for quick combat, it is impossible to even record a stack's turn. Obviously, some turns are recorded, but most are not. This program merely observes the game; there is, of course, no feedback whatsoever. So how can one know at which moments a turn will be executed and when exactly the program should "open its eyes to see" (unfortunately, programs also "blink")? Without feedback, is there no way? There is one way out. What if we slow down the process of generating turns, i.e., set a pause of, say, 100 ms after each action on the battlefield, so that the information about the last action is stored longer in RAM? In that case, the program would handle reading turns perfectly and display the entire log of the quick combat.
For the purposes of researching quick combat, I, of course, made such a modification to the executable module. The result was heroes3_SQC ("slow quick combat"). But patching the game just so some third-party program can work better is impermissible. And the traffic light version 3.81 works normally only on the "patched" heroes3_SQC. That's how it is. With replays, it looks like it won't work out :(
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...
2SAG: All versions. I didn't try to implement online support. Besides, Dirty_Player and invisible once tested the online traffic light system. It didn't work for them.
2vbn: There is probably a difference between playing over the internet and over a local network.
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...
so, it will be necessary to disable morality and luck in tournaments to ensure that players are on equal footing, and either change the skills or disable them as well... it's a pity, because the skills were quite interesting...
That's it! We just tested it with vbn, and it really works – morale can be captured, although not in a completely conventional way, and it takes a bit longer, but it works! So, everyone, think about it :D I take back what I said! SAG
This means we'll have to disable morale and luck in tournaments to ensure players are on equal footing, and either change or disable skills as well... it's a shame, because the skills were actually interesting...
We just need to implement the LM patch in the test environment! This will be very useful because it will not only fix the morale issue but also significantly simplify the process of replaying turns in case of a disconnect (everything is replayed down to individual damage points, luck rolls, and even master djinn casts).
As is known, Wisdom and Magic School can be offered to Heroes 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, in the worst case, can be obtained at level 12. Expert - 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 2 + 6 = level 8, and so on.
General rules Might (Might Hero)
Wisdom. If Wisdom is offered to a Might Hero at level i, the next level will be offered no later than level (i + 6). Magic School. If any Magic School is offered to a Might Hero 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 Wisdom is offered to a Magic Hero at level i, the next level will be offered no later than level (i + 3). Magic School. If any Magic School is offered to a Magic Hero 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 Magic School must be offered forcibly. Then Wisdom has priority over Magic School.
Are there any other patterns?
SAG claims that, in addition to Wisdom and Schools, there are other groups of skills that work according to the same principle. But he cannot provide specific data.
LM Oracle 3.90 beta Displays the spells that become available in the magic guild for any town: Right-click on the list - Find Towns - double-click on the town number.
Disadvantages: 1) May find irrelevant results (haven't figured out how to count the number of towns yet); 2) Does not identify the town type.
LM Oracle 3.90 beta Displays the spells that become available in the magic guild for any town: Right-click on the list - Find Towns - double-click on the town number.
It's a pity that the new version of the program doesn't display spells for the first installment of the Heroes series. :(