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

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#650
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It's a pity that the new version of the program doesn't display spells for the first installment of the Heroes series.
This is temporary.
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#652
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Now, LM Oracle 3.91 displays spells for HoMM I as well (right-click on the city number in the list). Also, bugs from version 3.90 have been fixed.
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#653
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AlexSpl
Now LM Oracle 3.91 shows spells for HoMM I as well (right-click on the city number in the list). Bugs from version 3.90 have also been fixed.

Huge thanks for this new feature in the program! :smile03: Seriously, it often took N amount of time just to find out if the computer's Castle has Dimension Door!: (
Also, can I share a wish... :o
Is it possible to make the program also show how many levels the computer currently has built? This is also a very important point!:smile01:

P.S. When I get back from fishing, I will definitely upload the new version of the program to the directory;)

Regards, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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#654
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Huge thanks for this new feature in this program! :smile03: Seriously, it often took an N amount of time just to find out if the AI's castle had Dimension Door!: (

Thank you so much! I played without this program yesterday—I practically flew into a rage gathering resources to build up magic levels. You go to one AI—no, then you go to another :mad: :smile04: :smile51: Arghhh!!

IT WORKSSS!!!!!!!

Когда я умер, небыло никого, кто бы это опроверг
клан "Vampires"
P.S. ...но против креста Я не пойду никогда...
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#655
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LM Oracle 3.92

I decided to bring back the automatic notation (battle recording): Options -> Combat Manager.

1. The program records the moves of both sides in the following format:
N - number of creatures in the unit;
Type - type of creatures in the unit.

The x-axis is directed vertically down, the y-axis is directed horizontally to the right.

a) N Type [x0, y0] .. [x, y], if the unit moves from hex (x0, y0) to hex (x, y);
b) N Type [x0, y0] .. [x1, y1] @ [x, y], if the unit moves from hex (x0, y0) to hex (x1, y1) and attacks hex (x, y);
c) N Type [x0, y0] @ [x, y], if the unit fires a shot from hex (x0, y0) at hex (x, y).

For example,
a) 3 Devils [3, 15] .. [4, 5];
b) 20 Champions [11, 1] .. [4, 6] @ [4, 5];
c) 87 Archers [5, 1] @ [10, 13].

2. The program records spell casts:
Hero casts "Spell_Name" {[x, y] {@ [x2, y2]}}

For example,
Hero casts "Teleport" [1, 1] @ [10, 10]

3. Limitations:
a) The program does not record "wait" and "defend" commands;
b) The program may not record a computer player's unit move after morale triggers;
c) The program may not record the move of a computer player's unit that starts the battle if there is no delay before the battle begins (e.g., music is disabled).

The text in the Combat Manager window is editable. Clear the log via right-click -> Clear (F8).
Although the program does not keep a full log, it can help with describing long battles.

LM Oracle 3.92

2VDV_forever:
Is it possible to make the program also show how many levels are currently built by the AI? This is also a very important point!
Yes, it is possible. It will be done.

Added after 15 hours 28 minutes
2VDV_forever: I will release version 3.93 today or tomorrow. By double-clicking a city name in the list, the program shows what is built in the selected city. Now it will be easier to restart in an attempt to force the AI to build the desired building.

Added after 20 hours 43 minutes
LM Oracle 3.93

1. [HoMM I] Added the ability to view the buildings of any city on the map by double-clicking its name in the list (information updates automatically on double-click; no need to rebuild the list). It's cool to watch the AI's development;

2. [HoMM III] Fixed a bug in the combat logger (previously, a move immediately after a cast by an AI-controlled hero might not be recorded). However, at high animation speeds, errors still occasionally occur (full synchronization is impossible without feedback);

3. [HoMM III] The size of the combat logger window can now be changed, and the ability to save the log to a text file has been added.

4. Minor UI changes.

Here is an example log (taking a maximum crypt without magic and morale using a level 1 Tower by Dirty_Player):

1 Stone Gargoyle [4, 6] .. [1, 3]
1 Stone Gargoyle [6, 5] .. [1, 1]
1 Stone Gargoyle [6, 8] .. [11, 9]
1 Stone Gargoyle [8, 6] .. [2, 2]
10 Vampires [1, 2] .. [1, 2] @ [1, 1]
10 Wights [11, 2] .. [6, 5]
20 Skeletons [1, 15] .. [5, 13]
20 Walking Dead [11, 15] .. [11, 12]
85 Master Gremlins [4, 10] @ [5, 13]
1 Stone Gargoyle [6, 11] .. [11, 6]
1 Stone Gargoyle [8, 10] .. [11, 7]
1 Stone Gargoyle [1, 3] .. [2, 1]
1 Stone Gargoyle [11, 9] .. [4, 13]
1 Stone Gargoyle [2, 2] .. [9, 1]
10 Vampires [1, 2] .. [1, 1] @ [2, 1]
85 Master Gremlins [4, 10] @ [6, 5]
5 Wights [6, 5] .. [5, 9] @ [4, 10]
20 Walking Dead [11, 12] .. [8, 12]
1 Stone Gargoyle [4, 13] .. [11, 9]
1 Stone Gargoyle [9, 1] .. [7, 1]
10 Vampires [1, 1] .. [6, 2] @ [7, 1]
81 Master Gremlins [4, 10] .. [1, 13]
2 Wights [5, 9] .. [2, 13] @ [1, 13]
20 Walking Dead [8, 12] .. [10, 10] @ [11, 9]
1 Stone Gargoyle [11, 6] .. [11, 1]
1 Stone Gargoyle [11, 7] .. [11, 14]
1 Stone Gargoyle [11, 1] .. [9, 1]
10 Vampires [6, 2] .. [8, 2] @ [9, 1]
20 Walking Dead [10, 10] .. [10, 13]
79 Master Gremlins [1, 13] @ [8, 2]
1 Stone Gargoyle [11, 14] .. [11, 8]
9 Vampires [8, 2] .. [10, 7]
20 Walking Dead [10, 13] .. [10, 10]
79 Master Gremlins [1, 13] @ [10, 7]
1 Stone Gargoyle [11, 8] .. [4, 6]
7 Vampires [10, 7] .. [5, 6] @ [4, 6]
20 Walking Dead [10, 10] .. [7, 11]
79 Master Gremlins [1, 13] @ [5, 6]
3 Vampires [5, 6] .. [2, 11]
79 Master Gremlins [1, 13] @ [2, 11]
20 Walking Dead [7, 11] .. [4, 13]
79 Master Gremlins [1, 13] .. [1, 7]
20 Walking Dead [4, 13] .. [4, 10]

Following that is the baiting of the zombies. It's clear that wherever the turn order is broken — 1) wait, 2) defend.
Thus, it's possible to create a library for taking crypts, gnome cities, swamps, etc. All you need to do is fight the battle, save the log (right click -> Save As...) and send the text file (waits and defense can be written in by hand, though it's optional). I think this is a useful endeavor. Those familiar with chess know the role a library of openings plays, for example.

v3.93
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#656
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Thanks, Alex! Here's my question. Is it possible to create an editor that would read battle logs and graphically reproduce them?
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#657
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2Dirty_Player: Yes, it’s possible. Ideally, the input for the machine shouldn’t be a text file, but a binary one, to make it more convenient. Monsters could be replaced with generic figures, etc. That would be great, of course. But first, we need to refine the logger, which is unlikely to happen due to the lack of synchronization with the game. Although, even as it is, it’s not bad (in case of an error, the log can be manually corrected). Replays in Heroes of Might and Magic V immediately come to mind. Even there, they aren’t perfect. In general, I’m all for it!
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#658
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AlexSpl
LM Oracle 3.93

1. [HoMM I] Added the ability to view the buildings of any town on the map by double-clicking on its name in the list (the information is updated automatically with a double-click; there is no need to rebuild the list). It's cool to observe the development of the AI;


To be honest, this is the most useful tool for use in offline tournaments! By creating such a product, you not only saved a lot of real time for players who spend it making replays, but also made the game in tournaments a more enjoyable experience!

From the entire Heroes community, fans of Heroes 1, we give you our deepest thanks!

I'm off to test it.;)

P.S. I'll post it on the website today and mention it in the news.;)

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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#660
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VDV_forever
Good day.

I tested it, and everything works perfectly!

I posted this great news in the handbook: news

Best regards, VDV_forever

It would also be good to update the instructions in the Programs section.

Когда я умер, небыло никого, кто бы это опроверг
клан "Vampires"
P.S. ...но против креста Я не пойду никогда...
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#662
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LM Oracle 3.95

[Heroes of Might and Magic I]
1. Now, hero names in the list have the color of their kingdom's flag;
2. Double-clicking on a hero's name displays the composition of their army;
3. You can view the skill progression of any hero from the list by double-clicking on the number (first, set the calculation depth).

To update the list, as always, use Refresh (F5).
It's interesting to observe how many troops the AI uses on neutral creatures. And, of course, the program will speed up the search for a hero with the maximum starting army.

[Heroes of Might and Magic II, III]
Now, the depth of skill tree calculation is not limited (Skill Tree Depth -> Max).
Note: for Heroes of Might and Magic II, I don't recommend setting the depth to more than +15 levels.
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#663
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I tested the battle logs. Here's a question. Could you make it so that the troops of the attacker and defender are distinguished by color, ideally by belonging to their respective colors (neutrals in black)? And it's a pity that there's no wait timer. Although I don't think it's really needed.... And also, it would be very nice if the initial setup before the battle was indicated before the log.
For example:

Battle 001
Offenser = Tyris

21 Marksmen
20 Pikemen
1 Pikeman
1 Pikeman
1 Pikeman
1 Pikeman


Defender = neitrals
13 Goblins
13 Goblins
13 Hobgoblins
13 Goblins

Fight.... and so on.

And one more request. Alex, could you add a description of the program in the Help menu, so we don't have to guess what the number 1 and 5 are for? :)
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#664
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The logger version is final because it’s impossible to fix the existing errors and shortcomings. And the color won’t provide anything other than readability. But we can’t save logs in RTF, can we? :)
Why don’t you create a program description in the Help menu?
I’m not good at writing help files...

I’ll add Diplomacy Oracle for HoMM I, and the ability to view chests, campfires, etc. for the first and third games. That’s it. I’m tired (honestly).