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In reply to Javdet
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#32
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Javdet
Yeah, I checked it out, so I'll ask a different question:
If I hadn't miscalculated the numbers, would I have gone for it, especially on level 114...?
I wouldn't have risked it...

We still had to go; there wasn't enough money to rebuild, and the passages were blocked. Besides, we agreed with the opponent on one auto-battle, which we didn't even need:D
Ушел с героев, пока пряники)
In reply to SEM_56
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#33
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SEM_56
So, here's a detailed report on capturing the MAXIMUM Gnomish Stronghold with a level 3 Vistano on map 114.... Thanks for your attention, with respect, SEM_56!!!
Respect and kudos!!!
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#34
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Determining the Size of the Guard at the Spawn Point

I've tested it, and here are the results:
The number of units guarding the passage is calculated using the formula:
V = Vconst + Vrandom
where
Vconst = Value / Price (rounded up to the nearest whole number)
Value - is specified in the template (for creatures = 6000)
Price - is the unit's price (see Physmig)

Vrandom - can be a positive or negative random number, and is chosen from the following range:
(the first number is for non-upgraded units, the second for upgraded units)
Level 1: 9/8
Level 2: 8/7
Level 3: 7/6
Level 4: 6/5
Level 5: 5/4

Level 6 guards do not appear when Value = 6000; to be precise, Liches and Minotaurs do not appear. It doesn't work for Faeries and upgraded Faeries; there are always fewer of them than the formula suggests. Sometimes it doesn't work for Air Elementals and Storms; there are often fewer of them than the formula suggests.

The formula may have the following practical significance.
Example 1
A spawn point spawns Monks; the game shows a number of 20-49.
We calculate 6000/400 = 15
15 +/- 5 = we get a range of 10-20
Applying the interval 10-20 to the interval 20-49, we get that there are exactly 20 Monks, and not 30 or 49.
Example 2
A spawn point spawns Silver Pegasi; the game shows a number of 10-19
We calculate 6000/275 = 21.8 = 22
22 +/- 5 = we get a range of 17-27
Applying the interval 17-27 to the interval 10-19, we get that there are 17-19 Pegasi, meaning that we cannot rely on the minimum or average.
And here's another unpleasant addition:
if the spawn point consists of several squads, i.e., there are several squads along the path, or a passage through an elevator or teleport. And if one of the guard units is level 2, then there is a very high probability (>75%) that the number of them in the squad will be higher than the formula suggests. Instead of 45 +/- 8, there will be 70-80+.
The formula is valid for single guards.
Tested on sm and 8mm6 templates for guards with Value of 3000 and 6000

Please criticize. :smile11:
In reply to Avern
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#35
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Avern
Determining the size of the respawn guard

I tested it, and here are the results...

Please provide feedback. :smile11:

+5
Another negative aspect is the overheated stack:rolleyes:
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Avern
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#36
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It turned out great, kudos.
Just remember that guarding a passage is guarding a passage, and blocking is blocking – don't mix them up.
Also, I doubt I'll be calculating the number of monks using a formula in reality. It's been known for a while that there are 20 of them, not 30 – it's been verified in practice. Once, there were 23, I think, with an upgraded one, which already surprised me. Or maybe the upgraded stack adds to the number, or it's an exception. The same goes for other guards I often encounter – pegasi, wood nymphs, crocodiles, archers, golems – you roughly know the number when you attack. Play more often :)
But in general, I repeat, kudos. Good job.
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#37
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Greying the stack adds to its size.
Generally, guarding respawns is the key to being able to plan the protection of valuable objects, such as Hives. (while the opponent is moving, you can also calculate it ;))
to Kash: of course, practice is the real teacher in the end, but you need some kind of benchmark while you're still learning.
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#38
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Excellent!
Homo Homini :smile03:

Острые копья мы воткнём в небо
Полками затмим горизонты
Знает уже враг не откупиться
От казака ему золотом жёлтым.

Мы выступаем не за трофеев
Ведёт нас вперёд великая вера
Если погибнуть за землю родную
Не побоиться тут каждый быть первым.

Лютая братия будет битва
Сложат былины мудрые деды
А коли останемся в поле навеки
Что-ж, жить нам после - в легендах.
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#39
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Regarding the overpowered stack, I think I might have jumped to conclusions; it needs to be tested. And don't forget about the natural increase in units each week.
In reply to Avern
#40
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Avern

And here's another unpleasant addition:
if a block consists of several units, meaning there are several units on the path, or a transition through an elevator or teleport. And if one of the guard units is level 2, then there is a very high probability (>75%) that the number of them in the unit will be higher than the formula suggests. Instead of 45 +-8, there will be 70-80+.
For single guards, the formula is valid.

Criticize, please. :smile11:

I'll criticize, as requested.
According to the formula, archers should be 40-56, but I've never seen them be 20-49 in the game; it's always 50-99, effectively turning out to be something like 75-85. I haven't noticed any dependence on the type of path and the number of guards on it. In a very recent game, on a path through rough terrain with a respawn point for the opponent, there were 83 of them guarding my secondary objective; there were no other guards there.
The reason for this number still needs to be found.

Otherwise, it's very interesting and may even be applicable to quite experienced players, for example, to determine the size of the total guard force for several objects.

Added after 14 minutes
I couldn't edit the previous post, so I'll have to apologize. I didn't notice that it's not about the Value of the monsters, but about their price. For archers, the formula would then be 52-68. However, this also doesn't match my personal experience.
In reply to Medium_HP
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#41
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Isn't it a problem that the guards at the spawn point have a spread coefficient? Therefore, you can't just divide 6000 by the value of one monster; you also need to multiply it by something else. ;)
In reply to SEM_56
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#42
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SEM_56

For some reason, morale is more common on grass tiles than on other terrains. As a result, the percentage shows that neutral creatures on grass tiles have 1 more morale!!!

All neutral creatures have +1 morale (troops of the same alignment) except for those who cannot have it at all. It seems Sem fights a lot on grass, hence this opinion)
But Nomano took down the gnomish army, well done. And you need to get into online play) that's where the fun is! 34 Lizard Warriors is a powerful army.
РП (Реальное папство!)
*Автосейвы не беру и не даю.

Скачать WT (Чат, античит, одновременный ход) http://www.heroeswt.net/download.php

Награда Лучшему игроку сезона Осень 2009 за Оплот
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#43
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Today, there was an interesting situation in the dungeon; I would like to know what other players think. So, the dungeon: Shakti. A small underground respawn point with no money. Here's a review. You can see the familiar secondary location; gloves are on it. There is a monster in the tavern. You can get to the secondary location either through a crowd of Grand Masters or through 102 mummies guarding two useless artifacts. Is it possible to defeat 102 mummies with 108 troglodytes, and if not, then what should be done? (I died against these mummies and took a rest.) Save file in the studio: /attachments/14001/>
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#44
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It can be broken through... but it all depends on how often and at what moment the mummies lay a curse on the Troglodytes (the setup will end eventually...). And more correct, in my opinion, would have been to first use Shakti and the scout hero to capture the wood and ore mines... level Shakti up a bit + take 1 attack, and after scouting with the scout hero, break through the fire elementals... then behind them take the hive +4 Wyverns and break through the elves, capturing both the gauntlets and the secondary skill on day 7, ending up with 80 Troglodytes +4 Wyverns (the point boils down to leveling up tactics and using it to break through the elves... you could also level up on someone else...)
Homo Homini :smile03:

Острые копья мы воткнём в небо
Полками затмим горизонты
Знает уже враг не откупиться
От казака ему золотом жёлтым.

Мы выступаем не за трофеев
Ведёт нас вперёд великая вера
Если погибнуть за землю родную
Не побоиться тут каждый быть первым.

Лютая братия будет битва
Сложат былины мудрые деды
А коли останемся в поле навеки
Что-ж, жить нам после - в легендах.
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#45
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I think 102 mummies is still pretty good; there could have been even more on these "unnecessary" artifacts. I would upgrade Harpies, level up Shakti Tactics, and fight Elves. But that's just off the top of my head. I'll test it out and write about it later.
In reply to Aldegir
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#46
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Aldegir
You can break through... but it all depends on how often and at what moment the Mummies cast Curse on the Troglodytes (the bad luck will run out eventually..).. And the correct approach, in my opinion, was to first use Shakti and the scout hero to take the wood and ore mines... level Shakti up a bit + take 1 Attack and, after scouting with the scout hero, break through the Fire Elementals.. and behind them take the Hive +4 Wyverns and break through the Elves, capturing by day 7 both the Gauntlets and the secondary hero, ending up with 80 Troglodytes +4 Wyverns (the idea boils down to leveling up Tactics and using it to break through the Elves.. you could also level it up on someone else...)

You can break through, but it would be a pyrrhic victory - out of 3 attempts, 30 and 50 Troglodytes survived twice. You might be able to preserve up to 80, but that depends on Morale and the course of events... IMO, in that situation you shouldn't go in headlong - it's better to postpone taking the secondary hero until the end of the week... Or, as said above, go for the Grands, but without Manticores it could also be unpleasant with bad Morale...
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.