Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
2VDV_forever: I fulfilled the request. Your turn :)
Today, I couldn't manage to transfer everything into HTML code; there's so much information! :eek: This is probably the biggest and most interesting section :smile01: AlexSpl
We can also list the names: Luck -3: Cursed, -2: Terrible, -1: Bad, 0: Normal, +1: Good, +2: Excellent, +3: Divine
About the probabilities of spells appearing in the magic guild...
The weight of any spell in the game is 12.5 and does not depend on the type of city. The exceptions are the following spells: Bless, Dimension Door, Town Gate, whose weight is 25.
Therefore, the probability of Bless appearing is 64%, and any other spell of the first level is 39%;
The probability of any spell of the second and third levels appearing is 25%;
The probability of Dimension Door and Town Gate appearing is 48%, and any other spell of the fourth level is 26%.
Here's some information of questionable usefulness. I found it on a flash drive today. But it shouldn't go to waste :)
A little about how the Heroes of Might and Magic I's pseudo-random number generator (PRNG) differs from an "ideal uniform" one (answering one of the questions from VDV_forever)
We will consider the base damage of a single dragon, base_dmg(Dragon) = 1. As you know, 25 <= base_dmg(Dragon) <= 50. We can assume that all damage values in the range [25..50] are equally likely, and the probability of any damage value from this range is 1/(50 - 25 + 1) = 0.03846 (3.85%). But the game's PRNG is not ideal. The actual figures are shown in the picture (do not confuse this with the probabilities of damage occurring when there is more than one creature in the squad).
Due to the imperfection of the PRNG, the dragon is slightly skewed towards the lower half of the damage range (25-37): 50.2442% :). But in terms of the spread of damage probabilities, monsters with damage 1-2, 2-3, or 2-5 are ideal. Their damage is truly equally likely!
As the number of creatures in the squad increases, damage values from the center of the range become more likely, and those close to the boundaries become less likely. Try, for example, to get a base damage of 20 * 50 = 1000 with 20 dragons. I'm sure you're unlikely to succeed. You can read more about calculating the probability of a specific damage value occurring when the squad consists of more than one monster in the handbook, in the "Calculating Damage Dealt in Battle" section.
I encountered a strange fact. On the City of the Dead map, I took a village near the river where a shipyard had been built. However, I couldn't build a ship. It says that a 2nd ship cannot be built, even though there wasn't a single ship nearby—in fact, there were no ships on the map at all. I still couldn't build it and had to use Dimension Door. I was just playing for fun, but I'm curious why the ship failed like that. Usually, you can build plenty of ships at a shipyard.
I had an idea to develop logical thinking in my spare time, without a computer. Perhaps it is not feasible, but I will describe it anyway.
Theoretical Walkthrough of any tournament map in Heroes 1.:smile02:
1) Open map 32167; 2) Overlay a grid across the entire adventure map. The step of each cell in this grid must be equal to 1 hero step! 3) Save this map with the grid as an image (*.jpg)! That's it, complete the map without using a machine. After all, in Heroes 1, compared to other parts, there is almost complete harmony in this regard (with very rare exceptions), and every step equals 1 cell. How many cells a hero can traverse is known: 10 (7), 12 (8), 15 (10). Terrain penalties are also known. I wonder if the theoretical result will match the practical one? The idea is new and, in my opinion, very interesting.
Note – the map must be printed on a printer.
Is it actually possible to do this, dear AlexSPl, Monzaand vbn? Ergon
I encountered a strange fact. On the City of the Dead map, I took a village near the river where a shipyard had been built. But I still couldn't build a ship. It says that a 2nd ship cannot be built, although there wasn't a single ship nearby; in fact, there were no ships on the map at all. I still couldn't build it and had to use Dimension Door. I was playing just for fun, but I wonder why such a failure with the ship. Usually, you can build plenty of ships at a shipyard.
Please post the save file, I need to take a look.;)
What about the AI behavior, battles, and so on? And I used to make maps like that. They turned out to be whole posters made of A4 sheets, which were hung on the wall. It was very convenient for brainstorming...
That's a valid question. The main goal of this idea would be to determine the minimum possible theoretical limit on the map (a theoretical boundary). Regarding battles, it's quite simple: we mark on the map the number of neutral units (e.g., archers {25}) needed to break through. It's not difficult to calculate how to defeat almost any group of neutral units because we know the number of units that hired heroes have (we can take the average, for example, for a Necromancer: 3 gargoyles, 7 centaurs). The same applies to resources, chests, etc., which, thanks to you, can be viewed without actually playing the game (we mark their quantity on the map). :smile20:
I was just thinking... we could organize a tournament based on theory using a real, generated save file (let's say, not too large in terms of game days and the number of monsters)! AlexSpl
I used to make such maps. They turned out to be whole A4 posters that were hung on the wall :)
Cool! Which version was it? I'd be curious to take a look. :) AlexSpl
It was very convenient to think...
That's exactly what I was thinking. ;) DeadLord
In my opinion, it's a waste of time; without the AI, you still won't be able to figure it out; there are many nuances.
In most cases, the AI's actions are predictable, and the primary task is to quickly reach its castle. The AI heroes themselves usually don't pose much of a challenge. Killing them after capturing the castle adds only +0 to +2 days, so do the math. :smile01:
2VDV_forever: The pictures, of course, are not different! I'm talking about the difference in the appearance of the Warlock's towns in DOS and Windows.
Almost all of this is already in the Reference, but there, the unit of measure for movement points is "tile," which is not always convenient. Therefore, I wrote a short story in terms of MP.
Logistics in Heroes of Might and Magic I
Movement points (MP) on land (grass, dirt, lava, snow, swamp, and desert), as is known, are calculated at the beginning of the day and depend on the speed of the slowest unit in the hero's army:
Speed - MP Low - 40 Average - 50 High - 60
Notes: a) A hero's movement points without an army are 60 MP; b) The computer player on "Smart" and "Genius" difficulty levels receives +3 free MP.
Movement points can be increased by the hero possessing the following artifacts: a) Boots of Swiftness (+12 MP on land); b) Boots of Haste (+24 MP on land); c) Compass (+20 MP on land and water); d) Astrolabe (on water): +40 MP (knight, barbarian, sorcerer)/+80 MP (sorceress).
A Beacon (there can be only one on the map) under your control increases the movement points on water of all your heroes by: +20 MP (knight, barbarian, sorcerer), +40 MP (sorceress).
Note: hereinafter, "step" will also refer to picking up chests, resource piles, attacking an enemy hero, meeting an allied hero, etc.
The cost of a step to one tile horizontally or vertically is: 4 MP (grass, dirt, and lava, as well as water) 6 MP (snow, swamp) 8 MP (desert)
The cost of a step to one tile diagonally is exactly 1.5 times more: 6 MP (grass, dirt, and lava, as well as water) 9 MP (snow, swamp) 12 MP (desert)
A barbarian hero always moves without a penalty.
Moving using the "Portal" spell costs 12 MP (movement points are reduced, even if the spell is canceled).
Notes: a) If the hero has enough MP to step horizontally/vertically, he can also take a step diagonally (the last step rule); b) The cost of a step is calculated for the type of terrain from which this step will be taken (i.e., a step from grass to desert costs 4(6) MP, and back - twice as much - 8(12) MP, if the hero is not a barbarian, of course); c) Getting in and out of a boat costs all remaining movement points.