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In reply to Kluka
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#17
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Kluka
I can't understand the reason for this fact; maybe someone knows the deeper meaning.
The unit that retaliates receives a speed value that is essentially the same but with a negative sign, so faster units move later than slower units after a mutual wait.
The speed of a demoralized unit becomes "zero" (even less than that of artillery), and it will move before the retaliating zombie or peasant, even if those have an expert slow speed applied; their speed will be equal to "1".
However, if both units are demoralized, then the law of sequence will apply – whoever retaliates first will move first after the wait.
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#18
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Here is what comrade Rainalcar writes about the turn order:
RULES OF TURN ORDER
Every round is composed of four parts, in proper order:
1. Normal phase
2. War Machine phase
3. Morale phase
4. Wait phase
NORMAL PHASE
Creatures play in decreasing order of speed.
If there is a speed tie among opposing units then player's A unit will play first if player's B unit has played just before and vice versa. Further turn order simply alternates between units of player's A and B (alternating rule).
This is true in all cases except the beginning of the 1st round where the attacker always plays first in case of a speed tie.
For all other rounds the rule holds: if A played last in previous round, B will play first in the next in case of a speed tie. War Machines are a factor in this case, even if they are not under player’s control.
If there is a speed tie among units in the same army turn order is determined by left slot rule.
WAR MACHINE PHASE
Ballistas always play before First Aid Tents (left slot rule). Ammo Carts are irrelevant.
If player’s A unit has played just before then player’s B Ballista will play first and vice versa.
If player possesses Artillery and/or First Aid skills he may wait with Ballista/First Aid Tent. Again the turn order simply alternates, for the wait part for War Machines follows immediately.
MORALE PHASE
Units that receive morale in the normal phase and wait instead of acting play here, starting from the first unit that received morale. Turn order of this phase cannot be changed by any speed affecting spell.
WAIT PHASE
Creatures play in increasing order of speed.
If there is a speed tie among opposing units then player's A unit will play first if player's B unit has played just before and vice versa. Further turn order simply alternates between units of player's A and B.
If there is a speed tie among units in the same army turn order is determined by left slot rule (so, not opposite, but the same as in normal phase).
SPECIAL CASE: TOWN SIEGE WHEN FORT, CITADEL OR CASTLE BUILT
Turrets always play before the attacker’s Catapult; Artillery and Ballistics skills are irrelevant.
If the Turret waits it will take its turn in War Machine phase.
If the Catapult waits it will take its turn in War Machine phase.
PECULIARITIES
If the unit is unblinded/resurrected/unpetrified (no matter when it was blinded/killed/petrified) it will take it’s turn as soon it is of highest speed if it is a normal phase, or of slowest speed if it is a wait phase. Alternating and left slot rule apply normally.
If a unit makes a move (or gets bad morale) and is killed and resurrected it will not play again in the same round.
Cloned unit will follow the alternating rule, but it will not follow the left slot rule: if there is a speed tie between 2 or more stacks in the same army, and Clone is cast on either of them, cloned stack will play after all other stacks have played.
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#19
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Great topic!!!
Everything that was written is, of course, important to remember, but the most important thing is not to forget about the order, as in the example with the fairies, otherwise you can mess things up))))))))
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
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#21
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Yes, it would be great if he also made sense in what he wrote.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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#22
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Lider1
Yes, if they also understood what they were writing, it would be even better.
I've always been annoyed by the fact that people post some well-written article in English and are pleased with it, as if there's nothing to not understand. This is not good! BUT! Fortunately, we live in the 21st century, and such difficulties are not an obstacle for us...
http://www.translate.ru/
ORDER OF TURN RULES
Each round consists of four phases, in the proper order:
1. Normal Phase
2. War Machine Phase
3. Morale Phase
4. Wait Phase
NORMAL PHASE
Creatures act in order of decreasing speed.
If there is a speed tie among opposing units, then the player whose unit is acting first is the one whose unit acted just before, and vice versa. After that, the order of turns simply alternates between units of player A and player B (alternating rule).
This is true in all cases except for the beginning of round 1, where the attacker always acts first in case of a speed tie.
For all other rounds, the rule applies: if a unit acted last in the previous round, player B will act first in the next round in case of a speed tie. War Machines are a factor in this case, even if they are not under the player's control.
If there is a speed tie among units in the same army's turn order, it is determined by the left-hand rule of the gap.
WAR MACHINE PHASE
Ballistae always act before Catapults (left-hand rule). Supply Wagons are irrelevant.
If a unit of the player whose unit acted just before, then the Ballista of player B, will act first, and vice versa.
If a player has Artillery and/or First Aid skills, they can wait with a Ballista/First Aid Tent. Again, the order of turns simply alternates, as the wait phase for War Machines follows immediately.
MORALE PHASE
Units that receive morale in the normal phase and wait instead of acting here begin with the first unit that received morale. The order of turns in this phase cannot be changed by any period of speed effect.
WAIT PHASE
Creatures act in order of increasing speed.
If there is a speed tie among opposing units, then the player whose unit is acting first is the one whose unit acted just before, and vice versa. After that, the order of turns simply alternates between units of player A and player B.
If there is a speed tie among units in the same army's turn order, it is determined by the left-hand rule of the gap (so, not opposite, but the same as in the normal phase).
SPECIAL CASE: CITY SIEGE, WHEN A FORT, STRONGHOLD, OR CASTLE IS BUILT
Turrets always act before the attacker's Catapult; Artillery and Ballistics skills are irrelevant.
If a Turret waits, it will take its turn in the War Machine Phase.
If a Catapult waits, it will take its turn in the War Machine Phase.
FEATURES
If a unit is blinded/killed/stunned (regardless of when it was blinded/killed/stunned), it will take its turn as soon as it has the highest speed, if it is the normal phase, or the slowest speed, if it is the wait phase. The alternating and left-hand rule of the gap usually applies.
If a unit moves (or receives bad morale) and is killed and resurrected, it will not act again in the same round.
A cloned unit will follow the alternating rule, but it will not follow the left-hand rule of the gap: if there is a speed tie between 2 or more stacks in the same army, and a clone is cast on any of them, the cloned stack will act after all other stacks have acted.
:D :D :D :D :D
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#23
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I have no idea how others move their units:confused: :confused: :confused: Once, I attacked some neutral creatures, and they all scattered.
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
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#24
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Dirty, I know how to use Google Translate too, but the result isn't very good :D
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
#25
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It seems to me that the AI aims to inflict not maximum damage, but maximum reduction of damage to our stack, possibly without considering the difference between attack and defense. The minimum retaliation criterion also seems to play a role.
For example, consider a hero with 99-99 stats, 4 archers, 1000 peasants, and some other units in Utopia. Dragons attack the peasants (retaliation of 4k), rather than the single units (~0) or archers (800). However, the attack removes only about 100 retaliation damage (and the archangel doesn't die from the attack at all). There, dragons often attack minotaurs first (high relative damage/HP) IF none of them die from the retaliation. Otherwise, it's difficult to explain this choice of targets.
It was also said that the AI, sensing defeat, starts attacking the main stack. Is there a more precise definition? Perhaps it was confused with the top stack.
648050691
#26
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There were times when neutral creatures wouldn't attack a very strong stack or even a single unit that was deliberately left exposed to avoid being targeted. But that's just how it is...

Here's what happened:
160%. The morale of the Trog was affected - wait, the Naga's morale is affected, the Trog moves forward, the Naga moves to them. _Right up close_.
Tried to replicate it - the morale effect doesn't repeat. The "system variables" must be different now.
648050691