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1. They differ by one byte :) The first version doesn't load the processor, but it is designed for multi-core (two cores or more) systems; the second version is no different in this regard from the original. Perhaps someone can enlighten me on how to reduce the load on a single-core processor without sacrificing the smoothness of scrolling the map, and then I will create a single version. For now, I just don't know how. I will experiment...
I understand:smile01:
2, 3. There is indeed a bug with the neutrals. The developers simply didn't consider that an army could consist of identical units, i.e., they completely forgot about the neutrals!
Let's consider a specific example. A hero with a gargoyle attacks nine dragons (2+2+2+2+1) and retreats. The neutrals have no losses, but all five slots are of the same type. The slot identification is based only on the type of neutrals in it, starting from the leftmost. Let's move directly to the fifth slot. After the hero's retreat, the initial number of dragons remains in it - 1. The game, following the principle of uniqueness of all five types of troops in the army, begins to search for where to record this remainder, from left to right. In the very first slot, it encounters a dragon! Thus, the remainder of the fifth slot is recorded in the first (and all other remainders are recorded in this way). As a result, we get that after the battle, there are already 1+2+2+2+1 = 8 dragons! It becomes even more interesting if you kill the bottom dragon: the remainder will be recorded in the first slot, and as a result, there will be only 0+2+2+2+1 = 7 dragons left!
The same applies to identical units in heroes' armies. Let all five stacks be filled with paladins. There are 100 paladins in the first four stacks, and 1 in the last (a total of 401). Kill one paladin from the fifth stack and retreat. The number of paladins in the enemy will become 0+100+100+100+1 = 301. This is how you can destroy 100 paladins with one blow :)
Wow! :eek: :eek: :eek: I can't find other words. I don't quite believe it...
I wonder how many people knew about this bug (and used it in the game) and subtly used it while playing (although it is simply impossible to track this in key moments).:rolleyes: And if they didn't know (which is more likely), they will start using it actively after learning about it!:smile10:
Once again, I am convinced that a patch is simply necessary! Thank you, AlexSPl!
I wonder how many more surprises and secrets the game holds?:confused:
I have been playing it for over 13 years, studying it thoroughly for 4 years, and today I was hit over the head.:o
P.S. Is there a universal formula for this bug? I'm just curious, if we have 5 neutrals with 10 units each, we kill 3 from the bottom stack and retreat, how many neutrals will remain? That is, how many neutrals will remain in the original version, and how many in TE in this case. Does the destruction of neutrals with magic (compared to melee) affect the remainder, or not? I would like to understand the transfer algorithm.
P.S.S. Oh, I would like to read an article about this phenomenon.;)
Indeed, the developers simply forgot about the neutrals, thereby creating a lot of bugs:(
Sincerely, VDV_forever