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Could the situation in the picture be a reason for a restart on Jebus based on the following: There is no road to the central treasure - which is discovered on the day it is found?
Formally, there is no road to the center for the blue player, and the hole in the screenshot is a bugged passage.
Yes, most likely, it is a reason for a ban. :D The green player on turn 113 captured all of the blue player's territory. :eek: ...and if the blue player is a computer, how can they request a restart? :rolleyes: And if this is Jebus on an M-map, then it's already a success that they managed to leave the city limits. :smile13:
Yes, most likely, that was the reason for the ban. :D The green player on map 113 captured the entire territory of the blue player. :eek: ...and if the blue player is a computer, how can they demand a restart? :rolleyes: And if it's Jebus on an M-map, then it's already a success that they managed to leave the city limits. :smile13:
The humor is so subtle that it didn't touch any of my brain cells. :smile20:
Could the situation in the picture be a reason to restart the Jebus map based on the following: There is no road to the central treasure – which should be discovered on the day it appears?
Formally, the blue player has no road to the center; the hole in the screenshot is a bugged passage.
It would be helpful to look at the save file.
Or could it be a bug where the Guard of Oasis (GO) is missing...? //I don't play Jebus, so it's just a guess; the road isn't supposed to be through the rocks, right? (Maybe there wasn't enough space for the GO, so it was omitted).
pHOMMStatistics
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The thing is this. When a zone has a lot of content, objects are scattered across the zone according to specific rules. Mines - 1 ore and 1 wood are mandatory within direct path distance (i.e., by flight) of 1 day from the town, while the other mines are spread across the zone further away from each other, and usually get stuck at zone borders. With such a number of mines as on Jebus Cross, it's quite likely that a mine will be placed right on the border and will cut through it, and naturally, no guard is provided for it, because from the RMG's perspective, it's a solid wall; one algorithm doesn't know what the other has done. As for the road network, I think it was laid out initially, but it's either a border bug (sometimes a road goes right through a border, even on other templates) or there was a passage there, but the mine overwrote even the passage guard.
I think the road network was initially laid out, but here either there's a border bug (sometimes roads go through borders, even on other maps) or there was a passage there, but the mine covered it up, even the passage's guard.
Most likely, the road network is created after the placement of objects, of which there is a fixed number for each zone (castles, mines).
Most likely, the road network is created after the placement of objects, of which there is a fixed number for each zone (castles, mines).
Yes, the road network is definitely created after the placement of objects. In the presentation by the Heroes developer, Smedstad, it is stated that roads are laid along the shortest paths from city to city and to the shipyard (a pathfinding algorithm is used to find the shortest distance from a city to objects, including teleporters and elevators).
Regarding mines, a wood mine is placed first, then an ore mine – at a distance of 12 cells from the castle, if possible. If not, then as close as possible to the available location.
Objects are placed by type: first cities, then mines, then treasures. Moreover, each type of object is placed as far as possible from the same type of object that was placed earlier.
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
NeverminderStatistics
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Please tell me how to calculate damage. In FiZmiG it is written extremely incomprehensibly. Well, for example, take this scenario. Essentially, it's a math problem. Problem conditions: Shakti needs to kill 30 regular Dwarves in one hit (he is in a max-level Dwarf Cottage). The question is: how many Troglodytes does Shakti need for this at level 1; Shakti at level 3 with Expert Attack and 4-2 skills; Shakti at level 5 with Expert Attack, 4-2-1-3 (30) skills, and with Blessing in the spell book. I hope this isn't too complicated...
ВОИН КЛАНА "РЫЦАРИ АПОКАЛИПСИСА" Никогда не теряйте концентрации, даже если абсолютно уверены в своей победе: секундная расслабленность, и триумф обернётся горьким поражением. "Любой filowandel запросто станет Neverminder-ом, если захочет". Kash.
FireToSkyStatistics
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No, that's too complicated.
КостяNStatistics
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Neverminder, I've made an approximate calculation. Case 1: 180-540 Troglodytes, averaging 360 (all rounded and approximate); Case 2: 150-450 (averaging 305); Case 3: approximately 135-140 (not sure about the bonus from the Miner specialization, how much it will be at level 5).
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)
Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
pHOMMStatistics
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Nothing complicated... Question 1: Is this a Basic, Advanced, or Expert game? (Even though Shaks can't acquire Water Magic normally, and Water Magic isn't available in the barracks randomly, a Mage can provide it...) Question 2: Are Trolls buffed or not? Question 3: Underground/Grass/Neutral terrain?
Let's take a Basic Bless, unbuffed Trolls, and neutral terrain. (For buffed Trolls, it's +1 attack; for underground, it's another +1 attack; for grass, Gnomes get +1 defense).
The calculation is as follows: Total damage = damage * quantity * (1 + difference (attack - defense) + bonus).
Calculation: Case 1: Troll attack 7 (4 base + 2 from Shak + 1 Shak bonus) - Gnome defense 7, so there's no difference. Therefore, the damage is simply (1-3) * quantity * 1.1 (bonus), and empirically, Trolls deal 1.7-2.3 damage per unit.
Therefore, to defeat 600 hit points of 30 Gnomes, you need at least: 1.7 * quantity * 1.1 = 600, so quantity = 321 Trolls. If we assume the average Troll damage is exactly 2, then you need 600 / 2.2 = 273 Trolls.
Case 2: Green Shak attack = 9 (4 + 4 + 1), so the damage formula = (1-3) * (1.1 (attack-defense difference) + 0.3 (bonus)) * quantity. Therefore, with a minimum of 1.7 damage per unit, quantity = 600 / 1.4 / 1.7 = 253. For 2 damage, quantity = 600 / 1.4 / 2 = 215.
Case 3: Everything remains the same, the Troll attack hasn't changed (the attack bonus is only at level 6, +2), so only the damage has changed - it's now 3. Therefore, quantity = 600 / 1.4 / 3 = 143.
For buffed Shaks, instead of 1.4 (1.1 in the first calculation), it will be 1.45. For unbuffed Shaks on their own terrain, it's also 1.45, and for buffed Shaks on their own terrain, it's 1.5. If the Gnomes are on grass, the calculation for basic Trolls becomes more complicated, as it will be 1 - 0.025 + bonus, and for buffed Trolls, it's simply 1 + bonus.
It's not that complicated... Question 1: Is it a simple, Advanced, or Expert game? (Even though a Shaman can't acquire Water Magic normally, and Water Magic isn't available in the dwellings at random, a Mage can provide it...) Question 2: Are Trolls buffed or not? Question 3: Underground/Grass/Neutral terrain?
Let's take a basic Blast, unbuffed Trolls, and neutral terrain. (Actually, for buffed Trolls, it's +1 attack; for underground terrain, it's another +1 attack; for grass terrain, Gnomes get +1 defense).
The calculation is as follows: total damage = damage * quantity * (1 + difference (attack - defense) + bonus).
Calculation: Case 1: Troll attack 7 (4 own + 2 Shaman + 1 Shaman bonus) - Gnome defense 7, so there's no difference. Therefore, the damage is simply (1-3) * quantity * 1.1 (bonus), and empirically, Trolls deal 1.7-2.3 damage per unit. Therefore, to defeat 600 hit points of 30 Gnomes, you need at least => 1.7 * quantity * 1.1 = 600, so quantity = 321 Trolls. If you calculate the average Troll damage as exactly 2, then you need 600 / 2.2 = 273 Trolls.
Case 2: Green Shaman attack = 9 (4 + 4 + 1), so the damage formula = (1-3) * (1.1 (attack-defense difference) + 0.3 (bonus)) * quantity. Therefore, with a minimum of 1.7 damage per unit, quantity = 600 / 1.4 / 1.7 = 253. For 2 damage, quantity = 600 / 1.4 / 2 = 215.
Case 3: Everything remains the same, the Troll attack doesn't change (the attack bonus is only at level 6, +2), so only the damage changes - it's simply 3. Therefore, quantity = 600 / 1.4 / 3 = 143.
For buffed Shamans, instead of the 1.4 value (1.1 in the first calculation), it will be 1.45. For unbuffed Shamans on their own terrain, it's also 1.45, and for buffed Shamans on their own terrain, it's 1.5. If the Gnomes are on grass, then the calculation becomes more complicated for simple Trolls )) because it will be 1 - 0.025 + bonus, and for buffed Trolls, it's simply 1 + bonus.
It's all very simple...
And you think this is simple? :confused:
ВОИН КЛАНА "РЫЦАРИ АПОКАЛИПСИСА" Никогда не теряйте концентрации, даже если абсолютно уверены в своей победе: секундная расслабленность, и триумф обернётся горьким поражением. "Любой filowandel запросто станет Neverminder-ом, если захочет". Kash.
Imagine, a normal player does such rough calculations in their head, as the game progresses. In reality, the problem is usually solved directly, not in reverse: the army is known, and the damage is estimated.
FireToSkyStatistics
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I've never tried solving tasks like this before :) I always relied on the help of the gods and the fury of blind Troglodytes :)