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Posts from In Heroes of Might and Magic V, the danger level is not displayed for the Hammers of Fate! What should I do?

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15 years ago
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How else? So, you have to start each mission from the beginning every time :eek:? No way, nobody would have the patience for that!

And as mentioned before, the danger system not only incorrectly calculates the danger level, but also doesn't guarantee that someone with a "No chance" danger level won't attack. So, with or without the danger system, you'll have to use save files. And in a game with a live opponent, the conditions are, of course, different ;).
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15 years ago
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Winner, oh... thank you, I'll keep that in mind. I was clicking and clicking, wondering why nothing was working for me. I looked online and couldn't find any patches or mods. Maybe I wasn't looking properly.
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15 years ago
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What is the danger level? I haven't played Heroes of Might and Magic 5 in a long time, and I don't remember if I've seen this feature before. What does it entail?
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15 years ago
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The danger level is indicated when you hover the cursor over an enemy unit/hero; in addition to the image, name, and approximate number, one of the following inscriptions is displayed:
Danger: Very Low
Danger: Low
Danger: Medium
Danger: High
Danger: No Chance
Essentially, this is a comparison of your hero's troops and the enemy's troops, indicating the chance of winning. "Low," "Very Low," and "Medium" danger levels are quite natural for an attack; in the latter case, the forces are approximately equal. The danger level system does not take into account the hero's skills and spells. This inscription is useful when you are considering whether or not to attack, but it is very subjective. More often than not, it turns out to be exaggerated; with good magic, you can win even with "No Chance." But sometimes the enemy also has magic. And then – be careful! :)

I also searched, but I didn't find any such mods :(. Maybe =Feel999= will remember and tell you where he downloaded it ;). And there is only one patch for "Hammers of Fate" – 2.1. There are no others.
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15 years ago
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In previous versions, there was a "danger level" displayed above units and castles, in addition to the number of units. This indicated how much stronger the unit was compared to the selected hero's unit. This feature appeared in versions 3.0, 3.1, and 1.6. However, this only compared the strength of monsters, and even then, not entirely accurately (it's unlikely that a group of neutral caster-druids or 4th-level mages is equal in strength to, for example, a group of neutral shamans of the same level). Also, it doesn't take into account the stats of the heroes themselves. And besides, everything worked perfectly fine before versions 3.0/1.6 without it.
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15 years ago
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The hero's level is also taken into account. If a 30th-level hero attacks a 1st-level hero, the danger level will be low, even if their armies are identical.
In reply to Победитель
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15 years ago
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Winner
So, does that mean you have to start each mission from the beginning every time :eek:? No way, no one would have the patience for that!
This only applies to campaigns, but I'm talking about regular scenarios...

And in a game with a live opponent, the conditions are, of course, different ;).
In this case, autosaving won't help, as far as I know, loading a saved game will result in losing connection with the opponent, and when playing on the same computer, the opponent definitely won't let you do that:D
Elena18
I looked online and couldn't find any patches or mods:) maybe I didn't search properly)
It's possible that the file has simply been deleted...
In reply to Ment
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15 years ago
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Ment
The hero's level is also taken into account. If a 30th-level hero attacks a 1st-level hero, even with identical armies, the danger level will appear low.
You could say that this way, the game also considers the heroes' stats (a 30th-level hero will have much higher stats than a 1st-level hero ;)). Unfortunately, the type of units is not taken into account. It's not very fun to see "Low" danger when attacking druids and suffer huge losses in auto-battle. And the situation can vary even with heroes of the same level. A 20th-level necromancer is much stronger than a 20th-level knight. Unless the latter has a fully developed Dark skill tree! And the former can wreak havoc with "Lightning"...

As for the usefulness of the danger level, I myself said that it's perfectly possible to do without it. Although I was initially upset that the indicator was removed in "Lords of Chaos".

In a network game, it's impossible to load a save file at all. In multiplayer on one computer, it's quite possible.
Perhaps there's still a chance that the file was simply deleted...
Hmm. Does this mod even exist?
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15 years ago
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Winner, do you advise focusing on developing dark magic first?
In reply to Елена18
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15 years ago
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Elena18
Winner, do you advise focusing on developing Dark Magic first?
Not always. It's practically useless against the undead. I would rank the three magic schools in terms of usefulness as follows:
1. Dark
2. Summoning
3. Chaos
Light Magic is separate here: it is universally applicable.
So, Chaos Magic allows you to defeat enemy troops if the danger is Very Low to Medium. If there is a hero, they may have such an unpleasant thing as "Magic Resistance".

Summoning is more relevant with large armies. In addition, a summoned creature that can attack while it is being killed is more useful than a single spell or even an area-of-effect spell.

Dark Magic, thanks to "Berserk" and "Enslave," allows you to destroy practically an unlimited number of neutral creatures. It's more complicated with a hero; in addition to "Resistance," "Dispel" is also dangerous here. But it is quite possible to defeat a hero with High danger.

Light Magic will provide victory with equal armies. If you have lost many troops, "Divine Retribution" will be useful. In general, the danger that can be "neutralized" with Light Magic is Medium and sometimes High.

This is what the danger system doesn't take into account. But combat machines, Readiness, and Devil's Strike also reduce the enemy's danger. On the other hand, if the enemy has "Counterspell," you will have to skip turns until an entire unit-caster absorbs the impact of this unpleasant ability. If there are none, then you can forget about magic :(

By the way, it would also be a good idea to rename the topic to "Danger System" and move it to another section ;).

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