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Posts from - A reference guide and manual in Russian for Heroes 3.

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#1
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Greetings to all fans of the Heroes of Might & Magic III universe!

I would like to invite you to participate in a project dedicated to creating a reference guide for HoMM III.

The topic itself is not new. There are many individual resources dedicated to describing the physics of the Heroes world, but despite all efforts, it is extremely difficult to find an information source that can be unequivocally classified as a reference guide.

This work does not claim to be original and is the result of compiling various official (Player's Manual) and unofficial (forums and websites) sources dedicated to describing the internal world of the game.

The file in Excel and PDF formats can be found at the following link:
http://vk.com/fizmig

At the moment, the work on the project is not yet fully completed, if it is even possible to complete it... :) Therefore, I would be grateful if anyone would like to participate in it and share their opinions, knowledge, and advice. An updated version of the document will be posted at the specified address for all those who wish. A link to the author will definitely be included. :)

Not all the information provided in this reference guide can be considered official, because it contains observations and assessments of players who wished to share their opinions about the features of the game. But, nevertheless, in general, it достаточно realistically reflects the physics of the Heroes world and will undoubtedly be useful to any beginner.

Given the above, any comments, clarifications, and explanations are welcome. Any suggestions regarding a more optimal form of presenting the information provided will also be valuable.

Sincerely,
AmberSoler
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#447
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How is it not fully healing? It only heals partially, not fully, in the Devil's Fog. Otherwise, it heals everything.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#448
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No, not completely.
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#449
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Sub-Zero
No, not to full.
It depends on which version of the game.
In CoDE, the Elixir gives +50 HP, while in WoG/ToTE/ToT, it restores to full (even Azurite will restore to full if it has 1 HP).
In reply to zoog
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#450
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Tootsie Pie
Let's continue the topic of typos...
And the reference guide should still be updated (correcting inaccuracies in new versions), right?
Absolutely! ;) It's just that at the time version 1.15 was released, all the shortcomings that the players discussed were taken into account. Since then, there have been many new things - some of them are already reflected in my version 1.16, and some are yet to be... However, I apologize for the delay. Unfortunately, after changing a couple of typos, I don't feel like uploading a new version - and the reference guide is not quite ready for a full release yet - I just don't have time to approach the issue thoroughly... Thank you all for your comments, I hope ver. 1.15 is not the final version... :cool:
Сначала было слово...
FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

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#451
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Wouldn't the esteemed Jin AmberSoler kindly clarify how accurate the damage calculation formula D(sum)=[D(bas)+MD(bas)+M(of)+M(luck)]*[1-M(def)] is, specifically:
For a weak monster against a strong one, with luck (and no other modifiers), the minimum D(sum)=[D(bas)-0.7D(bas)+M(luck)]=1.3D(bas), meaning luck provides a +333% bonus to the base damage, and in the reverse case, the maximum D(sum)=[D(bas)+3D(bas)+M(luck)]=5D(bas), meaning luck provides a +25% bonus.
I've never really paid attention to this, and naturally, I haven't verified it.
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#452
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I have the following questions: 1. How can I accurately predict the movement of neutral creatures on the battlefield relative to my units? For example, we want to create a wall of fire and be sure that the neutral creatures will pass through it. It is important to know when and under what circumstances neutral creatures move to a diagonal cell or move horizontally. 2. The physics engine describes attacks involving two and six-hex creatures, and in general, attacks are divided into main, additional, and "pivot" attacks. How do these attacks differ from each other? Perhaps the damage, the probability of a unit's special ability, or morale changes with different attacks...
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
In reply to R55Max
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#453
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Regarding the first point.
Algorithm for unit movement on the battlefield. Turning before attacking

We select point A (the starting point) and point B (the final destination).
Stage one

1. Hex A is assigned the label "0".
2. All adjacent free hexes are assigned the label "1".
3. We continue to number the hexes until hex B receives its label (the label is the distance of the hex from hex A).

Stage two
Let's say, for example, that hex B receives the label "9".

4. Among the hexes adjacent to hex B (the destination), we select those that have the label "8".
5. Among the selected hexes, we will be interested in the hex with the highest priority based on the following scheme:

--4--3--
-5----2-
--6--1--

For example, if the upper right and lower right hexes have the label 8, then we select the lower hex, as it has the highest priority of 1 (and the upper right only has 3). The hex found will be the second to last in the A-B route.

6. Now we look for hexes adjacent to the found hex and having the label "7", and so on.
7. We repeat the described procedure until we reach the hex with the label "0".

The route is built.

In simpler terms (in the case where there are no obstacles), here are the priority directions of movement for neutrals (from left to right, with higher priority):



For example, if your squad is above and to the left of the neutrals, then they will first move the maximum number of cells to the left, and the remaining cells diagonally to the left and up.

В тихой однообразной жизни всегда так бывает: каждый отдельный день бесконечно долог, но месяцы и годы мчатся с непостижимой быстротой.

I wanted to offer you some flowers, but a crown would suit a princess like you much better

Смысл жизни в том, что жизнь на тебе не заканчивается
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#454
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1. Let's say a neutral unit with a speed of 5 needs to reach my unit, which is 3 tiles to the left and 2 tiles down and to the left diagonally. That is, it stops on the 3rd hex of the defending unit. The neutral unit will move: a) - 2 tiles down and to the left diagonally, then 3 tiles to the left. b) - 3 tiles to the left, then 2 tiles down and to the left diagonally. 2. The same scenario, but the attacking neutral unit has a speed of 7. How will the neutral unit move in this case? Is it possible that it will stop on the 1st hex of the defending unit?
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
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#455
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R55Max
1. Let's say a neutral unit with a speed of 5 needs to reach my unit, which is 3 tiles to the left and 2 tiles down-left diagonally. That is, it stops on the 3rd hex of the defending unit.
The neutral unit will move:
a) - 2 tiles down-left diagonally, then 3 tiles to the left.
b) - 3 tiles to the left, then 2 tiles down-left diagonally.

2. The same situation, but the attacking neutral unit has a speed of 7.
How will the neutral unit move in this case? Is it possible that it will stop on the 1st hex of the defending unit?

1. Answer a. Look at the arrows. Moving left-down has priority over moving left, so it will first move 2 steps left-down.


2. No, it won't. It will choose the shortest path, unless there are additional conditions (for example, if stopping on hex 1 would block an archer).

P.S. Of course, I don't know the AI algorithms; this is all based on experience. But the description of pathfinding in FizMiga is similar to the A* algorithm.

В тихой однообразной жизни всегда так бывает: каждый отдельный день бесконечно долог, но месяцы и годы мчатся с непостижимой быстротой.

I wanted to offer you some flowers, but a crown would suit a princess like you much better

Смысл жизни в том, что жизнь на тебе не заканчивается
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#456
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Based on the image in the previous post, if you add about 10 swordsmen, let's say behind the pikemen, they will move forward ahead of the pikemen, and therefore, finding the shortest path, they will stand on the 3rd hex of the defending angel, meaning that on their turn, the pikemen won't reach the angel.
What will the swordsmen do?
a) - They will simply stand on the 3rd hex, defending the angel, and prevent the pikemen from attacking the angel.
b) - They will stand in another location, freeing up the path for the pikemen.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
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#457
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R55Max
How will the swordsmen act?
a) - They will simply stand on 3 hexes, defending the angel and preventing the spearmen from attacking the angel.
b) - They will stand in another location, freeing up the path for the spearmen.

The swordsmen will indeed stand on the 3rd hex. But the spearmen will still reach the angel (3 steps left-down + 2 steps left).
I have never seen neutral units act smartly in such a situation and free up the path. On the contrary, they will block it, and other stacks will not be able to reach it. A good example is with seven stacks of behemoths (un-upgraded). I have attached a save file. Perform the following actions and see what happens.
Round 1) Titan moves to the lower left hex.
Round 2) Defend.
Round 3) Titan moves to the upper left hex.
Attachments 1
1 file attached • Total size: 111.7 KB

В тихой однообразной жизни всегда так бывает: каждый отдельный день бесконечно долог, но месяцы и годы мчатся с непостижимой быстротой.

I wanted to offer you some flowers, but a crown would suit a princess like you much better

Смысл жизни в том, что жизнь на тебе не заканчивается
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#458
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A couple more questions have arisen: 1. Let's take the Jebus Cross template as an example. The entrance to the central treasury is guarded by guards with a value of 45,000. If we look at the comparative unit characteristics table, we see that (let's take an angel) the angel's value = 5019, which means the entrance should be guarded by approximately 9 angels, but in practice, there are 20+. It is clear that there is also a game difficulty factor. So, what difficulty level is the table calculated for, and in general, how should we calculate the number of monsters using this table? 2. What determines the increase in creatures each new week? For example, today we see 20-49 creatures, and next week, 50-99. But some don't increase at all.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
In reply to R55Max
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#459
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Regarding the second point:
FizMiG
The number of units in a neutral army on an adventure map is determined by the map creator. ... He also specifies whether there will be a weekly increase in the neutral army's troops (if allowed, the increase is +10% per week of the current number).
R55Max
But some don't increase at all.
As I understand it, the percentages accumulate, so a GO (Greater Object) made of fairies will increase, albeit not every week.

В тихой однообразной жизни всегда так бывает: каждый отдельный день бесконечно долог, но месяцы и годы мчатся с непостижимой быстротой.

I wanted to offer you some flowers, but a crown would suit a princess like you much better

Смысл жизни в том, что жизнь на тебе не заканчивается
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#460
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There are 2 questions left unanswered:
1. The physics engine describes attacks involving 2x and single-hex creatures, and generally, attacks are divided into main, additional, and "flanking" attacks. How do these attacks differ from each other?
Perhaps the damage, the probability of a unit's special ability triggering, or morale changes with different attack types...

2. - Let's take the Jebus Cross template as an example.

The passage to the central treasure is guarded by guards with a value of 45,000.
If we look at the comparative unit characteristics table, we see that the value of an angel = 5019, which means the passage should be guarded by approximately 9 angels, but in practice, it's guarded by 20+.
It's clear that the game's difficulty level also plays a role. So, what difficulty level is the table calculated for, and in general, how can we calculate the number of monsters using this table?
I would be grateful for an answer from someone who knows.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
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#461
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R55Max, an "attack with a turn" is when a 2-hex unit first moves to a designated location, then turns around, and only then attacks. This is important for dragons: they "breathe" on 2 hexes in one direction, and it is desirable that the attack hits 2 enemy stacks, but does not harm your own units standing nearby. And indeed, it often happens that you make a mistake with the direction of the attack. I also often noticed that the tent standing behind the enemy stack remains unharmed, although it should be destroyed.
And here, by the way, explain: during an attack by Cerberuses, why does the "bite" not affect some stacks that should also be affected (when 3 stacks are standing next to each other in adjacent hexes)?
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)