Skip to content

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

5.0 (1 rating)
User Avatar
#1
Auto-translated
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
User Avatar
#537
Auto-translated
It means that the unit was neutral, not belonging to either the player or the AI.
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
User Avatar
#538
Auto-translated
Lider1
This refers to the fact that the unit was neutral, not belonging to either the player or the AI.
I meant that the AI can behave erratically, regardless of which side it's on – because when I tested the morale situation, I didn't find any deviations. By the way, this reminded me of Heroes 4 – there, to create 1 unit with 200 HP, you need to have at least 160-180 HP in reserve (approximately, I didn't check the exact numbers), but if you have 201-210 HP in reserve, you'll get 2 units!
In reply to Lider1
User Avatar
#539
Auto-translated
Lider1

So, I've been thinking for a while that more units are being resurrected. It seemed like out of 10, 4 were resurrected. But that's 40%. Today, I played a fixed map, and out of 9 enemy birds, 4 were resurrected! So either the calculation is incorrect, or I misunderstood something :D
I specifically ran a test with 100 Phoenixes, which were destroyed with a single hit in battle. The result after 10 battles is 20% of the units being restored. I assume that some additional conditions played a role in increasing the number of resurrected units; if you can restore the save, we can investigate further.
Сначала было слово...
FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

User Avatar
#540
Auto-translated
Are you implying that I'm making things up?
:D Am I lying?

It's all up to chance. I'm not responsible for the test results. It might not work even after 1000 attempts, or it might work on the first try, but I can definitely say that 4, that's FOUR people, or rather, birds, were resurrected. Here's the save file.
Attachments 1
1 file attached • Total size: 173.7 KB
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
User Avatar
#541
Auto-translated
Retook the test; on the third attempt, 4 units were resurrected.

Added 19 minutes later
Made a quick video as proof.

http://www.youtube.com/watch?v=MF_4ZpXsGao
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
User Avatar
#542
Auto-translated
Lider1
Are you implying that I'm making things up?
:D Am I lying?
You're going to challenge me to a duel for the Oscar, aren't you?:D I think the computer is lying. And people are talking about what they see. I once reported a problem where, after completing all the campaigns in Armageddon's Blade, the save file showed RoE. So, recently, I accidentally figured it out - when unpacking the .lod file, it turned out that the last campaign of RoE was somehow in the Armageddon's Blade folder.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
#543
Auto-translated
I would really like some information about combat tactics, for example, from the topic "turn order in battle (/topic/5879/)," material from the Tavern, and perhaps also timeframes and templates for capturing key objectives. This isn't 100% physics, but it can be very useful (indeed!). I could work on an initial version of this section.
Recently, I clarified for myself that defense does not accumulate over turns (there was a specific rule stating that this is how it should work; I don't remember where it came from), but rather remains effective until the next turn of the unit (not the battle). It would be good to add this, but there's nowhere to put it.
648050691
User Avatar
#544
Auto-translated
Regarding phoenixes, I must say: I've noticed a couple of times that when there are fewer than 5 of them, one of them will suddenly resurrect!
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to zoog
User Avatar
#545
Auto-translated
Tootsie Pie
I would really like information about combat tactics, for example, from the topic "turn order in battle (/topic/5879/)," material from the Tavern, maybe also timeframes and templates for capturing key objects. This is not 100% physics, but it can be very useful (sincerely). I can work on an initial version of this section.
Recently, I clarified for myself that defense does not accumulate with each turn (there was a clear statement that it should be exactly like this; I don't remember where), but remains effective until the next _unit's_ turn (not the battle's). It would be good to add this, but there is nowhere to put it.
Regarding the turn order, the topic is interesting, or rather, some nuances when the principles of turn order are broken. Regarding defense, I read something similar somewhere, but the bonus decreases at the beginning of the next turn. As for who the AI attacks, this is a tricky question; it doesn't always go for what seems like an obvious feint (especially during castle sieges), although there are some more likely principles. But regarding timeframes and templates for capturing key objects, I think this is nonsense – everything depends on the map; how can we talk about timeframes if the object is unknown or simply not on the map? And as for templates, there are general tactical principles + the strength of the hero's army + the skill and experience of the player, and listing all possible combat templates for each type of object... well, if you have nothing else to do...(but according to Murphy's Law, situations often arise for which there is no template):smile31:
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
User Avatar
#546
Auto-translated
I've edited the rough machine translation of a post from the thread "turn order in battles (/topic/5879/)" to make it easier to understand. I tested it to ensure I understood what I was writing about and added some details. I'm attaching it – I think it will be useful for FizMIG.
Attachments 1
1 file attached • Total size: 48.5 KB
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
#547
Auto-translated
They are advertising their terrible websites on Narod again.
#548
Auto-translated
dnaop-wr
As for the standardized timings for capturing key objectives, I think that's nonsense – it all depends on the map. How can you talk about timings when the objective's location is unknown or doesn't even exist on the map?
Well, it helped me a lot – probably because I wasn't taking these objectives in time before, but now I have a guideline.
dnaop-wr
As for the templates, there are general tactical principles + the strength of the hero's army + the skill and experience of the player, but listing all possible combat templates for each type of objective... well, if you have nothing else to do...
I disagree – if a player constantly and continuously plays as all races, they might still remember all the necessary actions. Otherwise, it's difficult to simulate everything before a battle, especially under time pressure.
Turn order in battle.doc -
minor corrections:
"In the beginning" should be written separately.
"The rule of alternation takes precedence." - It's not specified over what. Maybe leave it as in the original?)
"In all sorts of repositories, the turn order of units is the same, but the top rule does not apply in the order of vertical numbering of slots, but according to the order given for these repositories."
- the illustration is not very clear; I couldn't understand it.
errors
"If a unit's morale drops after waiting, it loses the opportunity for an additional turn*." Is this even possible? As far as I know, no.
"Artillery and ballistics skills allow them to wait." - This is irrelevant.
"If a unit has its blindness/petrification removed / is resurrected (regardless of when it was blinded / petrified / killed), it gains the right to move as if it were the fastest, if it's a normal phase, or the slowest, if it's a waiting phase." -- meaning it will be the fastest (in the normal phase) or the slowest (in the wait phase).
That is, in its turn, and not with the highest priority.
648050691
User Avatar
#549
Auto-translated
I'll answer in order (without quotes). - So, you didn't quite express yourself correctly; a deadline is a specific date, but here it will be "as soon as possible." - The template also seems to be not quite right – it's more like general principles of combat (tactics). A template is something constant, but since tactics in combat, especially against a human opponent, can change frequently, plus there's the element of chance, you can't have enough templates for every situation, and you certainly can't memorize them all. But tactical principles are useful, and they can be individual for each player. - Regarding "Turn Order in Combat" (from memory) – I compared two different machine translations, both of which were poor, and I edited them manually. I may have missed something or not edited it well. "In the beginning" (noun with preposition) is written separately, while "initially" (adverb) is written together. In the text, it's an adverb (compare: initially and in the beginning of the battle). - The rule of alternating turns takes priority – taken from the translation; priority seems to be before the rule of the upper side (it's stated clumsily in the translation). To make it clearer, I added a turn order diagram at the bottom. - Battle in the vault – the order of the slots is shown in the physics engine. - Illustration – the cup shows the unit's speed (conditional), the turn order shows the unit number in the column, starting from the top, and the column (side) A or B. m – morale rolled, w – wait. I didn't make it look pretty, but I hope it's correct. - If morale is rolled after a wait... – marked with an asterisk * – taken from the translation; I didn't double-check, but from memory, the gist is as follows. Unit (speed 6) – moves 6, morale is rolled – moves another 6 or waits and then moves another 6. Unit – waits, morale is rolled – moves 6, not 12 – the extra turn is lost. - Waiting for ballistas and catapults can change the order of subsequent turns. - If blindness is removed from a unit... – taken from the translation; I didn't double-check, but from memory, it looks like this: as soon as you remove blindness from a unit, it moves immediately, and doesn't wait for its turn. If I messed up anywhere else, let me know.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
#550
Auto-translated
Also in order:)
-I said what I intended - personally, the dates and troops turned out to be useful to me
-It also refers to a template; for difficult battles, even the positions of single units are important. It's important not to attack a Crypt with a Bog without Flies, or a Griffin Conservatory without single units with 8 speed, etc.
-Don't read [strike]before dinner[/strike] G-translations... why??
Spelling - I must apologize, for some reason I was sure the adverb wasn't at the beginning)
-The original doesn't mention priority at all...
-Yes
-I guessed as much, but then got confused (to be honest, I didn't try too hard to figure it out, because it should be clear right away, shouldn't it?
-"Units that receive morale in the normal phase and wait instead of acting play here, starting from the first unit that received morale." - there's nothing about this, and a unit that received morale while waiting moves again. I had a slight brain glitch about morale after waiting at first, but I checked)
-"Artillery and Ballistics skills are irrelevant." - that's what was there.
then: "If the Turret waits it will take its turn in War Machine phase."
and you simply wrote "Навыки артиллерии и баллистики позволяют им ждать." - notice the difference?
-Of course, it _waits_ for its turn. You were probably misled by the removal of a blinded unit that hadn't moved during the turn of a slower stack. The original is clear; maybe translate it and supplement it with notes?
648050691
User Avatar
#551
Auto-translated
- I was considering everything from a single-player perspective, so I might have missed something. After all, maps for single-player and multiplayer can differ significantly, and often tactics that work in multiplayer don't work in single-player (due to timing and other factors). - If you want to call it a template, fine, it doesn't change the essence; we'll just get lost in the words. - The construction of English phrases sometimes differs greatly from ours; a literal translation can sometimes be absurd. To translate correctly, you need to think in English and know their slang – sometimes it's easier to discard all of that and say it in your own words. Two machine translations are completely different; each had unclear phrases and expressions, but somewhere there was a phrase about priorities... I rechecked and remembered how the phrase and its meaning look literally: "If units have the same speed, the unit whose opponent moved before has the right to move." - Usually, when you're working on something, everything is clear, but when you're done, you can't figure out what you've created :confused:. In this scheme, I marked the order of turns during testing; I didn't redo it because I didn't have another idea. - I didn't test some aspects; I wrote them down from memory – I'll have to check and clarify them (two turns in a row after the wait). I started with a test and my own description, and then I compared the results with the translation. Therefore, some tested aspects may differ from the description. - The essence of the wait mechanic is to change the turn order, and it is present. The tent moves after the ballista and heals the damage, but if you use wait on the ballista, the tent won't heal the damage after it. But if you use wait on the tent as well, it will heal. - I didn't test the blinding effect; I trusted the translation. If you have a better translation, let's correct it. After all, you need to test each position in several variations – it's exhausting. Right now, no matter how hard I try to trigger morale before using wait, it doesn't happen... But when I don't need it, it happens, of course. You put a melee unit in wait to block ranged units on the next turn, and then morale triggers; if I had known, I would have moved it twice and blocked them, but now I can only do it on the next turn...
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html