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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
#552
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Got confused))\ Decided to simply present my (non-literary, but accurate) translation.\ It's better to add your own additions to it, because it's accurate (I'm talking about the original, of course).\ [] - my note\ \ RULES OF TURN ORDER\ Each round consists of four parts, in the correct order:\ 1. Normal phase\ 2. War Machine phase\ 3. Morale phase\ 4. Wait phase\ NORMAL PHASE\ Creatures move in order of decreasing speed.\ If the speeds of opposing units are equal, then unit A will move first if unit B just moved, and vice versa. Subsequent turns simply alternate between units A and B [i.e., A-B-A-B-...](the alternation rule)\ This is true in all cases except for the 1st round, when the attacker always moves first in case of equal speed [this applies only to the 1st turn of the battle]\ For all other rounds, the rule states: if A moved last in the previous round, B will move first in case of equal speed. War machines are also taken into account in this case, even if they are not under the player's control.\ If the speeds of units in the same army are equal, the order is determined by the [more] left slot rule.\ WAR MACHINE PHASE\ Ballistae always move before Healing Huts (the left slot rule). Supply Wagons are irrelevant.\ If unit A just moved, then unit B's Ballista will move first, and vice versa.\ If a player has artillery and/or healing skills, their Hut/Ballista can wait. Again, the turn order simply alternates, as the wait phase for war machines follows immediately.\ MORALE PHASE\ Units that received morale in the normal phase and waited instead of moving move here, starting with the first unit that received morale. The turn order in this phase cannot be changed by any speed-affecting spell.\ WAIT PHASE\ Creatures move in order of increasing speed.\ If the speeds of opposing units are equal, then unit A will move first if unit B just moved, and vice versa. Subsequent turns simply alternate between units A and B.\ If the speeds of units in the same army are equal, the order is determined by the left slot rule (exactly like that, not the other way around, but just like in the normal phase).\ SPECIAL CASE: SIEGE OF A TOWN, WHEN A FORT, STRONGHOLD, OR CASTLE IS BUILT\ Towers always move before the attacker's catapult; artillery and ballistics skills are irrelevant.\ If the tower waits, it will make its move in the war machine phase.\ If the catapult waits, it will make its move in the war machine phase.\ PECULIARITIES\ If a unit is blinded/resurrected/unpetrified (regardless of when it was blinded/killed/petrified), it will move when it is the fastest (in the normal phase) or the slowest (in the wait phase) [I.e., in its turn, and not with the highest priority].\ If a unit makes a move (or receives bad morale) and then dies and is resurrected, it will not move again in the same round [but only after 3 days).\ A cloned unit will follow the alternation rule, but will not follow the left slot rule: if the speeds of 2 or more stacks in the same army are equal, and one of them is cloned, the cloned stack will move after all other stacks have moved [from these, equally fast ones].\ \ Added after 23 minutes\ If you can add some literary style/clarity without sacrificing informativeness, I will be grateful
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#553
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In principle, your translation is correct; I also arrived at a similar translation, but taking into account English idioms... I tried to rephrase this translation in my own words. Note that in one army, there isn't a left (or right) slot (as stated in the translation) – there are upper and lower slots; why "left" is used is a mystery to me, so I wrote it in my own words. Furthermore, if I make the first move in the first round, how can we talk about a previous move? It will only appear on the second move. You can find other similar errors in the original, so I can't believe in its infallibility. Regarding speed after being blinded, it was a mistake due to the translation; I tested it and apologize. Tactical redeployment is also a phase of the battle, so it cannot be ignored. I also decided to leave my other additions, which explain some points. In general, when I start processing the text, I end up with what I have already done. Therefore, I will try to correct my text, taking into account the need to avoid losing information. I have highlighted the changes in the text in blue.
[but only after 3 days] – I didn't understand the meaning of this note. And if a unit's morale is gained after waiting, I can't test this – the morale doesn't appear at the right moment! I will put this situation aside for now and check when it appears in a real game.
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
#554
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I think my wording wasn't quite right.

The left one is, of course, in the hero's window. I'm already used to it, although "top" might be more convenient.

Also, if I make the first move in the first round, what previous move are we talking about? It will only appear on the second move.
-->

This is true in all cases except for the first round, when the attacker always goes first in case of a speed tie.
Regarding speed after blinding – it was a mistake due to a translation error; I checked and apologize. You can find other similar flaws in the original, so I can't believe in its infallibility.
-->You made a mistake in the translation and then blamed it on flaws in the original??? At least give one example!
In general, please indicate what is new or corrected in your version.
Infallibility is a bit of an exaggeration, but to the best of my knowledge, everything is accurate.
You could add tactics, although, as far as I know, no one has any problems with that).
I didn't understand the meaning of the note.
- just a silly joke
And if a unit's morale is gained after waiting – I can't test this – the morale doesn't appear at the right time!
Did you set the hero's leadership to +3?

Added 1 hour 5 minutes ago
2 AmberSoler:
AI Values would be much more convenient with one more column in "monsters".
I think I already wrote that the word "feet" is spelled without an "s".
From the description of the vulnerability sphere (* - The vulnerability sphere completely neutralizes the effect of the secondary skill "Magic Resistance" in all its manifestations - all artifacts that increase resistance do not work, and the specialization of Thorgrim (Magic Resistance) also does not work.) - it can be concluded that it does not affect the resistance of dwarves and the aura of unicorns. It affects the former, but not the latter.

Added 31 minutes ago
the tables there are incorrect in many places.
1) a list of mind-affecting spells is needed
2) Golems (all, including neutral) Mind-affecting spells, Resurrect, Sacrifice Mirth, Sorrow, Resurrect, Sacrifice, Fear - i.e., without the sphere, Mirth, Sorrow, Fear work.
3) Undead (including Mummies) Bless, Curse, Sacrifice, Mind-affecting spells Bless, Curse, Sacrifice, Mirth, Sorrow, Fear - the same + conclusion that Bless, Curse are not Mind-affecting spells
4) Elementals (all) Resurrect, Sacrifice, Mind-affecting spells Resurrect, Sacrifice, Mirth, Sorrow, Fear - see 2)
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#555
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Now it's clear where the term "left" came from; thanks for the explanation. But this is also the first mistake. The article discusses the battlefield; there is no hero window, but the author had one thing in mind while writing about something else. I'm not a psychic to read his thoughts. I've already noted the different principles of sentence construction (and thinking) between us and the English – compare, for example, how postal addresses are written; they write it in reverse order. By the way, here's an example of how to structure a battle template: the first turn, which often determines a lot, should be the very first, and not mentioned somewhere in the middle of the battle, as in the article. So, don't be offended if I felt it was necessary to put everything in its place (the technical translation is correct, but the logical one is not). And leadership still doesn't work – it's not triggered, although I've encountered this repeatedly in battles. But I noticed something else. When units constantly wait or defend (without taking turns), leadership stops triggering altogether. Look at these options: turn - morale - turn; turn - morale - wait - turn; wait - turn - morale - turn; with these three options, there are never any problems. wait - morale - turn - ??? (I couldn't test what will happen in this case, although it happened repeatedly in battles, but I don't remember the result). Pay attention to this situation; if it happens, let me know – does only one turn remain, or does a double turn somehow trigger. Thank you in advance. In general, truth is born in debate. :D
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
#556
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The article discusses the battlefield; there is no hero window, and the author presented one thing but wrote about another.
Yes, but I'm used to it – and it's also a fairly established expression. Besides, it's easier to visualize the order from left to right in the repositories. Your version is valid, but it's better not to introduce new concepts – in my opinion.
By the way, here's an example of how to structure a battle template – the first turn, which often determines a lot, should be the first, and not mentioned somewhere in the middle of the battle, as in the article.
It's the third sentence. Because the priority of the attacker when speeds are equal is a specific case of this equality (logically, it follows) – and is described later.
wait - morale - turn - ???
i.e., you want to get the morale immediately after pressing "wait"?
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#557
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That's exactly the point – it happened right after the wait, just like sometimes in battle. I'm starting to think – maybe my computer was glitching, or maybe I messed something up myself?
Otherwise, we don't have any major disagreements; I've corrected my mistakes, and everything else is a matter of personal preference. Perhaps if I had started playing the English version, I would think the same way, but we're talking about a Russian guide, not an English one. I have an idea; I'll see how it goes when I'm in the mood.
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
#558
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That's exactly the point, it happens immediately after the "wait" command.
Immediately after pressing "wait"? It's impossible. By the way, I haven't seen the English version.
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#559
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Initially, in Heroes 1, 2, and 3, the heroes were only available in English, which is why I didn't start playing.
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
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#560
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I made some adjustments and added the concept of a "left" option, but "first turn" cannot be corrected – it is always present, while there may not be a second turn. For example: on the first turn, I cast a mass slow or speed spell (or Armageddon) and completely destroyed the enemy, not giving him a single turn – how can I call my first turn "the one following my opponent's turn" if he didn't have a single turn? A special case in this situation would be the second turn, if he is lucky enough to get one. By the way, I have encountered this glitch (bug) several times in a similar situation – the AI fled the battlefield without having its turn.
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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
#561
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The first turn will be a subset of all turns, even if the others won't happen. If the enemy hasn't moved before, then the alternating turn rule doesn't apply. But in general, we're getting off-topic here – we're discussing a hypothetical situation, and the thread starter hasn't shown any interest in these rules yet. I suggest we continue the discussion via PM.
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#562
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An interesting question has come up. It is generally believed that it is beneficial to leave a hero with fast monsters (speed 11 and above) overnight – then, in the morning, he will have a full movement reserve of 20 (2000 MP), even if slower monsters are added. However, I have long noticed that (in particular, in SoD) when slower monsters are added, the hero's speed decreases, although not always (I haven't tested it thoroughly). This is clearly noticeable in a chain when you predetermine the finish point for the next day. Does this mean that this feature has been removed as a harmful bug, or is it related to a change in territory (although I have noticed this even on the same territory or on roads)? A recent example: a swamp creature on its home territory, with a remaining movement reserve, can reach the enemy. I add a few more of the same monsters to the chain, and suddenly it can no longer reach the enemy by several squares! It's as if each monster has its own movement reserve, which has been partially used up with the previous hero. Or does a skill like Logistics or Pathfinder only start to affect the added monsters at the beginning of the next day?
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
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#563
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That can't be. There must be some oversight here. I always manage to get everything, and I haven't encountered any of the issues described above. Perhaps the problem lies in the fact that monsters are being added that impose a penalty? Or is the effect of the stable running out?
In general, such issues should be supported with save files, rather than just words.
#564
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Actually, there is such a glitch, but the reason is different. The laws of logistics remain unchanged. The trick is that with certain manipulations, the hero's move reserve (initial move) is not updated. It should be updated every time the hero's monsters are rearranged, but sometimes it doesn't. I know for sure that scripts for transferring monsters using Alt+Click (or dismissing them from the main game screen using Alt+Shift+Click) do not update the initial move. Perhaps the same applies to HD.

Here's the catch:
We were on a fly, for example, with a speed of 9. We received a Gnoll (using a script transfer), and the initial move was not updated, and the calculation of how far the hero will go on the next turn is based on the fly. Naturally, this is not the case. To always be sure about the range, go into the hero and simply rearrange any stack. Exit, and you will see the correct range. By the way, in HD, you can observe this - there is a record of the move/initial move - use it to see if the initial moves have been updated or not.
Инфа о разных моих проектах, по большей части геройских, тут http://phomm.narod.ru
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#565
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pHOMM
The funny thing is this:
we were on a Fly, for example, with a speed of 9. We received a Goblin (through a teleport spell), but the initial movement wasn't updated, and the calculation of how far the hero will move on the next turn is based on the Fly. Naturally, this isn't correct. To always be sure about the movement range, just go into the hero's stats.
There is such a thing. To have a correct recalculation, it's enough to simply go into the hero. But as I understand it, dnaop-wr meant something else.... :confused:
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#566
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I didn't pay close attention, but I noticed it repeatedly, although not always. I'll try to keep an eye on who visited what and make saves. However, I thought this might be related to some game updates. But in the last case, there was neither a stable nor any enemy monsters, and the situation was baffling — too large and inexplicable of a discrepancy. At work, I have AB separately, SoD separately, and SoD with the HD mod separately — I play that one more often as it doesn't cover the whole screen — I think the last glitch was on it, but it's possible it was on AB since the map is from that set.
By the way, I've been meaning to thank you for the attached videos — there are many interesting moments (though I hardly ever use them).
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