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In reply to Dirty_Player
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Ballista is on the roadmap, yes. And what other combat units can deal damage to units, if you don't mind me asking? :)
In reply to nappy
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nappy
What other combat units can deal damage to units, if you don't mind me asking? :)
Units can deal damage to combat units. I forgive you :)
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and would it be difficult to upgrade it with a War Training enchantment?
In reply to positive
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mmm... in one of the threads, the VT users were accused of oversimplifying the game...
numOne
VT corrupts with its excessive polish and simplification
The existence of such programs essentially simplifies the decision-making process, pushing the study of the game's physics and, in particular, the physics of combat (and its mathematics) into the background.
I recommended supplementing the regulations for the offline CIS-2013 tournament with a ban on the use of any software products, with the exception of a standard calculator, that would allow any advantage in the game.
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The tests were conducted on the SOD version of the game. The only rare error in the calculations is incorrect rounding (a quirk of the game) and manifests as a difference between the actual and calculated damage per unit. We'll figure out how to overcome this.
In Heroes, is everything always rounded up? Well, take the integer part of the number and add one. And there is definitely a function for rounding up in some (if not all) programming languages. Or am I missing something?
The existence of such programs essentially simplifies the decision-making process.
Then, having a piece of paper and a pen also simplifies this process. Having a brain that can calculate or at least estimate such things also simplifies it. I suggest banning all of this and playing exclusively with dice: whatever number comes up, that's how you move.
 

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In reply to Ment
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Ment
Back then, having a piece of paper and a pen also simplified the process. Having a brain that can calculate or at least estimate such things also simplifies it. I suggest banning all of this and playing exclusively with dice: whatever number comes up, that's how you move.
In this case, we are talking about replacing the brain with a program, which affects the intellectual aspect of the game (i.e., increases/gives a "fool" a chance to win in a "battle of wits"). My recommendation to ban programs is proposed solely for the regulations of offline tournaments in the CIS.
Similarly, no one would allow players to use a hold'em manager during offline poker tournaments.
In reply to positive
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positive
Would it be difficult to optimize it for the Void Talisman?
If you could point me to where I can find the formulas, I can do it without any problems :)
Ment
Does Heroes always round up? If so, just take the integer part of the number and add one. And there's definitely a function to round up in some (if not all) languages. Or am I missing something?
There's one oddity with rounding in Heroes. In rare cases, the formula results in a whole number, so there's no need to round, but for some reason, the game adds one to the result, as if there were a fractional part. Or something like that, I don't remember exactly.

Regarding the fairness of using this program, I don't see a problem... All the formulas are known, and it's not difficult to calculate the damage using them; it's just tedious and time-consuming. Good players can easily estimate all of this in their heads, as far as I understand :)

Added after 6 hours 30 minutes
I've updated the version at the link in the first post. Changes:

- Instead of a long list, units are now selected by clicking on the portrait image, which is much more convenient.
- All data files are hidden inside the executable to avoid confusing anyone :)

I also wanted to update the first post with new screenshots, but it seems I can't :p
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By the way, I spent a long time looking for the creator of this thing. For a while, I even thought it was Kalababa. And all this was in order to request one obvious and necessary feature – a swap. I am almost always interested in damage in both directions, so I would like to have the ability to change the conditions of both sides with one button, reversing them completely.
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The swap will happen today or tomorrow. It has been planned for a long time, but only now have we finally had the time to work on this program.
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nappy
There's a peculiar thing in Heroes regarding rounding. In rare cases, the formula results in a whole number, meaning no rounding is needed, but for some reason, the game adds 1 to the result, as if there were a fractional part. Or something like that, I don't remember exactly.

It seems this isn't a bug, but rather a flawed rounding-up formula: [integer part] + 1, without checking if the number is already an integer.
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if the Lucari attack, their attack increases, which also increases the damage. There is no damage calculation if they engage in melee combat.
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
In reply to Ihtiandr
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Ihtiandr
Apparently, this isn't a bug, but rather a simple rounding up using the formula [integer part] + 1, without checking if the number is already an integer.
But in most cases, the game behaves as expected and rounds correctly.
Captain
if lurkers attack, increasing the attack of their hero increases the damage.
and there is no damage calculation if they attack in melee.
What's wrong with that? The damage of archers, like any other unit, depends on their attack, which in turn depends on the hero's attack.

The damage from a curved arrow/melee/through walls can be calculated, but it results in a lot of calculations. I need to think about how to incorporate this neatly.
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There was a utility called "Heroes III Combat Simulator" around 2000-2001, roughly the same size, but it didn't include hero parameters – only monsters. And it didn't require any framework at all. This utility seems to be better in all respects, but... for a 0.5 MB utility, it requires an additional 850 MB of software. That's a lot, considering that this software won't be needed for anything else. One framework is more than enough for all cases. It's a pity, but I won't be able to use this calculator...
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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Well, guys, a lot of software is being written in .NET these days. Who knows, maybe it would be worth rewriting it in C++/MFC, but I haven't touched it since the beginning of the century.
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The version linked in the first post has been updated. Calculation of retaliatory damage and swap have been added. Retaliatory damage is calculated even if the attacker doesn't have any or is an archer, but I don't think this will bother anyone.

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