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Posts from The Tale of Igor's Campaign Auto-translated

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#84
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Today, I completed this map in Veteran mode.
First, I cleared out some of my territory, gathered a semi-demonic army, and moved towards the enemy.
In Utopia, I obtained the Unicorn Horn Bow, and since I already had Battle Mages, Succubi, an upgraded Succubus, and two different tiers of Centaurs in my army... I quickly took the first city and the entire surrounding area. The circus idea is brilliant =)
By the way, even if you block the passage to your lands, two heroes can still interact. One stands inside the outpost, and the other approaches from the other side and takes the army. However, I didn't venture outside the Orcish fortress with the second hero, so maybe that's how it was intended.
Then, I continued on. Lethos emerged from the Dungeon with a decent army, but by that time, I was so powerful that I defeated him without even noticing. I cleared out the Dungeon, destroyed the siege ballista without it firing a single shot, and approached the city on the hill. There, I found a hero with a "deadly" threat level for me, but he was defeated very easily, and the Wyverns, which had recently joined me, feasted on the numerous corpses =)
Then, I destroyed the third city, but there was almost no army there, and I headed north along the path to the fourth. There, I met Sir Grim, who turned out to be a complete weakling; the only thing was that I had to constantly intimidate his knights so they wouldn't move. Unfortunately, I lost some Warmongers to him, but he conveniently resurrected them.
By the way, I tried to complete all the quests and collected a set of special artifacts, but I didn't see a bonus in the form of an "additional unit," probably because it doesn't work in my 3.0 version.
I destroyed the fourth city, and then I realized that the map wouldn't work. I had to enter all the custom scripts into the console, excluding those that don't work on my version.
Andreas appeared, and everyone fell before him; I don't know why, but apparently, he has a very powerful ballista. All that remained were the Wyverns, 8 Centaurs, and an upgraded Assassin. But, since there was no more resistance on the map, I moved on, destroyed the port without a single loss, except for the 8 Centaurs, which were killed by the archers on the towers. I manually entered the scripts again and set sail.
After that, nothing particularly interesting happened, but I really liked the idea with the fog =)
Oh, by the way, I collected all the dragon artifacts during the game and accumulated a lot of Cyclops.
On the last island, I summoned a horde of Cyclops from the city, which I had built there, landed, entered the scripts, and fought against Orland. The first time, I had to replay the battle twice. The thing is that he quickly left me with only Cyclops, and then he simply didn't let them move, and I didn't get any good spells, except for fear. But, after getting the hang of it, I played a clever battle, and even his guardian angel didn't help him in the end. I had 6 Cyclops left at the end of the game. =) And a level 32 hero.
Then, I went into the editor and watched all the videos; they are made very well. Thank you very much to the author.

Added after 18 minutes
Upt: Yes, I remembered that after destroying the 4th city, RedHeavenHero05 should have appeared, but the script in the console gave me an error.

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#85
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By the way, I tried to complete all the quests and collected a set of special artifacts, but I didn't see a bonus in the form of an "additional unit," apparently, it doesn't work in my 3.0 version.
In 3.0, a lot of things don't work, as you noticed ;) The rounding function doesn't work, and that's the most important thing.
 

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#86
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yes, it was quite difficult to complete a map on difficulty level 3.0. =)
as for rounding, what is its purpose? what is this function used for?

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#87
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In the main script, make it so that when Botan captures a town, he gets a portion of the creatures. In combat, give him elite units (half of his level), but this doesn't affect the main script.
 

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#88
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That's why my troops didn't disappear. By the way, is there really a big reason to write this function specifically for creatures, as the game itself doesn't round them?
In my new map, I used a similar trick, but all non-Inferno creatures turn into Imps, in an amount equal to 50% of the total number + 3.75% * hero level. Everything works, the maximum error is usually 3-4 creatures, but that's not fatal.

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#89
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Perhaps I haven't checked it. But it's better to be accurate. Here's an actual version:
function round(x)
  y=0;
  while y<=x
    if y+1>x then
      return y;
    y=y+1;
  end;
end;
This should be inserted into MapScript.lua. For the wandering knight set to work properly, use similar code:
function ceil(x)
  y=-1;
  while y<x
    if y+1>=x then
      return y+1;
    y=y+1;
  end;
end;
In Botan-Matan.(Script).lua. It should work on version 3.0, but I haven't checked.
 

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#90
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Yes, in this case, as far as I understand, it rounds down to zero. But in a normal case, the computer rounds up, and, as far as I remember, regardless of the values, 0.2 = 1 or 0.9 = 1, although I'm not sure.
Update: No, it can still round down to zero or up to one, because the range of numbers is very small.

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#91
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So, I think the code is displayed incorrectly. It won't round anything at all. It used to be like this:
function round(x)
  y=0;
  while y<=x
    if y+1>x then
      return y;
    y=y+1;
  end;
end;
Here. Rounding to the larger number.
 

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#92
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yes, now everything should work. however, it seems that it will round all numbers to 1, including x=0.1.

function round (0.1)
y = 0;
while 0 =< 0.1 then
if (0+1) = 1 > 0.1 then
return 0;
0 = (0+1) = 1
end;
end;

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#93
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Zero returns. This will round down, which is what I meant. In a round, this is normal, but in the case of ceil, it needs to round up, so here's how:
function ceil(x)
y=-1;
while y
if y+1>=x then
return y+1;
y=y+1;
end;
end;
 

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#94
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Hmm, yes, that's right, it starts from -1. In general, the most logical approach would be to round down to the nearest integer when y+0.5 > x and round up to the nearest integer when y+0.5 <= x.

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#96
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Yes, that's true... But thank you very much for the map, it's very interesting and captivating!

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#97
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Why so many loops? They slow things down, especially if the numbers are large. ```lua function round(n) local m = n - mod(n, 1) if mod(n, 1) >= 0.5 then m = m + 1 end return m end function ceil(n) local m = n - mod(n, 1) + 1 return m end
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#98
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Interesting :) What's all the fuss about? :)
round (standard rounding) = ceil (n-0.5) - I used this approach, where ceil is the standard function for rounding up. If ceil is not defined in some way (combat), then we write a new one, and round then has a reference to the new ceil.
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