Posts from A program for calculating the strength of the guard on random maps in Heroes of Might and Magic III, called H3CalcGuards.
http://forum.df2.ru/index.php?showtopic= ... ry575859
Thanks, now everything is clear. But... to avoid losing, it's important to know the strength of the guards at a high-level external dwelling at the start. And since that depends on possible objects on an unexplored map, there is very little practical use for this info, especially on XL maps
Зима 2011-12.
autobattle, troop damage calculation, guard strength calculation + someone was also thinking about creating a terrain check for where the neutrals are located. We also need to create a chain creator, and any newbie will become a Heroes expert =[/QUOTE]
+1LeBronhaha) the development of the Heroes community is very similar to the development of online poker) both in terms of the average skill level and in the area of software development :)
+1
In poker, at least they pay money, and there's a reason to gain an advantage through additional programs. But what's the point here?!
A calculator, or any other program, will kill the fun of the game. And the funny thing is that there's no benefit to them, it just turns out that people want to gain an advantage to satisfy their ego with a victory in Heroes. :smile04:
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No matter how hard I tried, I couldn't generate realistically spawning guards, like 33 beefy creatures guarding a giant nest.
The parameter "Zones count" is unclear. And yet, it's precisely this parameter that determines the guard strength at the nests.
satisfy one's ego by winning in Heroes of Might and Magic
.. where did the 31 Cyclops guarding the Angel dwelling come from? It's a regular spawn point, similar to the starting one in the Conquest map, week 2.
It consists of two values.
1. The strength of monsters, set in the options when generating a new map. It can be:
weak,
avg (average, normal),
strong.
2. The strength of monsters, specified in templates for each zone.
It can be:
weak,
avg (average),
strong.
Open the rmg.txt file for the Conquest map.
Find the Monster/Strength column (column BD if opened with Excel).
In our case, we have a starting option of strong, and for our starting zone - avg. In general, it's strong+avg.Set the corresponding value in the program; it's number 4.
All zones with towns count
Look at rmg.txt for the Conquest map again.
Find the Town types column. Check if there is at least one town of any type in each of the zones (the X icon) or a non-empty (greater than zero) value in Player towns: Minimum towns + Minimum castles. In general, look for the presence of towns of a non-random type. Each such non-empty row will be the desired number-value in this column. Thus, for the Conquest map, we get the number 6.
Zones count
The number of zones with the main town of our type. In this case, the guard of the Portal of Glory, consisting of 31 Cyclops, on the second week corresponds to the interval 20-34 for three towns of the Castle type (average 27) or the interval 26-44 (average 35) for four towns of the Castle type, or, in the extreme case, the interval 31-51 (average 41) for five towns of the Castle type.
Thus, you can check the filling of random maps with towns with a small number of towns. After all, you can compare information by viewing the guards of different external buildings.
Do I understand correctly that this is one of three options? 1st: avg monsters.
2nd: avg+avg = avg (monster strength on the template for the zone (let's say all zones in Might & Magic VI)) + avg (monster strength when generating the map is chosen by the players (=average) (next to the choice of water, a lot, a little, islands?)).
weak+strong = weak (monster strength on the starting zones on the random map generator) + strong (monster strength chosen by the players (=strong)).
I can't understand what simply "avg" means without a "+"?
That is, 3 chests in Might & Magic VI with average monsters will be guarded the same as on a random map generator on strong monsters?
And in the center on the random map generator, it's strong+strong.
(in rmg zones on the random map generator weakx4, strong) Did I understand correctly?
So, 3 chests in MM6A with average mobs will guard the same way as on a Jebus respawn with strong mobs?
And in the center on Jebus, it turns out to be strong+strong.
(in rmg zones on Jebus, weakx4, strong) Did I understand correctly?
Added after 44 minutes
Using the "Garkulyator" will be much faster, in my opinion, if instead of the strength of the monsters, you choose a template, zone, and strength from the settings. Simply, not everyone even knows what strength is in which template/zone, and digging through rmg.txt during the game is sad.
In my opinion, using the "garkulyator" would be much more efficient if, instead of selecting monster strength, you could choose a template, zone, and strength from the settings. Not everyone even knows what strength is set in which template/zone, and digging through rmg.txt during the game is tedious.
It's not even written out in full there... or do you mean directly in the game?
Previously, to gain a gameplay advantage, you had to know the specifics of the map, know the value of the guards... I'm not even talking about being able to estimate the damage BEFORE the battle to assess it. And now, people are complaining that someone doesn't know
what strength is in which map/zone
I often see on streams how, during a battle, a player starts using various calculators, wasting both their own and others' time. Some even abuse this. That's why I support the WT timer that runs during the battle. :rolleyes:
This is already called degradation. Previously, people studied a template to understand it, but now they ask to "increase the power," so they don't have to do anything at all.
I just didn't think the first explanation of monster strength was very adequate, so I didn't want to delve into it. It was later that I realized that there is a monster strength for the zone, not the template, and it is not the strength in the game settings (Glory to Capaes, yes). I remember these parameters as numbers 1..3, but in reality, it's 2..4, and the zones are -1..1. In the game, the inscriptions are in Russian, in the program, they are w, a, s. Remembering and additionally practicing quick determination of the resulting input data requires additional effort, but the ability to only specify a template and a zone (usually 2 types - simple and treasure) would improve the subject.
In general, the monster strength should be written on the template diagrams.
And indeed, there are 3 parameters, because not all templates are played with strong monsters; I didn't think about it.