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Posts from A program for calculating the strength of the guard on random maps in Heroes of Might and Magic III, called H3CalcGuards.

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#31
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Sav, thank you so much! Finally, everything is clear about the hidden spots and chests in the Pandor maps!!!
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#32
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Sav
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
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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#33
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StickyFingaz
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]

+1
LeBronhaha) 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:
Не бійся коли ти один, бійся коли ти нуль.

484800548

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#34
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Wicc
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.
Ask Merlin to share his save file, if he hasn't deleted it (it was, I think, last summer). In one of his games, a hydra nest was guarded by 40+ diamond golems in the first week.
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#35
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Satyr
satisfy one's ego by winning in Heroes of Might and Magic
This is exactly what drives the Heroes forward. When this desire fades, the "beer" stage begins. The symptoms have been described repeatedly.
In reply to Javdet
#36
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Javdet
.. 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.
Guard strength
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.
#37
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3 avg. avg+avg.weak+strong
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?
icq - 470286448
#38
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Simply, avg means that the strength of monsters when generating the map (yes, those buttons located near the water) is average, and the strength of monsters in the zone is irrelevant. This is used for calculating the protection of passages: the strength of monsters in the zones does not matter for them. weak + strong means that either the monsters in the zone are weak, and the monsters at the button are strong (a typical Jebus respawn), or that the monsters at the button are weak, and the monsters in the zone are strong. That is, if you swap the strength at the button and the strength in the zone, nothing will change.
Yegor Korobeynikov
So, 3 chests in MM6A with average mobs will guard the same way as on a Jebus respawn with strong mobs?
Yes, and it will be the same as in the Jebus treasure with weak monsters or as the protection of a passage with a value of 3 chests with average monsters.
Yegor Korobeynikov
And in the center on Jebus, it turns out to be strong+strong.
(in rmg zones on Jebus, weakx4, strong) Did I understand correctly?
Yes, with strong monsters in the settings before generation.
#39
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I think that after the information about the strength of the guards is published, the program formally just speeds up the game. Yes, it creates an advantage, just like HDMod. Personally, I would use it in the 1st battle out of ~20, where it really makes a difference.

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.
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#40
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zoog
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 would be much more efficient if the number of neutral creatures was displayed directly as a number, because our players are quite lazy.
#41
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Isn't it already written out there? Or do you mean directly in the game?
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#42
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zoog
It's not even written out in full there... or do you mean directly in the game?
I mean enabling the view enemy towns mode. I have a feeling that at this rate, we'll get there soon...

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
This is already called degradation. Previously, people studied the map to understand it, but now they are asking to "buff the map," so they don't have to do anything at all.

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:
#43
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The strength of monsters should, in general, be indicated on the template diagrams. I think it would be faster to look once, remember, and then always click on one selector, rather than always clicking on three. Overall, I don't really want to add quite a lot of code for such a minor thing. :)
#44
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Dirty_Player
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.
Well, yes, a little bit). And do you yourself use a 640KB DOS or are you using a Vista that consumes gigabytes? And do you remember all the strengths of all the zones of ten popular templates? [off] I consider the real degradation to be the loss of literacy after online communication.[/off]
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.
Sav
In general, the monster strength should be written on the template diagrams.
+1, then you can edit the diagrams. I assumed that there would be relatively little to refine, but if not, then it's not.
And indeed, there are 3 parameters, because not all templates are played with strong monsters; I didn't think about it.
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#45
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And what's the problem with just entering the required template and checking the monsters' strength themselves, like normal, non-lazy players do? In general, I support the chess timer; considering the appearance of password-protected saves, this is perhaps the last serious change that would be welcome in SoD.