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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6.25%: Archangel: 9
12.50%: Archangel: 4000
18.75%: Archangel: 4000
25.00%: Archangel: 4000
18.75%: Archangel: 4000
12.50%: Archangel: 4000
6.25%: Archangel: 4000
And another thing.
Do I understand correctly that there cannot be more than 100 of any monsters on the map, and 100-249 means a max of 109 at week 121, 120 at week 131, etc.?
Do I understand correctly that there are a maximum of 3 Pandora's Boxes with troops in the center of Jebus Cross, and in general on any resp?
And is there any dependency in the probability of Pandora's Box drops for magic/troops/experience/gold? Like the standard 30/30/30/10?
Bug with army dependence on the game week. Most likely related to incorrect rounding of growth. The program shows that on a standard ГО at 45k the number of megadragons does not increase, but in reality it does. For example, with rust dragons, if at week 111 there were 1-4, by week 141 it was already 5-9, and at week 331 it was 10-19. But the funniest thing is something like archangels at month 20 according to the program would be:
6.25%: Archangel: 9
12.50%: Archangel: 4000
18.75%: Archangel: 4000
25.00%: Archangel: 4000
18.75%: Archangel: 4000
12.50%: Archangel: 4000
6.25%: Archangel: 4000
Do I understand correctly that there cannot be more than 100 of any monsters on the map and 100-249 means max 109 at week 121, 120 at week 131, etc.?
Do I understand correctly that a Pandora's Box with troops in the center of Jebus Cross, and indeed on any respawn, has a maximum of 3?
And is there any dependency on the probability of Pandora's Boxes spawning for magic\troops\experience\gold? Like the standard 30\30\30\10?
Specifically about Pandora's Boxes (each Pandora's Box with each specific creature or amount of experience is considered separately):
Pandora's Boxes with experience have a relative frequency of 20.
Pandora's Boxes with gold have a frequency of 5.
Pandora's Boxes with magic have a frequency of 2.
Pandora's Boxes with creatures have a frequency of 3.
1. Hmm, I thought that when there are fewer than 10, they don't grow. Thanks, I'll double-check this.
2. More than 100 cannot be the average number of monsters. So, 100-249 on week 1 is a maximum of 125 (but in reality, 125 is very unlikely, more like 100-105). Each week, the number of monsters grows by 10%, but so far, it's unclear what happens with rounding.
3. No. Their number is unlimited.
4. Yes. Here you can find information about the values, frequencies, and quantity limits of all objects: http://forum.df2.ru/index.php?showtopic=2342&st=420&p=559149&#entry559149
Specifically about Pandoras (each Pandora is counted separately with each specific creature or amount of experience):
Pandoras with experience have a relative frequency of 20.
Pandoras with gold have a frequency of 5.
Pandoras with magic have a frequency of 2.
Pandoras with creatures have a frequency of 3.
Although with normal rounding, there would be 7 of them, and if at the maximum, 5.5=6, 6.6=7. But I wrote the report immediately after the game, and it says 8 there.
3 and 4. That's where I got a little confused. Approximately, the probability of a Pandora appearing, assuming they are all present on the map, is in these proportions:
Troops 42 (14 units of 3)\Experience 80\Gold 20\Magic level 10\School magic 10
That is, in percentage terms, it would be 25\50\13\6\6?
Added after 36 minutes
And the secret was simple. Units do have a fractional number after growth. It's just that the number of units is a whole number without rounding. But still, it doesn't quite match up with 7-8 Rust Monsters at 131...
3 and 4. That's where I got a little confused. Approximately, it turns out that the chance of a Pandora appearing, assuming they are all allowed to spawn, is in these proportions:
Troops 42 (14 units of 3)\Experience 80\Gold 20\Magic level 10\Magic school 10
That is, in %, it would be 25/50/13/6/6?
Next, how to explain the fact of generating 2 stables or 2 lookout towers on the same respawn? I understand this is a generator bug, because I've seen a straight-up multiplication by 2 on a respawn. I.e., guards of 2 Naga guards or 2 Imp familiars or Dragon Utopias almost on top of each other.
Next, regarding caches. So it turns out that, using the example of the same Jebus Cross, if there is another zone with your respawn, the guards of the caches increase incredibly? Almost by 2 times. 1\5 and 2\5
I overcomplicated the 8 Rust Dragons; there were actually 6 of them. Thanks to The for the saves.
Further, how to explain the facts of generating 2 stables or 2 lookout towers on one respawn? I understand it's a generator bug, because I've seen outright doubling on the respawn. I.e., guards of 2 nagas or 2 imps or Dragon Utopias almost on top of each other.
Theoretically, this bug can have critical consequences. For example, if this causes more than 32 experience stones to be generated, then when visiting the 33rd experience stone, some other object will be marked as visited by the hero, or the information will generally become corrupted.
Further about the pickups. It turns out that, using the same Jebus Cross as an example, if there is an additional zone with your respawn, the guards of the pickups increase incredibly? Practically doubled. 1/5 and 2/5
That is, still not doubled, but almost one and a half times as much.
True, this doesn't necessarily mean the guards will also increase by one and a half times, since the relationship isn't directly proportional (here I wrote about how guard strength is derived from value, if you're interested: http://forum.df2.ru/index.php?s=&showtopic=27998&view=findpost&p=558697).
1. Yes, this is a bug. The problem is that when the generator creates a group of objects, it doesn't take into account that the objects already added to the current group (but not yet placed on the map) should also be included in the count. Because of this, there may be 2 outposts, stables, etc., generated at the respawn – but always within one group.
2. Theoretically, this bug can have critical consequences. For example, if more than 32 experience stones are generated because of this, then when visiting the 33rd experience stone, the hero will mark another object as visited, or even corrupt the information.
3. So, the value coefficient without extra respawns is 1 + 1/5 + 1/2 = 1.7; and with an extra respawn, it’s 1 + 2/5 + 2/2 = 2.4.
That is, it’s still not twice as much, but almost one and a half times.
However, this does not necessarily mean that the guards will also increase by one and a half times; there isn't a direct proportionality here (here I wrote about how the guard strength is derived from the value, if you're interested: http://forum.df2.ru/index.php?s=&showtopic=27998&view=findpost&p=558697).
2. The critical consequences lie elsewhere. Because of such duplication, I was able to get out of a treasure zone on a small map with over 100 ducks, taking 6 drowned ones. I doubt anyone would go around exploring various experience stones or even libraries after that.
3. The main point is clear. It’s easier to identify duplicates on maps with a small number of areas containing cities.
Now for new questions:
4. Is it true that the duplicated object will have the guard strength of one object?
5. How can you distinguish between an ordinary low-quality area and a quest-related low-quality area? Sometimes the difference in guard strength is noticeable, but not when the guard strength is 5k; it's hard to tell.
6. Is the player's home town considered when determining the guard strength on the same balance?
1. Does the bug duplicate everything, or only all objects with guards? I mean, if there are 2 outposts or 2 stables, does that mean there will be twice as many loot piles/campfires/chests?
The fact that 2 guard towers sometimes generate next to each other under the same guard is normal; it's a standard situation.
2. The critical consequences are different. I managed to get out of a treasure map on a small map with 100+ ducks by taking 6 drowned. I doubt anyone would bother exploring rocks or even libraries after that.
By critical, I mean consequences that lead to incorrect game behavior or even crashes.
4. Is it true that the guard for a duplicated object will guard only one of them?
5. How can you tell the difference between a regular "shlak-art" and a quest "shlak-art"? The guard is sometimes visible from a distance, but it's hard to tell on a guard worth 5k.
Quest artifacts are also banned at the start of the map, which means they exist in the game in only one copy and don't appear in dungeons, the market, etc. If an artifact that is exactly the same has already appeared in the game in some way, then this one is definitely not a quest artifact.
You can also analyze the location of the seers' huts (although this is already a murky business). After placing an artifact, the game tries to place its hut one zone away; if that's not possible, it tries two zones away, and so on. If it's not possible to place it anywhere else, it goes to the next zone, and an artifact and its hut can never be in the same zone under any circumstances. Therefore, if the surrounding zones have been explored, and there are no huts visible except in the adjacent zones, it's likely that there are no quest artifacts in that zone.
6. Is the player's home town counted when determining the guard's strength?
- There must be at least one checkmark in the Town types graph for the zone.
It doesn't matter whether a town actually appears there or not.
It is quite possible for two identical objects to be generated in one group.
Added 11 minutes later
The value of a regular artifact-treasure is 2000. A quest item can also have a value of 2000, so it is unlikely that you can determine it by its value.
(but each seer has a frequency of 10, while a random artifact of each level has a frequency of 150, so in the case of weak protection, it is more likely that it is just an artifact).
In one group, 2 identical objects can easily be generated.
How is that possible? Does this mean that quest artifacts can have weak guards?
For example, a quest artifact worth 5000 gold/experience has a value of 2000 – exactly the same as a minor artifact just lying around (the corresponding Pandoras have values of 5000 and 6000, and, for example, a quest worth 10000 experience has a value of 5333, while a minor artifact (level 2) has a value of 5000).
In general, the value of high-level quests is often not very high, and all values can be viewed in the program.
Frequency – the probability of a pair of artifact seeds appearing? Compared to a regular artifact? That is, it is implied that they have the same value?