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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. Auto-translated

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#122
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Yes, in the game, and where else would it be? And what does calculation have to do with it – isn't the data taken from some table?
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#123
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Well, I meant that if you calculated how many energy drinks should be in the box, and the program shows a different number, then you didn't take into account the bugged level of these creatures (yes, the quantity is calculated, not taken from the table). If such a box appears in the game, then it should be checked again.
#124
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[off]Should it be calculated based on the value of the box, which is determined by its defense or something? There's a difference of about 1.5 times. Or how?[/off]
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#125
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All the theory is available via the links in post #30 of this thread.
#126
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I placed an art treasure and a mill in the program, totaling 4500, with a guard strength of 4, for week 1. The results showed pikemen, pikemen+, archers, archers+, and then monks. No griffins or swordsmen. Before this, I edited H3CalcGuardsData_SoD.txt, swapping the positions of the objects, but that shouldn't be prohibited.
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#127
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The art can be quest-related; in this case, the value can be slightly less than 2000 (for level 1 units in some configurations) or equal to 2000 or more, in various scenarios. As for the griffins and swordsmen being missing, the monks in the original game have a bugged, lowered AI Value (configured as if the monk cannot attack). However, even without bugs, sometimes higher-level creatures can appear in guards when lower-level creatures cannot, as higher-level creatures have a smaller minimum number that can appear.
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#128
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Problem, can anyone advise on how to solve this, if they've encountered it before:
This excellent program doesn't work on an old 32-bit computer with WinXP.
Specifically: monsters don't appear, as if the monster calculation for the required value isn't being performed. (The text files are in place, located as usual in the same folder by default).
ICQ 99717727 message for game


Шаблон 6LM-8MM mix
Схема шаблона 6LM-8MM mix
#129
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Perhaps the value and strength of the guard are simply set so low that no monster can stand guard?
Also, the program requires .Net Framework 2.0, although without it, it would hardly run at all.
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#130
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Did I correctly count the number of creatures guarding the locations on map 8mm6a on the native Swamp faction respawn point in week 1?
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#131
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Yes, that's correct. The number of towns does not affect the value of the Hive.
#133
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Yes, HotA is supported; you just need to select the version in one of the menus.
However, there are no fangames in the program yet.
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#134
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Is there any information on how the value of a quest artifact is determined? And is it possible to somehow mark a quest artifact in this program?
ICQ: 646652262

#135
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Updated the program for calculating defensive values at the same link: https://yadi.sk/d/Lg48jhvZ2BoJg
Updated it for HotA 1.5; I don't think I forgot anything. Nothing has changed for SoD.
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#136
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The map generated a guard that the program considers impossible (or I incorrectly specified some parameters). The save file is attached. Red password: 5693 Blue password: 5577 In the south, the blue spawn point has a Tree of Knowledge guarded by flies. The program doesn't show that generating flies for the Tree of Knowledge is possible. There are 23 flies there in the first week. A similar tree on the right is guarded by 32 undead, which corresponds to the program's calculations. As far as I understand, for the 6lm10a template, the spawn point should have a guard value of "4". The city type in this case doesn't matter, as it's not a dwelling. Slightly above the tree, ogre mages guard an artifact and a chest. There are 46 of them in the first week. If we consider the artifact to be worth 20k, then there should be at least 54 of them. And if we consider it to be worth 10k, then there should be a maximum of 42. 46 is impossible in any scenario. What am I doing wrong? Where is the error?
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ICQ 289320583