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In reply to Kamikaze
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Kamikaze;90981
Yes, of course I sent it

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I disagree, I checked as well and the speeds were:
- Dessa: 1801, 1723
- Gunnar: 1723
- Kirry: 1657, 1878
It depends on whether the hero was hired or given initially. You hired a hero; I selected mine when loading the map.
Try skipping a turn with your heroes — the MP will be as I wrote. Or just place them on the map — same effect.

I've updated "my" page and added the speed when hiring a hero and the speed of an already given hero. I also calculated the speed of heroes specializing in warriors
In reply to Ataman
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Ataman;90993
It depends on whether the hero was hired or given at the start. You hired a hero; I chose him when loading the map.
Try skipping a turn with your heroes – the MP will be as I wrote. Or just place them on the map – the effect is the same.

I fixed "my" page and added the hero's hiring speed and the speed of the hero who is already present.
1. What is the file format? I can't open it.
2. The idea itself is great, and as it turns out, it's useful because it can be applied in practice. :)
3. What if you check the starting MP using TE? After all, it has a built-in script that allows you to see the remaining hero's turn to the last MP unit. Those who have TE installed, check the main heroes at the start and report it in the topic. This, of course, makes sense if the TE developers have not made changes to the starting MP of the heroes.
4. Note: in FizMiG, the MP calculation was based on the slowest unit in the army (which is assumed, even if it is not available). I assume that not everything is indicated correctly there, so it makes sense to pay attention to this...
I also calculated the speed of heroes specializing in warriors.
The following factors can change the speed of units: artifacts, the presence of native land, and specialization. (The resulting speed is indicated in parentheses next to the base speed)... However, changing the speed of a unit does not affect the speed of the hero in any way. In any case, it shouldn't. :)
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FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

In reply to AmberSoler
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AmberSoler;90996
1. What file format is it? I can't open it.
2. The idea itself is great, and as it turns out, it's useful because it can be applied in practice. :)
3. What if you check the starting MP using TE? After all, it has a built-in script that allows you to see the remaining movement points of a hero down to the last MP. Those who have TE installed, check the main heroes at the start and report it in the thread. This, of course, makes sense if the TE developers haven't made any changes to the starting MP of the heroes.
4. Note: in FizMiG, the MP calculation was based on the slowest unit in the army (which is assumed, even if it is not available). I assume that not everything is indicated correctly there, so it makes sense to pay attention to this...
1. Microsoft Excel 2007, packed in a zip file.
3. That's exactly how I checked it. First, calculations, then verification. Everything matches. Nothing has been changed in TE.
4. There were some errors: the skill and specialization "Logistics" were not calculated, monster specializations were not taken into account, the MP of some heroes were calculated incorrectly, "IronGolem" was corrected to "Stone Golem".

I took into account the maximum and minimum movement of each hero, both as given at the start and when recruited in the tavern. Although sometimes it is quite difficult to achieve the maximum movement: for example, I had to restart the map about 10 times so that Kirr had the maximum movement (that is, he did not have "non-existent" dwarves)
In reply to Ataman
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Ataman;90999
1. Microsoft Excel 2007, packaged in a zip file.
I figured it out... :) But the .xlsx file extension is not recognized. Excel should be in .xls format.
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FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

In reply to AmberSoler
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AmberSoler;90996

The following factors can change the speed of units: artifacts, the presence of native land, and specialization. (The resulting speed is indicated in parentheses next to the base speed)... However, changing the speed of a unit does not affect the speed of the hero.
The speed of warriors, increased by specialization, increases the speed of the hero. Try it yourself.
By the way, the logistics calculation seems a bit strange. Specialization still gives a bonus of 15%/25%/35% to the hero's movement range. In my version, it's exactly like that. And it doesn't depend on the hero's level.
And according to your formula, the movement range (on the first day) of a hero hired from a tavern is calculated. After skipping a turn, the movement range is recalculated from the "Logistics" skill + 5% (15%/25%/35%).

Added 2 minutes later
AmberSoler;91001
I figured it out... :) Only the .xlsx file extension is not recognized. Excel should be in .xls format.
And it doesn't open? Try deleting the last letter:) .
In reply to Ataman
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By the way, the logistics calculation seems a bit strange. It turns out that specialization does provide a bonus of 15%/25%/35% to the hero's movement points (MP). In my version, it works exactly like that, and it doesn't depend on the hero's level.
And according to your formula, it calculates the MP (on the first day) of a hero hired from a tavern. After skipping a turn, the MP is recalculated based on the "Logistics" skill + 5% (15%/25%/35%).
That's interesting. Maybe these are just changes made by the developers of The Eastern Invasions? After all, The Shadow of Death and The Eastern Invasions are not the same...
And it doesn't open? Try deleting the last letter :)
I did that right away... But it still doesn't work.
And why does the file have that extension? Where does the extra letter come from?
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FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

In reply to Ataman
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Ataman;90993
It depends on whether the hero was hired or given initially. You hired a hero; I selected mine when loading the map.
Try skipping a turn with your heroes - MP will be as I wrote. Or just place them on the map - the effect is the same.
I placed Gunnar on the map, activated it - 1723. After skipping a turn, it's the same!
And I didn't hire them in the tavern; I placed them in the town using the editor!!!
And how did you check the MP reserve?

Added after 3 minutes
AmberSoler;91001
I figured it out... :) Only the .xlsx file extension - mine doesn't recognize it. Excel must be in .xls format.
Even after renaming to xls, mine gives me gibberish:o maybe my excel is old
In reply to Ataman
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Ataman;90999

I took into account the maximum and minimum movement range of each hero, both as they start and after being recruited in the tavern. Although, sometimes achieving the maximum movement range is quite difficult: for example, I had to restart the map about 10 times to get Kirr to have the maximum movement range (i.e., not have "non-existent" dwarves).
However, I believe that, first and foremost, you should contact the developers of the TE (test editor) that you used for testing. It is possible that there will be changes there, and therefore I will not add this information to the reference guide yet, as the reference guide only reflects SoD (Shades of Darkness). I will inquire about it. I think Horn will comment on these nuances. I will let you know later.
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FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

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Actually, Ataman, there isn't anything like that in The Shadow of Death!
In reply to Kamikaze
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Kamikaze;91021
Actually, Ataman, there is nothing in Breath of Fire that you describe!
Yes, this seems to be only in TE.
I confused everyone, and I got confused myself:)

Let me clarify:
SoD:
1. The logistics bonus with specialization is calculated using the formula
[logistics skill percentage] * [hero level] * 0.05

2. The hero's speed does not depend on when and where he appeared.

3. A hero can have a different turn on the first day, even if the army is the same.

TE:
1. The logistics bonus with specialization is calculated using the formula
([logistics skill bonus] + 5)%. That is, 15%/25%/35%

2. The speed of a hero hired in a tavern on the first turn is calculated using the formula [logistics skill percentage] * [hero level] * 0.05,
and the speed of a hero given at the beginning or hired on the previous turn is calculated using the formula
([logistics skill bonus] + 5)%

3. A hero can have a different turn on the first day, even if the army is the same.
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That’s right! ;)
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Kamikaze;91036
Where did Kyle go? The save was sent; I'd like to know the result.
Kyle is usually available on weekdays. So, he'll be back tomorrow and will correct everything. Don't worry.

***

As promised, I'm posting the project coordinator's (Alex Vinogradov aka Horn) comments regarding the starting move points of heroes:

"Logistics specialists don't have a bonus that depends on the hero's level. It's simply a fixed +5%. Also, the boots (+400 MP) and gloves (+200) have been weakened. There are no other changes (not related to classes).

Regarding the starting moves, this is a well-studied issue. Heroes in the "pool" always have three stacks, but when they appear in the tavern, their army is adjusted. But the moves are not. Therefore, it is known in advance how many each hero will have. However, the heroes of Conflux are an exception. They sometimes arrive with 1630 MP (as if they have water elementals), and sometimes with 1760 MP. Of course, this does not apply to Pasis and Monere, who never have water elementals in their starting army."


Considering all this theory, it can be assumed that there is a more complex dependency that determines the starting move point reserve for a hero... Because the second part of the post applies to SoD to the same extent as it does to TE...
Ataman;90993
I fixed "my" page and added the hero's hiring speed and the speed of the hero already in the army. I also calculated the speed of heroes specializing in warriors.
If it's not too much trouble, please format the file again in the .xls standard; otherwise, it can't be opened.
The information is worth taking a look at...
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FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

In reply to AmberSoler
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AmberSoler;91044


Regarding the starting moves, this is a well-studied issue. Heroes always sit in the "pool" with three stacks, but when they appear in the tavern, their army is adjusted. But the moves are not. Therefore, it is known in advance how many each hero will have.

But I got different movement ranges:confused:. Both in SoD and in TЕ!
AmberSoler;91044

If it's not too much trouble, please format the file again in the .xls standard, otherwise it cannot be opened.
The information is worth taking a look at...
Here. The archive contains 2 documents: one for SoD and one for TЕ. Everything matches on my versions.
Attachments 1
1 file attached • Total size: 59.0 KB
In reply to Ataman
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Ataman;91071
I got different movement ranges. Both in SoD and in TE!
Yes. Movement points are not constant. In TE, you can check this because they are displayed. In SOD, how did you check? By the length of the move? It's still too early to draw conclusions about the causes of this difference... Maybe there's another explanation? We need to look into it.

P.s. I opened the file. Everything seems to be in order. I'll take a look and then comment on my observations...
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FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

In reply to AmberSoler
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AmberSoler;91074
In SOD, how did you check? By the length of the turn? It's still too early to draw conclusions about the causes of this difference... Maybe there's another explanation? We need to look into it.
Exactly.
Somewhere in the thread, I posted an archive with save files:
1) Where Dessa with one goblin moves a different distance.
2) Where Dessa with an orc in her army overtakes Dessa with goblins and riders.
This refutes the statement:

"Heroes always sit in the 'pool' with three stacks, but when they appear in the tavern, their army is adjusted. But the movement points are not. Therefore, it is known in advance how many movement points each hero will have."
Heroes don't always have three stacks. As I understand it, an initial army is given
(1, 2, or 3 stacks), the movement range is calculated, then this army is removed and a new one appears, which does not affect the movement range of the first turn.
Also, I noticed that in TE, the first turn of a newly hired
logistics hero is calculated using the SOD formula, and the following turns are calculated according to the TE rules.

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