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Posts from Hero skill tree.

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12 years ago
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No, it's different here. As I understand it, it depends on the map generation. And only after gaining a certain number of skills can you reliably predict which of the possible schemes you've encountered and plan your choice of further hero skills. So, what's needed isn't skill-based progression, but a table. And, as far as I recall, such a table existed (or was at least discussed), but in a different thread.
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12 years ago
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Just look, here's why I think the skill tree is a good idea – it's convenient and easy to use, and it provides a much clearer overview of the possible combinations than a table does. And if that's the case, then the table could be organized in a way that makes it easier to use.
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12 years ago
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Yeah, but there aren't any circular connections like in the fifth game... There are also no abilities, only skills; a skill tree is mainly needed to display abilities.
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12 years ago
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vbn, thanks, I'll take a look.
P.S.: and how long will LMOracle take to calculate if I set it to 2 heroes (1 only for breaking through and attacking, 1 just for defending the castle)? If I max out their stats and can I choose the skills I want, which I would use for the characters in the game?
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12 years ago
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but this program is for the second game...
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12 years ago
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Guys, how feasible is it to implement this skill tree? I mean, I can and I want to, but I'm thinking: "What if the skill tree is controlled by some all-powerful randomizer?"
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12 years ago
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Of course, it's random. Although each hero is more likely to receive certain skills, each scenario will have its own probability, and some seemingly essential skills may not appear. Moreover, if you start the same scenario again, the skill tree for the hero will also change.
In reply to vbn
10 years ago
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vbn
Such a program already exists.
It's called LMOracle.
It's simply an amazing program.

http://handbookhmm.ru/programs/LMOracle_3.17.6.2_FE.zip

Indeed, it's a marvel!
Erutan Rivol, and it also works for HoMM III (I'm currently playing with an HD mod, and it displays everything correctly).

Does anyone know if it can be used during online play?
In reply to 1234ru
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10 years ago
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1234ru
Does anyone know if it can be used in online play?
It doesn't work online, and even if it did, it definitely wouldn't be allowed.
9 years ago
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I don't understand. I read a couple of articles and browsed a forum, but I still don't fully understand. There are tables of skills and the probability of a particular skill appearing for a hero on the internet. What is a "skill tree" then? If, for a specific map, a hero has a specific "skill tree" + considering the skill probability, then it turns out that the tree is built at the time the scenario is created, meaning the tree is generated based on a certain probability of skills for all heroes? Surely there isn't code or a program that retrieves this tree from the code somewhere; it must be stored somewhere, and there's no need to do any save-load operations programmatically. Otherwise, it doesn't make sense; each time, there's a chance of a particular skill appearing, and according to the tutorial, reloading the save should result in different skills appearing when leveling up. Isn't that right? I'm talking about this: http://screencast.com/t/p9bvjQWDVtez - the probability of skills appearing. As I understand it, the probability of skills appearing is the chance that the game generates this tree when a random map is generated, but the tree is filled with probabilities. That is, it's random; you take hero 1, choose skill 1, and then the game randomly chooses 2 more skills with a certain probability. This happens at the beginning of map generation, and then, when you play, the game uses the generated tree, which is what you want to find out. The program works by using the save-load method and simply looks at what the game offers. Surely, after so many years, no one has managed to obtain this ready-made skill tree from the game's code?
In reply to Dragonboh
9 years ago
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Dragonboh
The program works by using the save-load method and simply observes what the game offers. Hasn't anyone, in all these years, managed to extract this skill tree directly from the game's code?
If it hasn't been discovered yet, it might not be stored; most likely, the game uses a pseudo-random number generator internally, and the current state of the game (positions of objects on the map, current resource amounts, the hero's army) is used to determine the next random number, and some sufficiently complex transformation is calculated. For example, if something is changed on the map or in the battle, the morale that worked in the previous load will no longer work, but if all the arrangements are copied exactly, the morale will repeat.

Determining exactly which transformations are performed and what is used in the pseudo-random number generator is quite difficult; it requires serious reverse engineering. In this case, save-load is much simpler.

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