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Heroes Community > Library of Enlightenment > Thread: Not in the Manual
Thread: Not in the Manual This thread is 26 pages long: 1 10 ... 11 12 13 14 15 ... 20 26 · «PREV / NEXT»
tigris
tigris


Supreme Hero
Supreme Noobolator
posted April 15, 2006 02:05 PM

The shrowd works just fine for AI.
to convince yourself, build one, then save and load the game as multiplayer in hotseat to see the AI's perspective. You will notice, the shrowd of darkness works just right.

There is no catapult skill. that one is ballistics.
And that information about artillery helping with tower shooters IS in the manual
____________

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted April 18, 2006 01:31 PM
Edited by Evil_Warrior on 19 Apr 2006

Next........

1. Faerie Dragons can cast Meteor Shower, Inferno, Fireball, and Frost Ring on Cursed Ground. But those spells won't do any damage. Not like lightning bolt or ice bolt that can't be casted.

2. Gold Dragons can be sacrificed to rescurrect other friendly units. But, they can't be rescurrected by sacrificing other friendly units. Even Sacrifice is level 5 spell.

3. Crystal Dragons have Magic Resistance as Battle Dwarves in nearly same chance.

4. In your turn, your Orb of Vulnerability negates all natural magic resistance of all creatures on the battlefield. But, in your opponent's turn, your Orb effect only works on your creatures. (if the opponent doesn't have that Orb.)

See these pics :


The left hero (Death Knight), has the Orb of Vulnerability. In his turn, he can cast spell on all Black Dragons and Magic Elementals on the battlefield. Look at the picture above! His Enchanters can cast spell on his Black Dragons and Magic Elementals.




While the right hero (Cleric) doesn't have the Orb of Vulnerability. In her turn, he can only cast spell on her opponent's Black Dragons and Magic Elementals. Look at the picture above! Her Enchanters can only cast spell on themselves.

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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted April 19, 2006 05:03 PM

here three things whitch still doesn't appears:

-If you are expert in using catapult you can broke the castle gate with one shot: you must target the square bihind the door.
-If want to keep the castle gate closed you can put a stack in front of it. even if the stack dies the gate still can't be open because of the courpse.
-If you attack a town and the gate is open,and if the wall is broken next to the gate you can move from the gate bridge to the place of the broken wall diagonaly without step in the moat.It is useful if the enemy has got the first square behind the gate and think you can't go behind the walls

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matkov
matkov


Hired Hero
posted April 20, 2006 11:19 PM

Magic elementals are immune to effect of Elixir of life. (they just get 4 more HP from that arties and don't get regeneration)

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FireSpirit
FireSpirit


Famous Hero
with warm hands
posted April 21, 2006 01:40 PM

Quote:
Magic elementals are immune to effect of Elixir of life. (they just get 4 more HP from that arties and don't get regeneration)
Elixir of Life "Does not work on undead or non-living creatures", as its description says. Magic Elementals (and all other Elementals, Gargoyles and Golems) are non-living and therefore not affected by the 25% health bonus or regeneration.
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Ecoris
Ecoris


Promising
Supreme Hero
posted May 06, 2006 09:00 PM

Several posts state that if the defender controls the turrets and wait with one of them he will go last. This is not true, at least not in my version (Complete) I just tried it.
Further more it has been claimed that the attacker will go first in combat if his ballistics skill is at a higher level than the defenders artillery skill. This is incorrect, the turrets ALWAYS start followed by the catapult, however if they wait they will be treated like any other unit but with speed = 0.

========================
Initiative rules, ties

In the first movement phase, each creature in the battle gets a turn starting with the fastest creature.

If there's a speed tie among one player's creatures, the one closest to the top of the screen wins it. (Or to be more precise: The creature which was closest to the top of the screen when the battle started).

If there's a speed tie between two players, the attacker wins the tie if it's the start of the battle. If it's in the middle of the battle the owner of the latest creature that had its turn loses the tie. (War machines inclusive, even if they're not under the players control).

Exception: creatures that wait after having received good morale in the first movement phase will go first in the second no matter what speed

In the second movement phase the slowest creature that waited druing the first phase goes first and so on. The same rules as above apply in case of a tie.

========================
========================

When a town is attacked with a visiting hero and no garrison hero the visiting hero will defend as if it was the garrison hero. If the visiting hero and the town have more than seven creature stacks the weakest will be dismissed.

========================

Diplomacy

Reduced cost when surrendering:
Diplomacy Expert: -60%. (-20% at basic, -40% at advanced level)
All three artifacts of diplomacy increases this by 10 % points (maximum is therefore -90%).
No hero has has the diplomacy skill as special ability.

Base price when surrendering is half the army's cost in gold.

========================

- Phoenix rebirth removes any spells affecting them, they may recieve good morale in the same turn (e.g. the phoenix attacks, is killed by retaliating creature, is reborn, receives good morale).

========================

- The regeneretion ability aquired through the Elixir of Life regenerates 50 HP/turn if possible. (First Aid skill improves this?) Some creatures with magic resistance will not regenereate.

========================

Creature that have spells as effects have them at advanced level. (e.g. efreet's fire shield, master genie spells, dragon fly's weakness, etc. Spells cast by creatures will be cast at expert level if the battle is fought on magic plains (or the special terrain that corresponds to the spell school).

========================

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russ
russ


Promising
Supreme Hero
blah, blah, blah
posted May 08, 2006 04:29 PM

So, here is a situation... you come here and you see many posts by people who played this game for years and who TESTED those facts it very throughly (for example, LegendMaker tested every possible combination of artillery/ballistics skill). Just out of curiosity - don't you feel a little odd coming here for the first time and claiming that everyone here is wrong? Was there even a slightest doubt in your head that perharps... you need to double check it before making those claims?

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Ecoris
Ecoris


Promising
Supreme Hero
posted May 08, 2006 05:12 PM

Quote:
So, here is a situation... you come here and you see many posts by people who played this game for years and who TESTED those facts it very throughly (for example, LegendMaker tested every possible combination of artillery/ballistics skill). Just out of curiosity - don't you feel a little odd coming here for the first time and claiming that everyone here is wrong? Was there even a slightest doubt in your head that perharps... you need to double check it before making those claims?


Let me answer:

I have played this game for many years as well; I bought it the same day it was released, even though I joined this forum only recently. And as I mentioned in my post I tested it myself. Let me describe:

The setting:
A hero with Expert Ballistics and basic Artillery attacks an enemy castle with a garrison hero with Basic Artillery.
The arrow towers under the defending hero's commands start the combat. The defending hero may cast spells.

Legend Maker wrote:

Quote:

Some people could actually jum to the conclusion that Artillery > Ballistics in the initiative war. While this is almost always true, it is NOT when the attacker's Ballistics is at a higher level than the defender's Artillery.



and the description was followed by a table displaying all combinations including this one.

The combat:
During the first round all arrow towers and the catapult, as well as some creatures from both armies wait. The attacker's Ballista under his control waits as well. Just after this the second movement phase starts (where the waiting creatures get their turn in (nearly) reversed order.
However, all three arrow towers receive their turn now, followed by the catapult and after that the attacker's ballista. After it has acted (and not before) the waiting creatures get their turn. When all of them have taken some action the next round begins. To  summarize:

First phase
1. Turrets - wait
2. Catapult - waits
3. Creatures - at least on from each army waits, the rest defend/move/attack
4. Attacker's ballista waits
5. First aid tents

Second phase
2. Turrets. (no matter which player acted last during the first movement phase, they always start so this is not treated like an initiative tie).
3. Catapult
4. Ballista
5. Creatures that waited during the first movement phase
6. Next round begins

I have not tested EVERY combinationof Artillery/Ballistics, but certainly the attacker will never start the combat if the defender has artillery. At least not in my version (Complete).

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russ
russ


Promising
Supreme Hero
blah, blah, blah
posted May 08, 2006 06:34 PM

Have you actually TESTED what you've just said? i.e. did you create a custom map, launch homm3, perform the actions you've mentioned and record the results right after reading my post?

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pol
pol


Known Hero
.^.
posted May 08, 2006 07:00 PM

Quote:
here three things whitch still doesn't appears:

-If you are expert in using catapult you can broke the castle gate with one shot: you must target the square bihind the door.



I don't think so...

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Ecoris
Ecoris


Promising
Supreme Hero
posted May 08, 2006 07:14 PM

I haven't tried it so I can't say for sure.

It is well known that if you target some tower or wall there is a certain chance of hitting. The point is that if you're unlucky it will always choose one of two other sections (if possible), e.g if you target the main turret and miss your catapult will either hit the lower turret or the wall just above it.

Perhaps there is a tendancy to hit the drawbridge if you target the wall just above it but I don't know.

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pol
pol


Known Hero
.^.
posted May 08, 2006 07:37 PM

However this sentence do not imply "some probability factor". Exactly it's stated in "one shot" and "can" not may. Which is wrong.

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Binabik
Binabik


Responsible
Legendary Hero
posted May 08, 2006 09:06 PM

Ecoris is right, for at least part of what he says. But he only read part of the thread and responded to the original untested statement. The original statement about artillery/ballistics was wrong. It was tested and corrected.

If the defender has artillery, he always goes first no matter what.

If attacker has ballistics, and the defender does NOT have artillery, the attacker goes first.

The level of either skill doesn't matter. The original statement said the higher level skill goes first, but that's wrong.

If one of them waits was not tested and didn't make the final list.
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Ecoris
Ecoris


Promising
Supreme Hero
posted May 08, 2006 10:11 PM

Well I'm glad that things have been cleared up. If the turrets and/or the catapult waits the turrets will start during the second movement phase followed by the catapult no matter what, as if the initiative of the turrets was -2 and the catapult's initiative -1.
While testing I discoverer that my turrets had a damage range of something like 5-10 for the towers and 10-18 for the main turret. The castle only had a village hall. But what determines how much damage they deal? Does Artillery have any effect?

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russ
russ


Promising
Supreme Hero
blah, blah, blah
posted May 08, 2006 10:27 PM
Edited by russ at 22:27, 08 May 2006.

Quote:
First phase
1. Turrets - wait
2. Catapult - waits
3. Creatures - at least on from each army waits, the rest defend/move/attack
4. Attacker's ballista waits
5. First aid tents

Second phase
2. Turrets. (no matter which player acted last during the first movement phase, they always start so this is not treated like an initiative tie).
3. Catapult
4. Ballista
5. Creatures that waited during the first movement phase
6. Next round begins


@Binabik
I have serious doubt about what he is saying in the second phase. I've waited with my turrets many times and they've always went last when that happened. I've used it really often against the AI to prevent it from retreating. (wait, 3 turrets, spell, next round, 3 turrets, spell, dead)
I haven't tested attacker's ballistics vs defender's artillery skill, but LegendMaker did this and I don't think he pulled ballistics/artillery table out of his *** just to sound cool. Have you tested it yourself?

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Binabik
Binabik


Responsible
Legendary Hero
posted May 08, 2006 10:41 PM

I was the one who tested that one, not Legend. Legend tested 1-39 and I tested 40 and above. The artillery statement is #51 and I still have the test map.

As I said, I didn't test the part about waiting and it never made the list.
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Ecoris
Ecoris


Promising
Supreme Hero
posted May 08, 2006 10:42 PM

Quote:
I have serious doubt about what he is saying in the second phase


Well that was how the battle went. Which version are you playing?
Perhaps we need someone else to test and answer these questions:

1. Will the catapult start if attackers ballistic's skill > defender's artillery skill

2. In either case, what is the effect of waiting?

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russ
russ


Promising
Supreme Hero
blah, blah, blah
posted May 08, 2006 10:56 PM

I have version 3.2, which is supposed to be compatible with 1.4 and 4.0, so I am not sure how the behavior can be so different in 4.0

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Binabik
Binabik


Responsible
Legendary Hero
posted May 09, 2006 09:15 PM

I found the post where Legend tested this. He wasn't the "official" tester of this one, but he tested anyway. He and I are both using Complete. I just retested and I do NOT get the same results he did. My results were the way I said before.

If the attacker has expert ballistics and the defender has basic artillery. The defender goes first.

I also tested waiting. It's the way Ecoris says.

1. Towers wait
2. Catapult waits
3. all creatures wait

4. Towers go first
5. Catapult goes
6. Creatures in reverse order

If anyone gets different test results, we'll have to compare notes on exactly how the tests were done. Maybe there is some other facter we aren't aware of.
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Ecoris
Ecoris


Promising
Supreme Hero
posted May 10, 2006 10:39 PM

A slight correction:

Quote:
6. Creatures in reverse order


should be

6. Creatures in nearly reverse order.

In case of a speed tie the same rules apply as during the first movement phase.

Otherwise I totally agree.

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