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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 ... 6 7 8 9 10 ... 20 26 · «PREV / NEXT»
LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 30, 2006 04:25 PM
Edited by LegendMaker on 30 Mar 2006

Final Remarks for Lines 1 to 25

Quote:
Thanks for the test results Legend. It's a lot of work isn't it? Now you know why I wanted a case of beer.
You bet I do ! Maybe I didn't do quite as much work as you for this project yet... But I still want at least half a case ! (excuse my not sounding too credible, I'm far from expert in modesty skill lmao)
Quote:
To explain everything about movement can't be done in one sentence. The way it works with terrain can be a new separate line.
I'm perfectly okay with that, boss !
Quote:
06.Has anyone else seen it happen the way I described?
Definitely not ME. 10 times in a row, the stack that I tried to clone but couldn't disappeared DURING the battle, so I really take it for granted, now.
Quote:
07.
Okay, I still can't mpake it work by pressing "A", but I succeeded in doing it by pressing the "Autocombat" button, so it turned out TRUE, afterall.
Quote:
#9  As Angelito described, it happens when the first shot kills a stack.
TRUE indeed. I just didn't thought of that scenario, mea culpa, Angel !
Quote:
#13 Legend, do you need expert Water to summon boats if none exist? Or does it just add Summon Boat to spellbook if you don't have it? In other words, do you gain anything with the hat if you already have the spell?
Nope. The artie increases your movement at sea and protects you from whirlpools, that's all it does that is UNIQUE. Apart from that, it is as REDUNDANT with Expert Summon Boat as a TP Scroll when you already have a Tome of Earth.
Quote:
19. The Artefacts a seer ask u to bring , will be unique. (Angelito the wise Wizard)
Tested again following Angel's wise instructions and proven absolutely TRUE.
Quote:
Referring to #23Actually I was planning on going the opposite way and splitting some existing lines into two separate lines. More on that later.
Okay, as long as there is a clear policy that makes sense, I don't mind if it's not the one that I suggested.
Quote:
25. A shipyard,marketplace and all other not upgrading buildings... I already tested it... Edit: The actual tower damage was modified in the latest list. Here's my original test results. http://heroescommunity.com/viewthread.php3?TID=7114&pagenumber=9
Why, THANK YOU, Bin ! That one was my worst nightmare to test out of my whole share of the list !

I'll post the results for lines 26 to 39 later on tonight.

Legend.

PS : Long Live this GLORIOUS thread ! All hail Xarfax the Ruthless ! All follow Bin's Barbaric Command ! All heed Angel's Prophecies of Wisdom ! And... All praise the Legendary Skel's Big Fat Sword ?! hehehe
____________
LM

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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 30, 2006 05:51 PM

Ghost Reckon

Quote:
47. A hero without creatures will disappear as soon as he gots attacked. (Angelito the wise Wizard)
TRUE ! Here is proof (I attacked a wandering stack of halberdiers with the ghost version of Alamar created as shown in my previous screen shots series). Here's what happened :



To be Continued...
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LM

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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 30, 2006 07:00 PM
Edited by LegendMaker on 30 Mar 2006

Moat Damage Precision

Quote:
No.68 is not completely true. As stated, all units which have the ability to cast a spell, can cast while they are placed in the moat and don´t recieve damage. Same counts for their clones.
TRUE. Furthermore, as I stated previously, the Tower town DOESN'T have an actual moat : it has a Land Mines spell automatically cast where the "moat" should be, right before the siege fight begins, at either Advanced Level with Spell Power 10 or Expert Level at Spell Power 5.

Legendary ADDIT :

You can't prevent that spell from being cast, but once the siege combat started, it's just your classic Land Mines spell. So of course there are many, many ways to avoid "moat damage" in a Tower town.

Trivia : Even the defender will make his own "moat" disappear if he has Expert Dispell !

So when you attack a Tower town, if the defender has Expert Water, he will have a choice of either NOT removing your benificial (or even negative, if the poor thing doesn't have the Cure spell handy) mass spells or removing his own "moat" in the process !

But hey ! It's only fair, to balance the Tower a little bit. They have "Solmyr da BEST" and those "nasty Titans" up their sleeve, after all !

Legendary ROFL.
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LM

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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 30, 2006 08:05 PM

The Young and the Restless

Quote:
"45. Without a Tavern u cant see what is in an outside garrison."

Wrong! You can see everything if you see enemy hero on your monitor. Dont wonder if sometime/or often/ your oponent is perfect prepared for battle.
To quote our former ruler Xarfax... "I think you failed to understand the line ! "

You can see what type of troops a hero has ON him even without a Tavern, sure, Darkly Young One ! But that wasn't the POINT.

The point being : you CANNOT see what is inside a GARRISON without a Tavern ! And that's a whole different thing.
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LM

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supersonic
supersonic


Famous Hero
being digested. E=mc^2, s=vt
posted March 30, 2006 08:26 PM

I also wanna contribute, so I decided to put your statements in a tavern way.

1. Pikemen's weapon allows them to resist cavalier's powerful charge.
2. A bright hero discovered that by pressing space button, you revisit your location!
3. The speed of a hero is determined by his quickest creature in the morning, not during the day!
4. In mines, dungeon heroes will have the advantage, because mines are treated like subterranean!
5. I saw a harpy flying next to an archer, but not attacking him.
6. Remember not to clone a swarmed monster - if there's no space, nothing will appear and monster will vanish!
7. A good tactician always remembers that pressing the "autocombat" key during tactic phase will move your monsters one step further!
8. I saw a ballista, which never ran out of shots.
9. A smart marksman and grand elf can shot twice, even with one shot!
10. I saw a powerful hero, whose ammo cart worked in dragon utopia, even though I couldn't see it!

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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 31, 2006 01:54 AM
Edited by LegendMaker on 30 Mar 2006

Better LATE than NEVER, Part TWO

26. Artillery and Archery do increase the damage of a balista. Offense does not. (Xarfax the Ruthless)

PENDING. Two things FOR SURE increase Ballista damage : Artillery skill/spec and Ballista spec. As for Offense and Archery, I get really mixed results.

A blessed Ballista (at Basic level) will do approximately the same amount of damage on a Lvl 20 Orrin than on a Lvl 20 Crag (an average of 44, though up to 61 once out of 30 tests).

Provided OF COURSE that Orrin had neither Offense nor Artillery, Crag had neither Archery nor Artillery, and they both had the same Attack Level (was a real pain in the **** to test that, and I’m not even fully satisfied with the results… )

27. The orb of vulnerabily does not negate the resistance of the unicorns. (Xarfax the Ruthless)

EDIT : TRUE ! I forgot the Corns were immune to their own Magic Resistance, for some reason (being exhausted after all these tests might be a good guess). Sorry for that ! Tested it again just now with pikes and even with the OoV on, a Metero Shower cast on the Pikes did them zero damage, while it killed both Corns stacks that protected it.

28. Magic Plains affect all creatures spells too. Except the dragon fly dispel (Consis the Knight)

TRUE.

29. Familiars special can add spellpoints above the Heros maximum (Consis the Knight)

TRUE. FYF : If you don’t cast, If your opponent has no Wraith AND is weak enough to not wipe out your whole stack of Familiars before they channel all this mana to you. Oh ! and IF you are tough enough to survive all your opponent’s offensive spells long enough to accumulate them. Familiars are so Impy ! Sacrifice them all into Demons already, foos ! Lmao

30. If u have a spellscroll u can cast mapspells like air view, earth view, town portal, fly, dimension door and visions even without a spellbook. (Maretti the Black Dragon)

TRUE. Like I said in an earlier post, you can cast ANY adventure map without Wisdom nor a Spell book as long as you have the spell from an Artie (Tome or Scroll).

31. Scorpicore's paralyze is a lvl4 magic ability. (a Zsa).

TRUE. FYI : Recantler’s Cloak prevent it from happening, so it’s a third Lvl spell or above ; Red and Green Drags are not immune to it, so it’s a fourth Lvl or above ; Scorps can’t paralyse Gold Drags even once out of 100 times, so I take it for granted that it’s a Level FOUR spell indeed.

32. Ghost's Dragon aging attack behaves like a lvl 5 spell. (a Zsa)

TRUE. FYI : Same logic, except this time around Scorps paralysed Goldies alright, so it’s a Lvl 5 spell indeed.

Legendary SIDE NOTE :

Come to think of it… Doesn’t it stun anyone else that the Level of the “spell / ability” any given creature has seems to more often than not equal or approach the Level of the creature itself ? (Later on that soon, maybe in another thread, but I’ll keep you posted. I’m too curious not to test them all now ! )

33. Solmyrs special has almost no effect if casted on Level 7 creatures. (Xarfax the Ruthless)

OKAY as is. Well, I’ll let you make yourselves an opinion on these results :



To me it’s clear it DOES have an effect on Level 7. But the “almost” part makes up for the relatively puny impact it has compared to when you cast it on Level 1.

34. The Ancients Behemots special does only work in the moment they hit. (Xarfax the Ruthless)

TRUE.

35. If u place a Silver Pegasi in front of a berserked Green Dragon, the berserked Green Dragon wont move any longer. (Xarfax the Ruthless)

INCREDIBLE and Senseless bug but 100% TRUE !

36. Creature spells doesnt work on cursed ground, even if Level 1 spells. (Xarfax the Ruthless)

TRUE !

37. Native Land gives +1 speed, +1 attack and +1 defense to native creatures, but gives no moral or luck bonuses. (Xarfax the Ruthless)

TRUE.

38. One Archangel ressurects 100 Healthpoints, one Pit Lord summones 50 Healthpoints. (Rioting Tigris)

OKAY as is. YET : It should be “UP TO” in both cases. If less than 100 HP died, AAs won’t create you extra units.

But there are a few stunning twists to the AAs’ Ressurect ability :

* 10 AAs resurected exactly 1000 HP out of my stack of 50 Sultans : I had 50 Sultans ( = 50 x 90 HP = 4500 HP). That stack got reduced by opponent to a stack of 34 Sultans, and the 34th had only 18 HP left ( = [33 x 90] + 18 HP = 2988 HP). I casted Resurrect on them with my 10 Aas. I ended up with a stack of 45 Sultans, and the 45th had 28 HP left ( = [44 x 90] + 28 HP = 3988 HP). So AAs Resurrected exactly 1000 HP,  ie they raised 11 Sultans from the dead ( = 990 HP) and “cured” the remaining 10 HPs to the top Sultan of the stack.

* Another time, I had 100 Crusaders ( = 3500 HP). They got reduced to 48 by opponent, and the 48st had ALL 35 HP left ( = 1680 HP). I casted Resurrect on them with my 10 Aas. I ended up with a stack of 77 Cruises, and the 77th had 20 HP left (=2680). So again the AAs Resurrected exactly 1000 HP, but this time it is clear that they raised from the dead 28 healthy Cruises, and finally they RAISED a WOUNDED unit, that being our number 77, who “came to (his new) life” with only the 20 remaining HP !

The regular Ressurection spell also works like that. It not only heal the top unit of the stack if it is wounded, but it will also raise half a unit from the dead if applicable !

FYI : AAs’ Resurrect ability IS a Level FOUR Spell, at any rate (determined following the same logic as above for the Scorps and the GDs : AAs can Resurrect Green and Red Drags alright, but NOT Goldies) !

So, stunning as it may be, the fact seems clear to me that AAs’ Resurrect ability equals a Resurrection spell cast at Advanced Level with… 0.4 Spell Power !

Pits are a completely different kind of horse (so to speak) :

IIRC, I heard / read somewhere that Pits’ Summoning was limited by the number of Pits casting it. That’s BS ! The number of Demons they can summon is capped by the number of creatures the dead stack they summon from originally had, and by the factor of 50 HP per Pit TOPS.

* A stack of 7 Champs die ( = 700 HP). A stack of 10 Pits will ONLY raise SEVEN Demons from it ( = 245 HP), even though they could theoretically raise more than DOUBLE that HP !

* But from a dead stack of 100 Pikes ( = 1000 HP), the same stack of 10 Pits will raise FOURTEEN Demons ( = 490 HP). Contrary to the AAs, they DON’T raise half a creature. If they can’t raise a FULL Demon, the remaining HP will be lost.

It’s clear to me that the rules of Demon farming are linked somehow with those of Skellies harvesting.

Though the Pits’ ability IS a SPELL. And a very STRANGE kind of spell, to boot : Recantler’s Cloak don’t affect it, and it can normally be cast on ANY creature, even Black Drags… Yet, the Orb of Inhibition DO prevent it ! You get the message “The Orb of Inhibition prevents all SPELLCASTING” if you point the cursor over a dead allied stack during your Pits’ turn, when someone wears the Red Orb…

39. When the attacker places an unit in front of the castle gate and that unit gets killed, the gate will forever remain shut until it gets destroyed by the catapult. (Rioting Tigris)

TRUE. FYI : There’s still the strange bug that VISUALLY, you see it open and close itself fairly quick whenever a flying unit passes over it. But no way I could think of did work to open it again. Technically, it’s not even “until it gets destroyed”, it’s FOREVER. The door won’t EVER be “open” anymore. It will remain close and eventually be destroyed, but it will never ever be OPEN again !

40. A trading post offers the same trading ratio as 5 marketplaces. (Rioting Tigris)

TRUE. FYI : That being 1667 gold per unit of precious ressource.

WOW. Finished ! Forget whatever I said, I want a WHOLE darn pack of Pills, now!

Legend.

Legendary PS :

@Xarfax : First time in your life you actually make me a compliment. That really warms my heart, you know that ?

Yet 10 seconds later you're waging your fangs at me again !
Broke my (still mildly warm from your compliment) heart in two !

If spam-countering = spam to you, then so be it. Angel, if you agree, please feel free to delete BOTH EW's collection of redundant and/or inaccurate posts AND my kind and patient explanations in response !
____________
LM

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Binabik
Binabik


Responsible
Legendary Hero
posted March 31, 2006 06:29 AM

I should be posting an updated list soon. In the mean time....

84. Unlike Clones, Summoned Creatures wont diasappear on the battlefield when all allied creatures are dead.

I think this is OK as is. It refers to "on the battlefield", not after the fight.

68 will be reworded:

"Except for Tower's Land Mines, moat damage can not be avoided by magic spells, resistence, or spell immunity."

A new line will be added:

"If a unit casts a spell or gets bad morale while in a moat, they will not take moat damage."

13. With the Sea Captain`s Hat u can summon boats out of nowhere, if you are skilled in Water.

Has been reworded.

26Artillery and Archery do increase the damage of a balista. Offense does not.

I tested this myself. Archery increases damage and Offense does not. Artillery does not increase normal damage, but it has a chance to do double damage, which is in the manual. The artillery part is questionable, but I'll leave it for now, if nobody objects.

38. One Archangel ressurects 100 Healthpoints, one Pit Lord summones 50 Healthpoints.

Referring to Legend's post:

Yea, the top unit in a resurrected stack can have partial health. AAs work the same way as the resurrection spell. Both can resurrect a creature to partial health. But there's a catch. Before the spell works, it must be strong enough to resurrect a minimum of one full unit. I'll explain by example.

1) You have 3 Azures with 1000 HP each.
2) 2 get killed and the 3rd has 999 HP.
3) 1 AA can resurrect 100 HP.
4) But 1 AA can't resurrect an Azure.
5) You must have 10 AAs to resurrect the minimum 1000 HP.

6A) So 10 AAs will resurrect 1 Azure. You now have 2 Azures: 1 with 1000 HP and 1 with 999 HP.

6B) But with 1 more AA, for a total of 11, you can resurrect 2 Azures. Because you've gotten over the minimum 1000 HP. So with 1 more AA you would have 3 Azures: 2 with full health and 1 with 99 HP.

The resurrection spell works the same way. With expert Earth and spell power 16 you can resurrect 960 HP. That doesn't meet the minimum 1000 HP. But with spell power 17 you can resurrect 1010 HP. So with spell power 16 you can't resurrect any Azures, but with 17 you can resurrect 2 Azures.

Did I explain that so it makes sense?

Pit Lords can raise more demons than the number of Lords. But they can't raise more demons than the number in the dead stack. 7 Lords can raise up to 7*50=350 HP of demons. So 7 Lords can raise up to 10 demons. To do that, the dead stack must have at least 10 units AND must also have at least 350 HP. Unlike resurrection, there is no partial health demons. The conditions must be met to raise the full 35 HP for each demon.

Quote:
Armageddon Blade gives not Expert Armageddon spell, but depends on hero's Fire Magic Skill. Not like in the manual.

It does act like the description. The damage depends on spell power, but is calculated at expert level regardless of the hero's fire magic skill.
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Binabik
Binabik


Responsible
Legendary Hero
posted March 31, 2006 09:25 AM

All are tested now. But there could be mistakes on my part after digging through several pages of posts and tests. The newly added ones are also tested by myself or someone I trust to do it right.

So does anyone still have new ideas? Or is everyone running out of steam on this?


1. Cavaliers/Champions "charging" bonus does NOT work on Pikemen/Halberdiers. (Xarfax the Ruthless)
2. Use space bar to re-visit locations without moving away and back again. (example: 2-way teleport) (Consis the Knight)
3. If there is no terrain penalty, the distance a hero travels depends on the creature's speed and artifacts at the beginning of the day, not on changes after the day starts. (Binabik the Barbarian)
4. Fights inside a mine (gold, crystal, abandoned-trogs) will have subterranean battle terrain. (Consis the Knight)
5. Neutral or AI-controlled Harpy Hags often fly next to shooters, especially ballista or catapults, without attacking them. (Lord Zx the Zx)
6. If you cast clone and there is no space to put the clone stack, they will not appear and
the original stack will disappear. (Medusa Queen Shiva)
7. Using the "A" key (autocombat) during the tactics phase will move the stacks one step further. (Xarfax the Ruthless).
8. Ballista have endless shots. (Angelito the wise Wizard)
9. Even if they only have 1 shot left at the start, Marksmen and Grand Elves can shoot twice in a round. (Angelito the wise Wizard)
10. Even if u cant see it, the Ammo Cart works in utopias. (Angelito the wise Wizard)
11 Armor of the Damned does NOT cast disrupting ray like the Map Editor says. (Angelito the wise Wizard)
12. The badge of courage also makes your troops immune to all mind spells such as blind, hypnotize and sorrow. (Mike the Angel)
13. With the Sea Captain`s Hat you can summon boats even if you don't have the spell. (Xarfax the Ruthless)
14. Master Genies cast with spell power 5 on advanced level. (Xarfax the Ruthless)
15. Creatures in external dwellings still grow on plague months. (Mike the Angel)
16. Faerie Dragons cast with spell power 5 on advanced level. (Angelito the wise Wizard)
17. Town Portal doesn’t work while hero is in a boat, but Dimension Door will move you to another water location. (Angelito the wise Wizard)
18. If you have a tome or a spell scroll u can cast high level spells without Wisdom. (Angelito the wise Wizard)
19. The Artifacts a seer ask you to bring, will only show up once on the map (no duplicates). (Angelito the wise Wizard)
20. Distance traveled by boat is not affected by creature speed, and will be 15 tiles unless you have Navigation or artifacts. (Binabik the Barbarian)
21. Efreet Sultan fire shield even works against Black Dragons. (Consis the Knight)
22. Native creatures have no movement penalty on native ground. Nomads can guide you through desert without penalties even if your army is not native. (Consis the Knight)
23. The Orb of Tempestuous Fire works on the Tower magic mines. (Consis the Knight)
24. All Gargoyles, Golems and Elementals are not alive and cant be resurrected or sacrificed. (The Fire Spirit).
25. All new, non-upgrade buildings give 2-3 additional damage to the main tower and approximately half that to lower towers. (Xarfax the Ruthless)
26. Artillery and Archery increase the damage of a ballista. Offense does not. (Xarfax the Ruthless)
27. The orb of vulnerability does not negate the resistance of the unicorns. (Xarfax the Ruthless)
28. Magic Plains affect all creatures spells too. Except the dragon fly dispel (Consis the Knight)
29. Familiars special can add spell points above the Heroe’s maximum (Consis the Knight)
30. If u have a spell scroll u can cast map spells like air view, earth view, town portal, fly, dimension door and visions even without a spell book. (Maretti the Black Dragon)
31. Scorpicore's paralyze is a lvl4 magic ability. (a Zsa).
32. Ghost's Dragon aging attack behaves like a lvl 5 spell. (a Zsa)
33. Solmyrs special has almost no effect if cast on Level 7 creatures. (Xarfax the Ruthless)
34. The Ancients Behemoths special does only work in the moment they hit. (Xarfax the Ruthless)
35. If u place a Silver Pegasi in front of a berserked Green Dragon, the berserked Green Dragon wont move any longer. (Xarfax the Ruthless)
36. Creature spells doesn’t work on cursed ground, even if Level 1 spells. (Xarfax the Ruthless)
37. Native Land gives +1 speed, +1 attack and +1 defense to native creatures, but gives no moral or luck bonuses. (Xarfax the Ruthless)
38. One Archangel resurrects 100 Health points, one Pit Lord summons 50 Health points. (Rioting Tigris)
39. When the attacker places an unit in front of the castle gate and that unit gets killed, the gate will forever remain shut until it gets destroyed by the catapult. (Rioting Tigris)
40. A trading post offers the same trading ratio as 5 marketplaces. (Rioting Tigris)
41. Deleted
42. If you wait with Faerie Dragons, their spell may change. (King Vlaad IV. the Impaler)
43. Harpies attacking dendroids will get bound to ground forever, after they have returned to their original position. (a Greek god)

Check out 43 more. What if dendroids move or are killed?

44. Armorer skill and air shield increase the damage you receive from the castle's towers, instead of reducing. (Black Eyed Russ).
45. Without a Tavern u cant see what is in an outside garrison. (Xarfax the Ruthless)
46. Catapults are immune to implosion but not to magic arrow and other damage spells. (Xarfax the Ruthless)
47. A hero without creatures will disappear as soon as he gets attacked. (Angelito the wise Wizard)
48. Ballistics and First Aid specialists never start with level 2 creatures, regardless of whether they actually have the war machine or not. (Angelito the wise Wizard)
49. Each Mighty Gorgon in a stack has a 10% of Death stare, but Death stare only happens 1 time per 10 Mighty Gorgons. (Xarfax the Ruthless)
50. If you are wearing the Angelic Alliance and the Red Orb is present in battle, Expert Prayer will still be cast. (Lord Kru)
51. Even with slower creatures, Ballistics will let you cast first in a siege, unless your opponent has the artillery skill. (Black Eyed Russ)
52. Dig a hole at the coast and no boat can land there. (King Vlaad IV. the Impaler)
53. Hypnotized Hydras will only attack your opponents creatures, even if your creatures stand next to them. (Black Eyed Russ)
54. Shooters standing next to a hypnotized or berserked Creature of your army, will still be able to shoot. (Black Eyed Russ)
55. Scholars and Witch Huts can give Secondary Skills a Hero Class normally cant have. (The Legendary Skel).
56. Dragons and Hydras will be turned into Bone Dragons by the skel transformer, Skeletons Warriors, Bone and Ghost Dragons into Skeletons. (The Legendary Skel)
57. If all your slots are full with other creatures you cant raise Skeletons. If you have Skeleton Warriors, you will get 2/3 Skeleton Warriors of the original amount. (The Legendary Skel)
58. Deleted
59. Mages make casting easier even if they are already dead. Pegasi makes it harder to cast even if they are already dead. (The Legendary Skel).
60. Once you filled your mana to maximum, you can remove knowledge artifacts without losing mana. (The Legendary Skel)
61. Expert Dispel will remove the Tower's magic mines. (The Legendary Skel)
62. With expert Water, Remove Obstacle can detect land mines and quicksand by hovering then canceling the spell without actually casting it. (Xarfax the Ruthless)
63. With Remove Obstacles you can destroy land mines, magic mines, fire wall and force fields. But you cant remove Walls or obstacles that cross the field. (Xarfax the Ruthless)
64. If you fly you don’t get terrain penalties, but the roads will still make you faster. (Xarfax the Ruthless)
65. Damage done by Catapult is 0, 1 or 2 and is only influenced by Ballistics, not Attack, Archery skill, etc. Walls have 2 damage points. (Xarfax the Ruthless)
66. "Hot" type of moats make 90 damage, the others only 70. (Xarfax the Ruthless)
67. You take only damage when you go into or stay in a moat. Not when you leave it. (Xarfax the Ruthless)
68. Except for Tower's Land Mines, moat damage can not be avoided by magic spells, resistance, or spell immunity. (Xarfax the Ruthless)
69. Magic mines don’t work if you have 100% resistance, immunity or the recanters cloak with you. But they still explode if you have the red orb. (Xarfax the Ruthless)
70. Best way to shoot a wall down is to target the adjacent turret. (Xarfax the Ruthless)
71. Loynis' special gives an additional +3 speed to Lvl1-2, +2 speed to Lvl3-4, +1 speed to Lvl5-6 and no speed to Lvl7. (Xarfax the Ruthless)
72. Magic Arrow belongs to all magic schools and any magic orb will increase its damage and any Protection From magic spell will reduce its damage. (Xarfax the Ruthless)
73. Terek's special gives an additional +3 speed to Lvl1-2, +2 speed to Lvl3-4, +1 speed to Lvl5-6 and no speed to Lvl7. (Xarfax the Ruthless)
74. Ghost Dragons can make Utopia Dragons freeze by negative moral, as they are already mixed alignments. (Andi the Angelslayer).
75. Duplicate Legion artifacts give only one bonus per hero, but if you split them between a visiting and garrisoned hero it doubles the effect. (Master Djive)
76. If Thorgrim has 100% resistance only dispel works on his creatures. (Hero Commando)
77. Each Diplomacy Level lets you enter the Library 2 Levels earlier. (Haile the Jugger)
78. If you attack a special building, but turn down the fight, you can see the guard size by right clicking on it. (Andi the Angelslayer).
79. Health arties help to increase demon farming. (Devil Destro)
80. Bezerked Dendroids bind each other forever. (a WubTreant)
81. Sieging Creatures can't open the Gate Door, same as hypnotized creatures cant. (Xarfax the Ruthless)
82. If the Dendroid Soldiers stack is too strong, you can unbind your troops by teleporting them away. (Xarfax the Ruthless)
83. Earthquake randomly does up to 1 damage per walls, but only hits a wall only 1 time per cast (the Legendary Skel).
84. Unlike Clones, Summoned Creatures wont disappear on the battlefield when all allied creatures are dead. (the Legendary Skel)
85. You can use the specialties of cloned or hypnotized creatures. (the Legendary Skel).
86. Mass dispelled Mass counterstrike will still work if attacked in the same round. (Conan the Barbar).
87. Windmills give all types of resources except wood and gold. (King Vlaad IV).
88. If you don’t win a fight having the Grail in the backpack, the Grail is lost forever (King Vlaad IV).
89. Once cast, Disrupting Ray cannot be removed with Cure, Dispel or Antimagic, but Antimagic will prevent it from being cast. (King Vlaad IV).
90. Magogs Fireball is not Magic, so there is no Immunity or Resistance against it. (Super Evil Sonic Eye).
91. Creatures in a moat take 10% extra damage if attacked.(Binabik the Barbarian)
92. Wondering creatures grow by 10% per week. If a pack turns into lots you can expect 20 to 21 creatures. (Binabik the Barbarian)
93. You can have more then 3 positive or negative Moral Bonus, but the net effect max out at 3.(a Zsa)
94. Deleted
95. Hypnotize takes away all creature and art immunities. (Xarfax the Ruthless).
96. If you cast a negative area spell, check if the creature is blue outlined, otherwise the spell doesn’t work. (Xarfax the Ruthless).
97. Rogues in your army is the equivalent of a permanent vision spell with 1 spell power and an expert school of magic. (a Zsa)
98. Anti-Magic is effective against the special abilities of zombie, unicorn, thunderbird, and mummy, but not against efreet, dendroid, ghost dragon, medusa, scorpicore, basilisk and monarch.(Binabik the Barbarian)
99. Archangels, Archdevils and Ghost Dragons influence Moral or Luck on the battlefield even after they are dead. (the Legendary Skel)
100. Spirit of oppression sets any morale to zero if it's positive. But if it is negative, it has no effect, you will still have negative morale! (Qantaqa).
101. On the beach no one is native. (Consis the Knight)
102. Even stone gazed creatures can get morale. (Dimis)
103. A battle in the underground always takes place on the subterranean terrain, no matter what terrain shows on the adventure map. (King Vlaad IV. the Impaler)
104. Siege battles are always fought on the town's native terrain (even if the siege takes place in the underground!). (King Vlaad IV. the Impaler)
105. If the attacker’s Attack skill is lower than defender's Defense skill, then damage is reduced by 2,5% per point of difference not 2%. (Qantaqa and Dimis)
106. If a unit casts a spell or gets bad morale while in a moat, they will not take moat damage. (Angelito the wise Wizard)
107. Each lighthouse adds +5 to boat travel, but doesn't work until the next day after being flagged. (Binabik the Barbarian)
108. Travel through whirlpools loses half your weakest stack, so your best protection is a stack of two level 1 units. (Consis the Knight)
109. Halflings can never have less than +1 Luck, even if Misfortune is cast, unless the Hourglass is present. (Titanic William)
110. Minotaur Kings can never have less than +1 Morale, even with mixed town types or if Sorrow is cast, unless Spirit of Oppression is present. (Binabik the Barbarian)
111. Wyvern Monarch's Poison acts like Ghost Dragon Aging, only it ages 10% per turn up to a maximum 50%. (a Zsa)
112. Cloned shooters will have a full supply of amunition. (the Evil Warrior)
113. The price at in-town Artifact Merchants decrease with each market you have. (Binabik the Barbarian)
114. The price at a Black Market is the same as in-house Merchant with 5 markets (1/2 price) (Binabik the Barbarian)
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csarmi
csarmi


Supreme Hero
gets back
posted March 31, 2006 11:10 AM
Edited by csarmi on 31 Mar 2006

iwannamymoralethingyiniwannamymoralethingyiniwannamymorathingyin

6 and 35 are not true, at least not precise

I've experienced these bugs too.

But the original stack does not really disappear, or it's at least not that easy.

Plus, berserked creatures sometimes freeze till the end of the combat, not only when you place a pegasi in front of green dragons

hard to test...

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Binabik
Binabik


Responsible
Legendary Hero
posted April 01, 2006 11:04 AM

Csarmi, what morale thing are you talking about? Could you re-post it?

Also, do you want your name one these or not?  I took it off, but it can go back on if you want. But keep in mind these will get re-worded again for the tavern. (but the original will still be kept in a separate list)

6 and 35 were tested by Legend, so he can address any issues about them. Legend, it might not be a bad idea to test both of these under different conditions and look for consistency.

Csarmi, I wanted to use the one you posted about magic/psychic elementals, but I'm not sure how to word it. The part about attacking other elementals is pretty clear. I did some testing on Magic/Psychic Elementals when you first posted it. Here's the results.

Psychic Elemental Attack

Creature----------Full or Half damage

Gold Dragon-------Full
Green Dragon------Full
Red Dragon--------Full
Gargoyle----------Full

Black Dragon------Half
Titan-------------Half
Dread Knight------Half-----I assume is true for all undead
Golem-------------Half-----Stone and Iron both
All Elementals----Half-----From Csarmi's tests

Magic Elemental Attack

Gold Dragon-------Full
Titan-------------Full
Golem-------------Full-----Stone and Iron both
Gargoyle----------Full
Skell-------------Full

Black Dragon------Half
Magic Elemental---Half----From Csarmi's tests


With these results, do the following lines make sense?

115. Psychic Elementals do half damage to creatures with either mind spell or level 5 spell immunity.
116. Magic Elementals do half damage to creatures with level 5 spell immunity.
117. Air, Earth, Fire and Water elementals do double damage to elementals from the opposite magic school.

I haven't tested the effects of Racanter's Cloak, or red or black orbs with Elemental attacks.

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csarmi
csarmi


Supreme Hero
gets back
posted April 01, 2006 01:38 PM

Psychic Elementals attack with their minds. They do half damage to creatures (naturally) immune to mind spells.

Magic Elementals have a magic attack. They do half damage to creatures (naturally) immune to mind spells.

Elementals do double damage against their counterparts.

Energy Elemental is the only one that can fly (it's in the manual btw).

The effect of morale is capped at +/-3. Positive morale gives you 1/24, 2/24, 3/24 chance to act again. Negative morale makes your creatures freeze 1/12, 2/12, 3/12 of the times (negative morale has double effect). Should be worded better.

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Binabik
Binabik


Responsible
Legendary Hero
posted April 02, 2006 10:02 AM

OK, let's finish this thing.

What needs to be done now is convert everything to rumors. If there are any volunteers who want to help with this, please speak up. The help would be much appreciated...hint, hint!

If I understand Xarfax correctly, the rumors should be in a style that fits in with the HOMM tavern, but gives enough info so it's understandable. It needs to be written so someone who doesn't already know it, will understand.

There are still a few I'm not convinced are accurate. I will test these myself.

The new ones (after 105) are still open for debate.


@Csarmi: About the morale thing. How much testing did you guys do for that? I don't feel like doing a large statistical test like that. If you're completely sure it's true, I'll take your word for it and use it.

Something like this.

118A creature has double the chance to freeze from negative morale as attacking twice with positive morale.


If anyone wants to volunteer to write rumors, lets make it easy. The first person to sign up can say they will do 1-10 (or however many they want). Then just go ahead and start on it. The next person grabs the next batch, etc.  If you sign up, please commit to doing it. (I do the ones nobody else does, I hope it's not all 118)

And don't feel bad, if they aren't used. I'm not sure myself just what Xarfax wants. Some may be OK as is, so don't feel you have to change every one.
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supersonic
supersonic


Famous Hero
being digested. E=mc^2, s=vt
posted April 02, 2006 11:11 AM
Edited by supersonic on 2 Apr 2006

ME
I already wrote 1-10.
Now I'll do 10 - 50, whilke somebody else can do 50 - 60 or so.

11 Armor of the damned will not provide your hero with the disrupting ray, even though some authorities state so.
12. I saw a hero, whose troops were immune to mind spells, because of badge of courage, which gave his monsters immunity to those spells.
13. Sea captain's hat is a powerful artifact that will make you summon boats even if you didn't know how to do it before!
14. Master genie is like a powerful wizard with spell power 5, that casts all spells on advanced level.
15. Monsters in external dwellings are shielded from plague.
16. Faerie Dragon is like mighty warlock that casts spells with spell power 5 and advanced level
17. You won't move in water by casting town portal, only dimension door can put you somewhere else.
18. Tomes or spell scrolls teach spells even to heroes that do not have enough wisdom!
19. A seer will ask you for an artifact that is only one. There are no copies, so beware!
20. In boat you will travel 15 tiles, no matter if you have a super fast monster, or a walking dead. Only navigation and artifacts change it.
21. A black dragon is pitful against efreet sultan's fire shield.
22. Of course native creatures have no penalties on their native terrains, but did you know that nomads can take you through the desert?
23. The Orb of Tempestuous Fire is a great artifact for Tower, because it increases damage of mines.
24. Gargoyles, golems and elementals do not live. Don't bother to sacrifice or resurrect them.
25. Remember to renovate your towns. Every new, non-upgrade building increases the damage of the main tower by 2-3, and the damage of rear towers by 1-2.
26. Crag Hack with expert offense won't increase the damage of ballista. Orrin with expert archery will do.
27. Even thpugh it is powerful, the orb of vulnerability won't break the resistance given by unicorns.
28. On the magic plains even creatures cast their spells on expert level! Except for dragonfly's dispel.
29. Foul creatures, familiars, can give your hero more spell points than he can handle!
30. Map spells can be cast from scrolls even without a spellbook!.

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csarmi
csarmi


Supreme Hero
gets back
posted April 02, 2006 11:37 AM

Quote:

@Csarmi: About the morale thing. How much testing did you guys do for that? I don't feel like doing a large statistical test like that. If you're completely sure it's true, I'll take your word for it and use it.


Read back in the topic, I think I have given two links for the test.

It does not take too long to test it btw. Just create a hero with -3 morale and fight, skipping turns all the time. Watch how many bad morales you get (back then I came up with some nice automated test, but I am not that creative now.)

I made some 100ish tests myself, the other guy made more.

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Binabik
Binabik


Responsible
Legendary Hero
posted April 02, 2006 12:07 PM

OK, I checked your link. 630 should be a large enough test. So the morale statement is in.

Does this mean you want your name in the credits now?

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csarmi
csarmi


Supreme Hero
gets back
posted April 02, 2006 03:17 PM

1. Pikemen's weapon allows them to resist cavalier's powerful charge.
2. A bright hero discovered that by pressing the space button, you revisit your location!
3. The speed of a hero is determined by his quickest creature in the morning, not during the day!
4. In mines, dungeon heroes will have the advantage, because mines are treated like subterranean!
5. I saw a harpy flying next to an archer, but not attacking him. (why is this in anyways?!)
6. Remember not to clone a swarmed monster - if there's no space, nothing will appear and monster will vanish! (retest pls)
7. A good tactician always remembers that pressing the "autocombat" key during tactic phase will move his monsters one step further!
8. I heard that ballistae never run out of shots.
9. Marksmen and grand elves are smart, they can shoot twice, even with one shot!
10. Once I fought for a powerful hero in a dragon utopia. I had unlimited shots, even though I couldn't see the ammo cart anywhere!
11. Armor of the damned will not provide your hero with the disrupting ray, even though some authorities state so.
12. Sir Christian told me, he discovered that his badge of courage gave all his troops mind spell immunity.
13. Sea captain's hat is a powerful artifact that will enable you to summon boats even if you didn't know how to do it before!
14. Every master genie is a powerful wizard with spell power 5, that casts all spells on advanced level.
15. Monsters in external dwellings are shielded from plague.
16. Faerie Dragons are mighty warlocks, they can cast spells with spell power 5, on advanced level.
17. You won't move in water by casting town portal, dimension door, however, can put your boat elsewhere. But be careful!
18. Tomes or spell scrolls can teach spells to heroes, even to those who lack on wisdom!
19. A seer will always ask you for a unique artifact. There are no copies anywhere!
20. In boat you will travel 15 tiles, no matter if you have a super fast monster, or a walking dead. Only navigation and artifacts can improve it.
21. A black dragon is pitful against efreet sultan's fire shield.
22. Of course native creatures have no movement penalties on their native terrain, but did you know that nomads can take you through the desert?
23. The Orb of Tempestuous Fire is a great artifact for Tower, because it increases the damage of their mines.
24. Gargoyles, golems and elementals do not live. Don't bother to sacrifice or resurrect them.
25. Remember to renovate your towns. Every new, non-upgrade building increases the damage of the main tower by 2-3, and the damage of rear towers by 1-2.
26. Crag Hack with expert offense won't increase the damage of ballista. Orrin with expert archery will.
27. Even though it is powerful, the orb of vulnerability won't break the resistance given by unicorns.
28. On the magic plains even creatures cast their spells on expert level! The only exception is dragonflies' dispel.
29. Foul creatures, familiars, can give your hero more spell points than he can handle!
30. Did you know that adventure spells can be cast from scrolls even without a spellbook?

(improved 1-30 a bit, still needed some before final state)

Yes, you can add my name now. The project is getting better (not only because of those)

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Shiva
Shiva


Promising
Famous Hero
posted April 02, 2006 06:53 PM

Quote:

6. Remember not to clone a swarmed monster - if there's no space, nothing will appear and monster will vanish! (retest pls)

Monster will vanish AFTER the fight is over.

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supersonic
supersonic


Famous Hero
being digested. E=mc^2, s=vt
posted April 02, 2006 10:22 PM

Xarfax, look properly next time. These were mine.

Csarmi, thx for rephrasing. Some of mine were bul*****, so thanx for changing some. Hope we are still friends.

OKAY, here's what we've got so far.

1. Pikemen's weapon allows them to resist cavalier's powerful charge.
2. A bright hero discovered that by pressing the space button, you revisit your location!
3. The speed of a hero is determined by his quickest creature in the morning, not during the day!
4. In mines, dungeon heroes will have the advantage, because mines are treated like subterranean!
5. I saw a harpy flying next to an archer, but not attacking him. (why is this in anyways?!)
6. Remember not to clone a swarmed monster - if there's no space, nothing will appear and monster will vanish! (retest pls)
7. A good tactician always remembers that pressing the "autocombat" key during tactic phase will move his monsters one step further!
8. I heard that ballistae never run out of shots.
9. Marksmen and grand elves are smart, they can shoot twice, even with one shot!
10. Once I fought for a powerful hero in a dragon utopia. I had unlimited shots, even though I couldn't see the ammo cart anywhere!
11. Armor of the damned will not provide your hero with the disrupting ray, even though some authorities state so.
12. Sir Christian told me, he discovered that his badge of courage gave all his troops mind spell immunity.
13. Sea captain's hat is a powerful artifact that will enable you to summon boats even if you didn't know how to do it before!
14. Every master genie is a powerful wizard with spell power 5, that casts all spells on advanced level.
15. Monsters in external dwellings are shielded from plague.
16. Faerie Dragons are mighty warlocks, they can cast spells with spell power 5, on advanced level.
17. You won't move in water by casting town portal, dimension door, however, can put your boat elsewhere. But be careful!
18. Tomes or spell scrolls can teach spells to heroes, even to those who lack on wisdom!
19. A seer will always ask you for a unique artifact. There are no copies anywhere!
20. In boat you will travel 15 tiles, no matter if you have a super fast monster, or a walking dead. Only navigation and artifacts can improve it.
21. A black dragon is pitful against efreet sultan's fire shield.
22. Of course native creatures have no movement penalties on their native terrain, but did you know that nomads can take you through the desert?
23. The Orb of Tempestuous Fire is a great artifact for Tower, because it increases the damage of their mines.
24. Gargoyles, golems and elementals do not live. Don't bother to sacrifice or resurrect them.
25. Remember to renovate your towns. Every new, non-upgrade building increases the damage of the main tower by 2-3, and the damage of rear towers by 1-2.
26. Crag Hack with expert offense won't increase the damage of ballista. Orrin with expert archery will.
27. Even though it is powerful, the orb of vulnerability won't break the resistance given by unicorns.
28. On the magic plains even creatures cast their spells on expert level! The only exception is dragonflies' dispel.
29. Foul creatures, familiars, can give your hero more spell points than he can handle!
30. Did you know that adventure spells can be cast from scrolls even without a spellbook?

The new ones.

31. Scorpicores can paralyze your creatures as though a mage has just cast a 4 level spell.
32. Ghost Dragons can age your creatures as though a mage has just cast a 5 level spell.
33. Solmyr is my good friend. He just told me that his Chain lightning did very little damage to 7 level creatures!
34. Ancient Behemoths can crush your defence, but only when they attack. Keep that in mind!
35. A silver pegasi placed in front of berserked gold dragon will cure its emotions, causing it to do nothing.
36. Don't bother to put powerful creature spellcaster on cursed ground - noone has ever seen a creature spell working there yet.
37. Even though you can have tactical advantage on your native terrain, your creatures will have the same happiness and luck!
38. My friend has just told me that an archangel can resurrect 100 hit points! He also told me that one pit lord can summon up to 50 hit points.
39. You can't put the gate up again after something has fallen dead on it.
40. Rogues told me that a trading post acts as 5 market places, all in one!
41. Deleted
42. Faerie Dragons are a lottery - if you make them wait, they might completely change the spell they are casting!
43. Dendroids are smart - they know that a harpy returns to its place, so they send the vines there to bound the harpy forever!

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Binabik
Binabik


Responsible
Legendary Hero
posted April 02, 2006 11:09 PM

Thanks for the help guys.

Yea, these are all Supersonic's so far. Csarmi made changes to some of them. If people post different versions of the same one, I'll pick one. And probably make a few changes myself.

3 will be corrected to say "slowest" creature, not quickest.

6 is one I want to do more testing. If it's not consistent, it will remain, but will say something like "might" happen instead of "will" happen.

17 What does the "be careful" part mean?

33 Will be reworded to "did very little ADDITIONAL damage".

35 Wording is a little vague. I also want to test this one for consistancy.


@Evil_Warrior. I considered using the one about Efreets attacking air, but decided not to. It's interesting trivia and kind of funny to watch, but it's just graphics. The only affect it has on the game is that the efreet wastes it's only retal when the creature is already dead. And it's so rare I've never seen it in a game until I tested it a year ago.


BTW, the master list is on my comp. There's no use posting the list for every minor change though.


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csarmi
csarmi


Supreme Hero
gets back
posted April 03, 2006 07:54 AM

exhange "be careful" to "beware of shipwreck"
should be noted somehow that you cannot DD to the land

31 - wasn't paralyze level 5? it seemed so after one of the posts

34 - is this really necessary? what's the info in this? and what's missing from the manual?

Evil: just don't post anything before testing it.


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Yes, I play the game only on the forums.

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