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Heroes Community > Library of Enlightenment > Thread: Tribute to Strategists
Thread: Tribute to Strategists This thread is 20 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 · «PREV / NEXT»
angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted February 24, 2009 02:04 PM

Quote:
Seems you are losing touch with the game. You should play more.
Much to my strong dismay, I realized you have a point here

Quote:
The fact is it dosent matter whether you have 2 hex units in your lineup. Whats interesting is if you are facing 2 hex creatures.
I thought this effect is similar to the utopia/dragons/berzerk/freeze situation....and this only works with 2-hex units in own lineup...
____________
Better judged by 12 than carried by 6.

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted February 25, 2009 06:18 PM

Quote:
It's not done by price, at least low level dwellings aren't.

I only got to 3000 treasure value in my tests, so I don't know when the different level 7 dwellings fit appear. At lower levels, dwells of the same level do not appear at the same treasure value. Dwellings can also appear at different values depending on whether it's a starting zone or a neutral zone with no town.

For example, basilisks, dwarves and pikemen all begin to appear with a treasure value of 1150. However, pikemen appear in any type of zone at this value. But basilisks and dwarves only appear in neutral zones at 1150, and don't appear in starting zones until 1300.

Also, dwarf dwellings appear at 1150, but centaur dwells don't appear until 1700.

My guess is that the balancing was done by the overall town/terrain, not by individual objects.




Yes, I saw those posts a long time ago. I doubt that the presence of towns may have any influence on appearance probability. I believe that the values specified in rmg are the only ones that count. It would be nice to know, if for example, Beh Crag has the lowest value of all lvl7, how does that lead to it's relative abundance? In fact, I think this is still the most unexplored area of the game.

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maretti
maretti


Responsible
Supreme Hero
posted March 27, 2009 12:55 AM

@ APPEARANCE OF MAP OBJECTS: You can get mystical gardens on dirt.

"if the hero has at least 100 movement points left he will still be able to make a diagonal move on non penalty terrain."

100 movement points is also the cost of a straight move. With the above mentioned rule in mind how do you explain that you sometimes can make a straight move as last move but not a diagonal move?

If that rule is correct the only explanation must be that a straight move cost less than 100 points when its the last move.
____________
Crag rules, Orrin and Ivor suck

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Ecoris
Ecoris


Promising
Supreme Hero
posted March 27, 2009 03:47 PM

Two years ago I experimented with movement. I didn't discover anything interesting, but I made the following screenshot:


The odd thing is that if the hero makes a diagonal move up and right (direction "9") he can't move one tile right after that. But he can reach the tile marked "X" if done the other way round as in the image. Apparently order matters.
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pacifist
pacifist


Famous Hero
posted March 27, 2009 03:58 PM

Hehe, never trust the green path the game shows you (at least not entirely) . For example if you have to take an object or ressource in your way, the green path offers to take it from behind while it costs less movement when you go near the object and take it from the side. A pity there is no movement indicator in SoD like in WoG.
____________
http://www.youtube.com/user/alkoriak#g/u

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted March 28, 2009 12:56 PM
Edited by Rainalcar at 12:56, 28 Mar 2009.

Obviously, the part concerning movement seems incorrect in a way. However, there is something certainly peculiar about it. Maretti, you know of my time lacking recently, so if I manage, I'll test it myself.

And correct Mystical Garden, of course.

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maretti
maretti


Responsible
Supreme Hero
posted April 04, 2009 11:18 PM

Towerheroes can start with lvl 1 and lvl 3 troops.
____________
Crag rules, Orrin and Ivor suck

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted April 04, 2009 11:27 PM

Give me one more and I'll edit the manual .
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dimis
dimis


Responsible
Supreme Hero
Digitally signed by FoG
posted April 05, 2009 12:02 AM
Edited by dimis at 03:27, 06 Apr 2009.

My impression was that all heroes can start with level 1 and level 3 creatures only. And I am not referring only to specialists.
____________
The empty set

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted April 05, 2009 12:48 AM

What did you mean Maretti? I admit, I didn't pay heed to the point of the remark

Of course, a hero, unless special, starts always with lvl 1 units, and either 2 or 3 or both, for which there are given probabilities. Better put, hero starts always with stack 1 (be it lvl1 or 2), and has a probability for stack 2(lvl2 unit, ballista...), and probability for lvl3 etc.
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Binabik
Binabik


Responsible
Legendary Hero
posted April 05, 2009 01:28 AM

Quote:


The odd thing is that if the hero makes a diagonal move up and right (direction "9") he can't move one tile right after that. But he can reach the tile marked "X" if done the other way round as in the image. Apparently order matters.


This is speculation, but I've seen other things that make me think this is due to rounding down, or there is a minimum per step. So when you compare diagonal->straight to straight->diagonal, one of them has more rounding "loss" than the other.

OR

There could also be  minimum to begin a step. You see evidence of this when you see a thin line of color in the movement bar, but when you try to move the hero he "uses" the remaining movement points, but doesn't actually go any where.

Also has anyone else seen this? When you travel a distance and attack a stack with your last step you can begin combat. But if you stop 1 step before getting there you can no longer reach them. Same thing with picking up resources.

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Binabik
Binabik


Responsible
Legendary Hero
posted April 05, 2009 01:54 AM

Slot 1 - everyone can get level 1 creatures except level 2 specialists

Slot 2 - everyone can get level 2 creatures except level 3 specialists and war machine specialists

slot 3 - everyone can get level 3 creatures except level 1 & 2 specialists


In other words you get the level of the slot.

EXCEPT:

Specialists get their specialty in all slots except level 3 specs get level 1 in slot 1.

War machines are level 2.

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maretti
maretti


Responsible
Supreme Hero
posted April 05, 2009 12:28 PM

Forget what I said. It didnt make sense.
____________
Crag rules, Orrin and Ivor suck

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted April 06, 2009 09:26 AM

Quote:
Two years ago I experimented with movement. I didn't discover anything interesting, but I made the following screenshot:


The odd thing is that if the hero makes a diagonal move up and right (direction "9") he can't move one tile right after that. But he can reach the tile marked "X" if done the other way round as in the image. Apparently order matters.

yeah it's very interesting. I've made few experiments too. All is clear now. Diagonal move takes 141 movement points, horizontal move takes 100 movement points. Most interesting part is last step. On non-penalty terrain, at his last step, hero can do diagonal step (141) even with 100 movement points left. But on penalty terrain, hero can't do even horizontal (125) step with 100 movement points left. Weird logic.

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted April 06, 2009 12:27 PM
Edited by Rainalcar at 16:58, 14 Oct 2009.

Reminder:
Mystical Garden can appear on dirt
revise movement hint
add Alex' explanation of hero leveling when done
add penalties descriptions when shooting over walls

SAG, could you check other penalty terrains as well? E.g. Snow takes 212 mp diagonally, check is it possible to move with 210 mp. If not, we can generalize safely that it is not possible to move diagonally on penalty terrain under any circumstances. Likewise for horizontal (Snow 150 mp). Write it down how you want it to be included in the manual if you wish.

edit: also, would be nice if you could explain Ecoris' finding.
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 14, 2009 01:39 PM

2Rainalcar: It would be nice if you will add even more interesting stuff to the next edition. As for me, I could help with penalty conditions when shooting over castle walls.

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted October 14, 2009 04:56 PM

Didn't I include the remark in damage calculation regarding castle wall penalty? Nevertheless, I think I didn't include special cases, like when there is a unit behind the (indestructible) towers, remind me if I forgot something, it's been awhile.
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 15, 2009 11:07 AM
Edited by AlexSpl at 11:24, 15 Oct 2009.

Let's say your shooter stands on A hex, an enemy unit stands on B hex behind the wall, and some of castle walls are broken (W1, W2, etc)

Does your shooter fire with siege penalty in this case? I have an answer. Also it's interesting that there are positions from which your shooters can fire without siege penalty even if there are no broken walls yet.


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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted October 15, 2009 10:16 PM

Yes, I had that in mind. I will include it as well. If you have the whole picture cleared up, please spare me of testing , since I forgot all the details and can't find notes regarding the issue anywhere.
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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted October 24, 2009 09:18 PM

I was wondering would anyone be interested in taking over the editing of the manual? It obviously needs better looks and improved structuring, with effort it could be made a H5 manual alike. The task however is far too time consuming for myself - I could lend a hand and assist, but don't have the sufficient knowledge nor free time to tackle it alone.
I will probably make one more mentionable addition to it in due time, things that Alex mentioned and a few others.

Btw, there is one thing I never knew, and for which we likely need the source code (guy ): how to predict the outcome of auto combat given the input data. Would be nice to know.
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