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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»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 16, 2009 11:31 AM
Edited by Salamandre at 11:35, 16 Dec 2009.

If the defending/attacking units are terrain native you can't cast land mines (they see it so spell gets canceled). Flying units or walkers, same rule.  For mixed armies, same rule, if one native is present, all others are considered as natives and spell is canceled.
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted December 16, 2009 11:36 AM

Thanks. It makes sense.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted December 16, 2009 01:52 PM
Edited by AlexSpl at 13:22, 18 Dec 2009.

Back to Berserk

Type IV


Priority of type IV hexes is the same as ones of type III. It's interesting how flying units handle distances.

For Type IV hexes I found two exceptions. On screenshot #1 and #2 two crossed hexes don't belong to Type IV. If you'll find more exceptions please share them.



On screenshot #3 there are 5 possible aims for berseked gargoyles (Type III and Type IV hexes, excluding the above mentioned exception) but two gargs are inaccessible within default attack. Therefore, in 2/5 = 40% of cases berserked gargs do nothing.


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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted December 19, 2009 08:05 PM
Edited by AlexSpl at 20:17, 19 Dec 2009.

Berserked 2-hex flying units

I found out that attack types are different for attacker's and defender's berserked 2-hex flying unit.

Try to compare the following pictures.

Priority(Type 0) > Priotity(Type I) = Priority(Type II) > Priority(Type III) = Priority(Type IV)



Priotity(Type I) = Priority(Type II) > Priority(Type III) = Priority(Type IV)



Also I found two exceptions for Type II hexes.



It's really amazing how weird Berserk implementation is!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 23, 2009 02:00 PM

This will not interest MP dudes, but maybe one day you'd want to make a research on AI behavior. I am interested on how the AI heros "see" the things around, priorities for moving and how far, how the moves are affected if no town, at what distance a nice bait will not affect them etc. So far we know that they can't see the true HP force if army is split between garrison and hero, but sometimes they just hold an area and refuse to move further. Why, I don't know.
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maretti
maretti


Responsible
Supreme Hero
posted December 23, 2009 03:12 PM

Also would be interesting to know the diffrence in behavior between the 3 diffrent AI types.
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Crag rules, Orrin and Ivor suck

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted December 24, 2009 09:51 AM

Quote:
This will not interest MP dudes

why? it's important. I would like to make script showing in battle those stacks which will not move under Berserk
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 24, 2009 10:36 AM

It was about my request for AI heros moves, not about berserk.
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SAG
SAG


Promising
Supreme Hero
WCL owner
posted December 24, 2009 10:50 AM

AI algorithm is also important in MP. Most games on 8mm6 template are played with 6 AI players.
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted December 24, 2009 12:14 PM

Quote:
I would like to make script showing in battle those stacks which will not move under Berserk


It will be hard to implement this, I suppose. Anyway, you can almost always place your own creatures on appropriate positions to force berserked stack to attack them instead of skipping turns. But even if you place your stack near berserked creature blocked by unit standing on type I or type II hex, you still can't be sure that berserked creature stops skipping its turns immediately.

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maretti
maretti


Responsible
Supreme Hero
posted January 09, 2010 05:57 PM

"If the unit is unblinded/resurrected/unpetrified (no matter when it was blinded/killed/petrified) it will take it’s turn as soon it is of highest speed if it is a normal phase, or of slowest speed if it is a wait phase."

Not true. A situation can occur where a unit is resurrected as first thing in the round and never gets to move and dosent even retaliate if its attacked.
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Crag rules, Orrin and Ivor suck

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spliff
spliff

Tavern Dweller
posted January 12, 2010 03:07 PM
Edited by spliff at 15:11, 12 Jan 2010.

Quote:
Moreover, they always attack within default directions and the second hex of 2-hex creatures is considered as a blocked hex (see screenshots).

What are default directions? I mean, why in one case it first moves forward and then up, and in other case, first down and only then forward.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 12, 2010 03:31 PM

Just watch how comp flying units attack 1-hex units when there are no obstacles which may change attack directions.

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spliff
spliff

Tavern Dweller
posted January 12, 2010 03:48 PM
Edited by spliff at 15:49, 12 Jan 2010.

Quote:
Just watch how comp flying units attack 1-hex units when there are no obstacles which may change attack directions.

Ok I'll check, and how about non-flying creatures? Is that correct that they will see first hex of 2-hexed unit as an obsticle and make their way around, thus attacking the creature.
If it sounds confusing, i am sorry, but do you get my idea

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 12, 2010 04:05 PM

Quote:
Ok I'll check, and how about non-flying creatures? Is that correct that they will see first hex of 2-hexed unit as an obsticle and make their way around, thus attacking the creature.
If it sounds confusing, i am sorry, but do you get my idea

Yes, you're right. More about paths you can learn reading one old thread ("All about hand-to-hand attack", can't find it at the moment).  

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spliff
spliff

Tavern Dweller
posted January 15, 2010 12:09 PM
Edited by spliff at 12:24, 15 Jan 2010.

Quote:
Yes, you're right. More about paths you can learn reading one old thread ("All about hand-to-hand attack", can't find it at the moment).  

I can't find these posts too, bus as fas as it tried on battle field, I've noticed that if defender has to move to hex above it first moves forward then up and if to hex below - first down then forward. For attacker it's visa versa. But how does unit decide where to attack from (front/front below/front above/back/back below/back above)? Is choosing the hex from which to attack is the same as chosing target (type 0/I/II/III/IV...)? I should add that I am talking about AI, not berserked creatures.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 15, 2010 12:38 PM

Here

You can find there stuff about attack directions and paths.

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spliff
spliff

Tavern Dweller
posted January 15, 2010 12:46 PM

Quote:
[url=http://heroescommunity.com/viewthread.php3?TID=18823]Here[/url]

You can find there stuff about attack directions and paths.

thanks alot

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 17, 2010 01:23 AM

Any has infos about which creatures get a few upgraded units in battle and starting from which number? I ran some tests and can't find a fixed pattern. 7 dwarfs get 2 battle ones, 14 get nothing. And I need badly infos about, so I can disable it.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted January 17, 2010 01:28 AM

As far as I know (there was a discussion about that here in the library some years ago) it has to do with the type of terrain they are placed. Every terrain has different outcomes refering to the shape of the battlefield (obstacles and such...). And so the chance of upgraded creatures being present differs aswell. Needs much testing to find that out...
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