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Heroes Community > Library of Enlightenment > Thread: "Run Forest.... RUN!"
Thread: "Run Forest.... RUN!" This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
sirzapdos
sirzapdos


Promising
Famous Hero
Open the pod bay doors, Hal.
posted August 26, 2004 02:46 AM

Well, I'm not Wub, but I can shed some light on some things.

Specialties based on secondary skills are calculated like this.

% ACCORDING TO SKILL LEVEL + (HERO LEVEL times 0.05)times(% ACCORDING TO SKILL LEVEL).

For example, If Dessa is level 20 with EXP Logistics, it would be:

30% + (20 times 0.05)times 30%
30% + 30%
60%

So, spec skills are doubled at level 20.

That's all I got. I don't know what artifacts or other things (Amp, Soul Prison) do.
____________
So I try to live a complicated world...

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csarmi
csarmi


Supreme Hero
gets back
posted August 26, 2004 12:53 PM
Edited By: csarmi on 26 Aug 2004

Quote:


-Every tile on the map represents a fixed battle terrain...
-Every tile on the map influences creature formation in a fixed way...
-Every tile on the map influences the number of upgrades in a fixed way... [determines whether there are upgrades or not]


Great data, Wub, and much more useful as you thought.
Facing lots of Giants? Send in a scout!
I have found myself a lot of times in a situation when these kind of informations would have been crucial for me.

It seems that Bron works a bit differently as other heroes. I, for example know that he has a (very little chance) to start without any basilisks.
I think it must be like 10-20 gnolls, 3-7 basilisks, 3-7 basilisks. Giving you a 3% chance to start your Bron without basilisks.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted August 26, 2004 07:07 PM
Edited By: angelito on 26 Oct 2004

Quote:
indeed
here is my request. i will be making a script for WoG and i need to know everything about hero specialties and percentages. the script will calculate and show the exact percentage of every skill. like "vidomina's necromancy resurrects xx%". this has to include the level of the hero, the presence of artifacts, the presence of necromancy amplifiers and the presence of necro grail. or kyrre's specialty logistics - is the percentage 30(expert)+5*herolevel or something else? same for all non-creature and non-spell specialties. i will need a complete list of these like this
vidomina(lvl1)=xx%;
vidomina(lvl10)=xx%;
vidomina(lvl1)+dead man's boots=xx%;
vidomina(lvl10)+dead man's boots=xx%;
vidomina(lvl1)+necromancy amplifier=xx%;
vidomina(lvl10)+necromancy amplifier=xx%;
...

all info is apreciated
TIA



There is a thread which could help u here:
How does the necromancy skill work exactly?
____________
Better judged by 12 than carried by 6.

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Kuma
Kuma


Promising
Supreme Hero
u can type so much text in her
posted September 23, 2004 11:56 PM

ehmm really? like where?
____________
People used to call me crazy, but now that I'm rich I am excentric.

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted December 02, 2004 09:43 AM

@top

i've tested the elemental thing.Here's the results compared to the original post:
Quote:
1. No hero gained any experience at the end of the battle.

true, it could not have been otherwise, as one surrendered and the other lost the hero
Quote:

2. The after battle screen showed me as the winner of the battle even though i surrendered

true, as after exiting the combat screen the elementals dissapear, the hero left with no army dissapears aswell(still in doubt with this one)
Quote:

3. Even though his hero was defetead he could buy him from the tavern

i tried this one a couple of times, but not always did the hero was present in the tavern, and once i found him after buying several other heroes(this situation can be encountered in normal games, when a lost hero can be found in the tavern)
Quote:

4. He didn't lose the castle even though it said he lost the battle

true,this is quite logical,as the sieger did not manage to break the defence;even though left with no garrison hero, the castle was not defeated.
Quote:

PS: Another strange thing in that battle was that he couldn't cast blind (it said this spell will affect no one when he clicked it).

maybe you had the pendant of second sight on

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 02, 2004 10:48 AM

Quote:
Quote:

PS: Another strange thing in that battle was that he couldn't cast blind (it said this spell will affect no one when he clicked it).

maybe you had the pendant of second sight on


Or the badge of courage..
____________
Better judged by 12 than carried by 6.

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted December 02, 2004 12:25 PM

Quote:

Or the badge of courage..

Hmmm, here's something i didn't knew. I thought that badge of courage only protects you from berserk.So how does it work? It protects yous units against all mind spells????
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 02, 2004 01:08 PM

Yes, against all mind spells (u become a titan though..)
____________
Better judged by 12 than carried by 6.

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted December 02, 2004 01:55 PM

A strange thing i have discovered lately about the badge of courage is that it doesn't prevent casting mind spells.What i mean is that in certain situations(red orb is present, recanter's , immunities etc) when a player attempts to cast a certain spell a message appears "this spell will affect no one"  whereas(and this is the interesting part) when equiped with the badge of courage mind spells can be casted, but with no effect.The importance of this fact is obvious, as the player basicaly loses a turn's spell for nothing whereas in the other case he could still cast another spell.
I don't think this works in older versions where the badge had a different shape.
The same thing goes if anti-magic is casted on a unit. So if a unit is protected by anti magic, the other player can cast a spell on it, but with no effect.
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FireSpirit
FireSpirit


Famous Hero
with warm hands
posted December 02, 2004 03:10 PM

What Tigris mentioned is most likely a bug. I have always thought that Bagde of Courage protects from only hostile mind spells. Does it?
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tigris
tigris


Supreme Hero
Supreme Noobolator
posted December 02, 2004 03:17 PM

Are there any non-hostile mind spells aswell?
Ok quick recap: blind,hypnotize,forgetfulness and berserk
Does this category include moral and luck related spells?
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greek_god_su...
greek_god_superman


Famous Hero
Bringer Of Light
posted December 02, 2004 07:38 PM

Quote:
Are there any non-hostile mind spells aswell?

I think mirth and frenzy are.
____________
After all, marriage and murder are not too different - one ends your life and the other is a crime

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted December 03, 2004 09:31 AM
Edited By: tigris on 10 Dec 2004

a few common sense things about luck and morale

First of all thanks to Xarfax for all the info.
I saw in another thread that Angelito promissed to continue his explanation series with some things about this, that's why i'm not opening a separate thread for this, but if we touched this issue here are some common sense things about how these skills work:
1leadreship
-this skill influences the morale of hero's own troops as follows:
-high morale:+1 means that own troops have 4,2% chance to receive morale(one in 24 hits)
            +2means that own troops have 8,3% chance to receive morale(one in 12 hits)
            +3 means that own troops have 12,5% chance to receive morale(one in 8 hits)
-neutral morale means that own troops won't receive morale, nor freeze in panic
low morale:-1 means that own troops have 4,2% chance to freeze in panic(1 in 24 hits)
          -2 means that own troops have 8,3% chance to freeze in panic(1 in 12 hits)  
          -3 means that own troops have 12,5% chance to freeze in panic(1 in 8 hits)

Theese stats can influenced by: units,spells, castle buildings, artefacts and adventure sites.The morale modifiers can be permanent and temporary.
units
-all units from the same castle equals +1 morale
-AA gives +1 morale
-undead troops lowers the morale by 1
-more than 2 castle units lowers the morale by 1
spells
mirth:+1 to the targeted unit(basic or no water magic)
     +2 to the targeted unit(advanced water magic)
     +2 to all friendly troops(exp water)
sorrow:-1 to the targeted unit(basic or no earth magic)
      -2 to the targeted unit(advanced earth magic)
      -2 to all enemy troops(exp earth)
castle buildings
-brotherhood of the sword:+2 during siege
-collossus:+10 during siege
artifacts
-badge of courage,crest of valour,glyph of gallantry:+1
-still eye of the dragon :+1 luck and morale
-pendant of courage:+3 luck and morale
temporary morale modifiers:
-temple:+1(+2 on day 7)
-buouy:+1
-watering hole,fountain of youth:+1 and 4 movement points
-oasis:+1 and 8 movement points
-crypt,shipwreck:-1 if already visited
-warrior's tomb:-3 if already visited

2.luck
-this skill influences the chance of a unit to deal double damage as follows:
-positive luck:+1 meaning a 4,2% chance to deal double damage(one in 24 hits)
-good luck:+2 meaning a 8,3% chance to deal double damage(one in 12 hits)
-excelent luck:+3 meaning a 12,5% chance to deal double damage(one in 8 hits)
-neutral luck means that the troops won't deal double damage
-note that there is no low or bad luck
Theese stats can influenced by: units,spells, castle buildings, artefacts and adventure sites.The luck modifiers can be permanent and temporary.
units:
-Arch devils lower the luck by 1
spells:
-fortune::+1 to the targeted unit(basic or no air magic)
         +2 to the targeted unit(advanced air magic)
         +2 to all friendly troops(exp air)
-misfortune::-1 to the targeted unit(basic or no fire magic)
            -2 to the targeted unit(advanced fire magic)
            -2 to all friendly troops(exp fire)
castle buildings:
-fountain of fortune:+2 during siege
-rampart grail(dun remember the name):+10 during siege
artifacts:
-clover of fortune,cards of prophecy,ladybird of luck:+1
-still eye of the dragon:+1 luck and morale
-pendant of courage:+3 luck and morale
temporart modifiers
-mermaids,faerie ring:+1
-lake of scarlet swan:+2(lose movement for the day)
-fountain of fortune:-1 to +3 luck
-rally flag:+1 luck and morale;+4 movement points
-idol of fortune:+1 luck on odd days except day 7(1,3,5)
               +1 morale on even days
               +1 luck and morale on day 7
-piramid:-2 after defeating the golems
Conclusions
When right clicking on the luck/morale icons on hero screen it displays the current moddifiers.Maximum for both luck and morale is +3, but if you have for exemple exp leadreship and pendant of courage and you right click on the icon it displays all morale modifiers, so theorethycly you should have +6, but infact the halue cannot raise more than +3.Same goes for luck.
The spells affecting luck and morale level are quite unbalanced,as sorrow is quite usefull cos it practicly can make one(more)unit(s) lose their turn(freezing in panic),whereas misfortune has virtually no hostile effect,it just denies any luck bonusses cos you cannot have negative luck.
Myrth and fortune are equlay useless as spells for the simple reason that they don't work( myrth is good as a contermeasure for sorrow if you don't have cure or dispel).
there still are lots of things left to say about this,so anyone who cares sharing some more is wellcomed.
Hope angelito won't be mad at me because i stole the ideea for his next best seller, although i can't pretend this is a continuation of his explenation series, but a few common sense things that are probably already known by all good players.Hope this could help someone..
@steone,sory for being late with that
edit2:the paragraph in italics is wrong.check this threadto see how it really works.








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Ste
Ste


Promising
Famous Hero
Passed away
posted December 03, 2004 02:15 PM

Quote:

-misfortune::+1 to the targeted unit(basic or no fire magic)
+2 to the targeted unit(advanced fire magic)
+2 to all friendly troops(exp fire)

Fix this
____________
The ultimate WoG tester

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csarmi
csarmi


Supreme Hero
gets back
posted December 07, 2004 07:22 PM

on morale

It has been proven that the negative morale probabilities are exactly double of the ones listed in the manual.

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Conan
Conan


Responsible
Supreme Hero
posted December 10, 2004 02:41 PM

Quote:

So to avoid to make a cast that has no effect, move your coursor just before casting over the creatures. If they do get a colored outline the spell will work on them, if there is no outline they are currently immune.



Interesting. I didn't know that.
Xarfax, does it also work with resistance?
____________
Your life as it has been is over. From this time forward, you will service.... us. - Star Trek TNG

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 10, 2004 02:51 PM

Quote:
Interesting. I didn't know that.
Xarfax, does it also work with resistance?



Not really.
Only when the opponent has 100% resistance (Thorgrimm highleveled, with some arties...), then u will get this message...
____________
Better judged by 12 than carried by 6.

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sirzapdos
sirzapdos


Promising
Famous Hero
Open the pod bay doors, Hal.
posted December 10, 2004 06:38 PM

Level 74 by my calculations.
____________
So I try to live a complicated world...

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 10, 2004 06:54 PM

Quote:
Level 74 by my calculations.



Much earlier...


Thorgrimm Level 10 (with expert res.) = 30% resistance
3 resistance arties = 30%
1 battle dwarf = 40%

So if u meet him with that 1 battle dwarf, u will get this message when u want to cast a spell..
____________
Better judged by 12 than carried by 6.

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Conan
Conan


Responsible
Supreme Hero
posted December 10, 2004 07:34 PM

ah, only with the dwarf... so then creature specific. How does the aura work in the case of the unicorn?
____________
Your life as it has been is over. From this time forward, you will service.... us. - Star Trek TNG

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