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=== Objects and Connections Guards === Objects and connections protection is calculated as follows. A protection index is calculated as '''protection_index = monsters_strength_zone + monsters_strength_map''', where: * '''monsters_strength_zone''' is '''0''' for connections, and depends on the "monsters strength" option of zone settings for objects: ** if weak, '''-1'''; ** if average, '''0'''; ** if strong, '''1'''; * '''monsters_strength_map''' depends on the monsters strength set in game menu, before starting the game: ** if weak, '''2'''; ** if normal, '''3'''; ** if strong, '''4'''. The '''protection_index''' varies from '''1''' to '''5''', and fully determines monsters strength, regardless the terms it derives from. The monster stack is generated based on a total AI value, calculated as follows: '''total_AI_Value''' = ( '''object_value''' - '''minimal_value_1''')* '''coefficient_1''' + ( '''object_value''' - '''minimal_value_2''')* '''coefficient_2''' '''object_value''' is the value of the protected object, group of objects, or connection. Minimal values and coefficients depends on the '''protection_index''': '''minimal_value_1''' * 1: 2500 * 2: 1500 * 3: 1000 * 4: 500 * 5: 0 '''coefficient_1''' * 1: 0.5 * 2: 0.75 * 3: 1 * 4: 1.5 * 5: 1.5 '''minimal_value_2''' * 1: 7500 * 2: 7500 * 3: 7500 * 4: 5000 * 5: 5000 '''coefficient_2''' * 1: 0.5 * 2: 0.75 * 3: 1 * 4: 1 * 5: 1.5 '''object_value''' - '''minimal_value''' is nulled if negative. If '''total_AI_Value''' is less than 2000, then no guard is generated. Otherwise, a random type of monster is selected, and an average monsters count is calculated as '''total_AI_Value''' / '''monster_AI_value'''. If the average number of monsters is less than (( '''minimal_random_monster_count''' + '''maximal_random_monster_count''') / 2 rounded down) or greater than or equal to 100, then the monster type is invalid and another one is chosen. The minimum and maximum random monsters counts are monster-specific. They can be retrieved, for example, in map editor, by right clicking a monster in the monster selection panel. After the type of monster is selected, the actual monsters count is set as follows: * an '''Average_count''' is calculated as '''total_AI_Value''' / '''monster_AI_value''', rounded to the nearest whole number (rounded up if equally close to upper and lower whole numbers). * If '''Average_count''' < 4, then the actual number of monsters is '''Average_count'''. * Otherwise, the number of monsters is '''Average_count''' + '''random_number_1''' - '''random_number_2'''. Both random numbers are generated within the range from 0 to '''Average_count''' / 4 (rounded down). Thus, the actual monster count can be from 75% to 125% of the average, with a higher probability of being close to the average. Example 1. * Global monsters strength: Strong, Monsters strength in zone: Strong, Object: [[Serpent Fly Hive]] (value 9000). * '''protection_index''' = 1 + 4 = 5. * 9000 > '''minimal_value_1''' (0), 9000 > '''minimal_value_2''' (5000). * '''total_AI_Value''' = (9000 - 0)*1.5 + (9000 - 5000)*1.5 = 19500. * 19500 > 2000, so monsters are generated. For example, 26 [[Zealot]]s (single creature AI Value: 750). Example 2. * Global monsters strength: Weak, Monsters strength in zone: Weak, Object: [[Serpent Fly Hive]] (value 9000). * '''protection_index''' = -1 + 2 = 1. * 9000 > '''minimal_value_1''' (2500), 9000 > '''minimal_value_2''' (7500). * '''total_AI_Value''' = (9000 - 2500)*0.5 + (9000 - 7500)*0.5 = 4000. * 4000 > 2000, so monsters are generated. For example, 26 [[Harpies]] (single creature AI Value: 154). Example 3. * Global monsters strength: Normal, Monsters strength in zone: Average. Object: Gold mine (value 7000). * '''protection_index''' = 0 + 3 = 3. * 7000 > '''minimal_value_1''' (1000), 7000 < '''minimal_value_2''' (7500). * '''total_AI_Value''' = (7000 - 1000)*1 = 6000. * 6000 > 2000, so monsters are generated. For example, 24 [[Wight]]s (single creature AI Value: 252). Example 4. * Global monsters strength: Weak, Monsters strength in zone: Weak. Object: [[Prison]] with a level 5 hero (value 5000). * '''protection_index''' = -1 + 2 = 1. * 5000 > '''minimal_value_1''' (2500), 5000 < '''minimal_value_2''' (7500). * '''total_AI_Value''' = (5000 - 2500)*0.5 = 1250. * 1250 < 2000, so no protection is generated. Example 5 * Global monsters strength: Strong. Connection with a value of 6000. * '''protection_index''' = 4. * 6000 > '''minimal_value_1''' (500), 6000 > '''minimal_value_2''' (5000). * '''total_AI_Value''' = (6000 - 500)*1.5 + (6000 - 5000)*1 = 9250. * 9250 > 2000, so monsters are generated. For example, 56 [[Stone Gargoyle]]s (single creature AI Value: 165).
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